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joebarnin

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Everything posted by joebarnin

  1. @Marbrien Glad you liked the mission. You found some of the harder loot - and you are so close to 4k! I assume you got all of the paintings (behind glass) in the cathedral, and the 3 hammers. A few of other ideas: Anyway, hopefully that'll get you over 4000. Actually, there is a key to the bishop's room - it's on a chair.
  2. This post has a series of progressive hints:
  3. Oops. I'll fix that for the next version. Thanks!
  4. Not sure what "fuse for the safe" means. The safe combination in Jack's hideout is on a piece of paper in a nearby room. But the safe can be picked as well. Or am I misunderstanding?
  5. Good idea, but no, I don't have an extra machine.
  6. Nope, no way to get inside. Sorry about that.
  7. Thanks for the offer, but that sounds a bit too complicated. I think I need to decide how to get Linux going on my machine. I'll probably try @stgatilov's idea of VMWare.
  8. The keyhole lean/peek problem - some Linux players report all you see is black when peeking.
  9. I've got a Windows 11 machine. TDM players on Linux are running into problems with my mission; it appears these are Linux-specific issues. I'd like to have a Linux install of TDM, to verify these issues (and maybe be able to submit bug reports). What's the best technique for getting a Linux install on my Windows computer? My ignorance of Linux knows no bounds . How do these options look? https://www.windowscentral.com/software-apps/windows-11/how-to-run-any-linux-distro-alongside-windows-11 Thanks!
  10. @snatcherThanks for the review! I'll consider some of your suggestions for version 2. Although, I might be pushing my luck if I make the mission even longer! As for,
  11. Crap. That’s a bug alright. There is another way out. Or, noclip through the obstruction. Sorry about that.
  12. My new mission, A Night in Altham, is available. We are already up to version 2! @Dave the Tafferfound an problem that deserves a fix, so here is version 2: https://www.dropbox.com/scl/fi/y4r1dmziuq6clh2im3qz1/altham2.pk4?rlkey=m3cv5v6v70lxbc9xha61nuxoj&dl=1. I will ask @nbohr1more to update the databases. Thanks to JackFarmer (alpha testing and custom ambient music) and the many beta testers (jaxa, Shadow, wesp5, Cambridge Spy, thebigh, datiswous, Mezla, MirceaKitsune, Melchior, Acolytesix, TheUnbeholden, prjames, Bergante). Thanks to @peter_spy for his beautiful Builder Compound assets. This is a large mission, so be ready to take some time. I recommend that you do named saves occasionally (I actually implemented auto-saves for this mission, but it was causing crashes on Linux, so I removed it). This mission has a lot of keys, so it implements a key management mechanism. Keys are removed from the game when no longer needed. This includes when you use a key to open a door, or if you pick a door/lock that also uses a key. Most keys are automatically removed, but there are a couple that aren't (for example, if they open up more than one door). In a certain area, this mission uses the Keyhole Peek feature of TDM. Typically, this is when you lean forward (F key) into a door keyhole and you can see into the next room. But in this case you don't lean into a keyhole. It's a hole of another kind. It's an unconventional use of something that isn't used a lot in TDM; hopefully the mission context will make it clear when to use it. The mission does not use Keyhole Peek for regular doors. Be aware, there is a known problem on Linux, where the peek feature can cause a crash. Peeking is not required for mission completion. This has been tested on TDM 2.11a and the current dev build of 2.12 (dev16854-10518). Scary things warning: Difficulty settings make a difference. Things that are affected by the difficulty level: Enjoy!
  13. Models are inserted as func_statics, so basically the same thing?
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