joebarnin
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Posts posted by joebarnin
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6 hours ago, Kainos said:
After using the 3 keys @ cathedral, I am stuck in the basement with droids, unable to open the door to the chamber in the center.
SpoilerThere are 3 locks to unlock to open the middle chamber. One can be picked; the other two require combos. One combo is on a scroll that's on of the tables in the lab. The other is on a scroll in the chamber itself - you have to look through a window, maybe use the spyglass.
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16 minutes ago, Woodsie69 said:Spoiler
Have you found the bishop's camp yet? His journal has a clue.
SpoilerKill one of the green elementals with a moss arrow, it will drop a key.
SpoilerIf your short on moss arrows, look for a cave.
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15 minutes ago, grodenglaive said:
thanks, I don't know how I missed that
I always forget to look up.
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50 minutes ago, grodenglaive said:
in the cave after grabbing the Golden Buck. I've looked everywhere with and without the special vision, but no luck finding a way out. I even shot a rope arrow into the Golden Buck sign and climbed back up to the top of the shaft, but the entrance was too far to jump to and I think it was sealed anyway.
SpoilerIn the cave/labyrinth, go past the sign, follow the path to the left and down. At some point, look up and see that you can use a rope arrow. Climb up to a place you can't get to otherwise:
Then find your way to a flame vent.
SpoilerLook around - there's a way to climb to a new set of paths. After a while you get to a grate that you can't open.
SpoilerBut it's over an inactive flame vent - ignite it with a fire arrow to 'melt' the lock, then douse it with a water arrow.
SpoilerClimb up through the open grate, then around a bit, then down (look around at this point for a 'good deed'), then around and up to the orb room.
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59 minutes ago, McPhisto2051 said:
I would also know the combination for the room with the lion, there seems to be no hint (or ofc I didnt found it), perhaps Ill need it later?
so far, a really nice (and huuuge) mission!!!
SpoilerUse the vision potion in the garden, look at the plaques. See any numbers?
Spoiler1422
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3 minutes ago, datiswous said:
What Linux issues, apart from the autosave bug that was known, but never reported?
The keyhole lean/peek problem - some Linux players report all you see is black when peeking.
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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!
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24 minutes ago, pax-downunder said:Spoiler
Yes, you should see something. Are you running on Linux? Beta testers reported problems with peeping on that platform. The safe combo can be seen from inside the room, but it's hard to see. The combo is:
Spoiler337
As for the brick/crouch problem, did you move the brick so that it was completely out of the way? That's all I can thing of. (Edit: Also, make sure you are pressed against the wall, and inline with the hole)
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@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,
30 minutes ago, snatcher said:SpoilerThe only deed I couldn't accomplish was finding somebody that went missing.
SpoilerBack in part 4, as you were exploring the caves on your way out, you climbed down a hole (after the gas vent, just before you found your way up to the orb). After climbing down, there was a way to squeeze into a small area that contains the missing person. You can get back there from the starting point (it's a long way) and the gate to the orb is now open, so you can climb down from there.
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3 hours ago, staterathesmol said:
Does anyone know where the crown is so i can put the spooky scary skeletons back to bed? ive ran up and down the east sewers now found the dagger and scepter and honestly just godmodded to kill the skellies so i could run up and down easier looking for the crown. ive checked every possible route that rowe COULD have taken running out of the tomb and i honestly just cant find it. its not on any bodies of the skeletons as far as i can tell and not in any of the rooms. im afraid its somewhere in the horrible water recflecting jank water and ill have to crawl up and down for it. if anyone knows where it is im not afraid of spoilers i just wanna play more of this fun map. im a completeionist you see.
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1 hour ago, Dave the Taffer said:Spoiler
I opened t grate (only openable with its key, frobbable from a patrolling guard) which ends the first city section after the warehouse, passed through it and closed it behind myself. If I try to open the grate again, this time from the other side obviously, the grate opens, but the inner part of another similar grate appears behind it, blocking me and preventing me to come back to where I came from.
Crap. That’s a bug alright. There is another way out. Or, noclip through the obstruction. Sorry about that.
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1 hour ago, Dead Rat said:Spoiler
...in the sewer, looking for key 7C.
SpoilerCheck out room 9 (that room actually has another way of proceeding)
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- Popular Post
- Popular Post
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).SpoilerThis mission includes undead skeletons and spiders of all sizes.
Difficulty settings make a difference. Things that are affected by the difficulty level:-
Spoiler
- Quantity of starting arrows
- Two of the optional Objectives
- Acuity of AI in general
- Abilities and number of AI in a couple of key areas
- A small number of other access points
Enjoy!
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6 hours ago, datiswous said:
Why a func_static instead of just a door model?
Models are inserted as func_statics, so basically the same thing?
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Yes indeed, a func_static.
I maxed out the logging with these settings in darkmod.ini:
[Debug] LogFile=Darkmod.log LogError=1 LogBegin=1 LogEnd=1 LogDebug=1 LogWarning=1 LogInfo=1 LogClass_INIT=1 LogClass_MISC=1 LogClass_SYSTEM=1 LogClass_FROBBING=1 LogClass_AI=1 LogClass_SOUND=1 LogClass_FUNCTION=1 LogClass_ENTITY=1 LogClass_INVENTORY=1 LogClass_LIGHT=1 LogClass_WEAPON=1 LogClass_MATH=1 LogClass_MOVEMENT=1 LogClass_STIM_RESPONSE=1 LogClass_OBJECTIVES=1 LogClass_DIFFICULTY=1 LogClass_FRAME=1 LogClass_LOCKPICK=1 LogClass_CONVERSATION=1 LogClass_MAINMENU=1 LogClass_AAS=1 LogClass_STATE=1
Way overkill, it creates a massive log file. But I searched for the name of the AI and found a log entry that mentioned something about "HandleDoorTask performing by <guard name>" and a lightbulb went off.
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Something I just ran into, so I figured I'd share what I learned. I had an AI doing a path back and forth from A to B to A, etc. It would work fine for a while, and then suddenly he would stop and just stand there. At that point he would never proceed on the path. I cranked up the logging and saw something in darkmod.log about "handle door task" associated with that AI. I realized the problem. I had a dummy door nearby - it is a "door to nowhere" (solid wall behind it). But instead of using a door model, I had cloned a nearby atdm:mover_door and set it to frobable=0 (and removed the handles). That certainly keeps the player from using the door, but apparently it confuses the AI pathfinding. I replaced it with a model door, and now the AI path works fine.
Bottom line: always use a model for dummy doors. Sounds obvious, I know.
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55 minutes ago, Geep said:
In thinking about this further, maybe a savefile is just a memory image. In which case ANY difference between the two machines (in OS version, CPU, GPU, amount of RAM, etc.) could prevent portability.
If so, this approach to debug is likely a hopeless endeavor.
I suspect you are correct.
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1 minute ago, Geep said:
Maybe you have to duplicate the entire FM environment (the .pk4 if packaged) to get it to work?
Forgot to mention, I’m running the same .pk4 as well. Something must be different, I just can’t figure out what. I’ve asked about addons, etc.
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Should I be able to load a save file from another player? My mission is in beta test, and one of the testers has run into an issue. I had them store out a save file, but when I try to load it, TDM hangs (the loading screen just sits there with the bar at 0% progress). We're running the same version, 2.11/64 #10264. Is what I'm trying to do possible?
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2 hours ago, MirceaKitsune said:
Has any progress been made on tracking down that collision issue? I have this on my list of FM's to go back to, but I'd rather not replay half of it just to find myself stuck again and need to try again later. As there's been no news I take it the problem would still be there in latest TDM dev which is what I use.
This bug is fixed in TDM 2.12. I just verified that the elementals work as they are supposed to, using TDM version dev16842-10488. So have fun!
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3 minutes ago, Geep said:
@MirceaKitsune, looks like you're in luck:
Also, the training mission has an example of this.
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Set up a hidden objective, fourth object in location X. When it succeeds, call $player1.holdEntity($null_entity).
I haven't tried this, but that's my guess.
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2 hours ago, MirceaKitsune said:
I'm still curious about part of my question from last time so I can weigh in all options: Is it possible for the scripting system to generate a text file in the FM directory, which can be used to store and retreive information about previous runs independently of saves? I could have a use for that if yes, though I'm not seeing any obvious way in the documentation.
If you haven't already, take a look at https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Scripting
Calls like sys.setPersistantArg and sys.getPersistant* might do what you want?
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No worries, I’ve got a workaround in my current FM so testing it on 2.12 can continue.
Testing TDM on Linux on Windows 11
in TDM Tech Support
Posted
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.