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joebarnin

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Posts posted by joebarnin

  1. 6 hours ago, Heuli said:

    I can access joebarnin to my PC via VNC ubuntu 22.04 LTS cinamon Desktop 50s vdsl give. only if he can play my dark mod One question is, is there a remote maintenance software that can do this? I don't have anything personal on my PC, just Darkmod

    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.

  2. 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.

    Spoiler

    There 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.

     

  3. 16 minutes ago, Woodsie69 said:

    How can I get through the

      Reveal hidden contents

    locked door in the Pagan forest?

    I have no key for it, and the door/keyhole can't be picked

    Spoiler

    Have you found the bishop's camp yet? His journal has a clue.

    Spoiler

    Kill one of the green elementals with a moss arrow, it will drop a key.

    Spoiler

    If your short on moss arrows, look for a cave.

     

     

     

  4. 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.

    Spoiler

    In 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.

    Spoiler

    Look 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.

    Spoiler

    But it's over an inactive flame vent - ignite it with a fire arrow to 'melt' the lock, then douse it with a water arrow.

    Spoiler

    Climb  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.

     

     

     

     

  5. 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!!!

    Spoiler

    Use the vision potion in the garden, look at the plaques. See any numbers?

    Spoiler

    1422

     

     

  6. 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!

  7. 24 minutes ago, pax-downunder said:

    Another weird behavior...

      Hide contents

    Should you be able to see something when using the peep-holes? I only see black. I thought that was the way to get the safe's combination in room 1.

     

    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:

    Spoiler

    337

    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)

     

  8. @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:
    Spoiler

    The only deed I couldn't accomplish was finding somebody that went missing.

    Spoiler

    Back 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.

     

     

  9. 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. 

     

    Spoiler

    image.thumb.jpeg.6c4ba42c8498e484b5a3467316feeac9.jpeg

    Red is where it is for the two easier difficulties. Green for the hardest. Now, it's possible that if the skeletons got agitated and started running, they kicked it somewhere else...

     

  10. 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. 

  11. 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.

    • Like 2
  12. 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.

    • Like 2
  13. 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.

  14. 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?

  15. 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!

    • Like 1
  16. 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?

    • Thanks 1
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