Jump to content

JBERT

Member
  • Posts

    38
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by JBERT

  1. Hello, I have found this note but I don't understand where I have to go to find this key. Help will be welcome. Regards, JB
  2. Thanks a lot. I had this note, but I haven't been able to decipher it. Best regards, JB
  3. I can enter in silent dagger, but where is this tip ? I have found a note, but without any information about this code... Regards, JB
  4. Found, thanks. I have opened secret area before my first post, but I haven't seen this chest. JB
  5. I have seen this information, but I haven't find this area...
  6. Same problem here. I have checked every places and fuse III is missing.
  7. I cannot finish this mission as TDM aborts on segfault. If you have a workaround, I can try it.
  8. I have uploaded savegames here : https://hilbert.systella.fr/public/save.tar.gz
  9. Save games are available at https://hilbert.systella.fr/public/save.tar.gz
  10. I can upload savegame if you want (from 2.09 beta).
  11. I have launched TDM under gdm control and it doesn't abort. But TDM freezes when first AI shows me and I have to kill TDM with signal 9. In gdm console, I only obtain : Linking GLSL program ssao ... Linking GLSL program ssao_blur ... Linking GLSL program ssao_depth ... Linking GLSL program ssao_depth_mip ... Linking GLSL program ssao_show ... Linking GLSL program environment ... Linking GLSL program bloom_downsample ... Linking GLSL program bloom_downsample_brightpass ... Linking GLSL program bloom_blur ... Linking GLSL program bloom_upsample ... Linking GLSL program bloom_apply ... Restarting ambient sound snd_city1'(city_silentnight) with volume -16.183872 seeStakeoutNEW OBJECTIVE Thread 1 "thedarkmod.x64" received signal SIGSEGV, Segmentation fault. 0x00000000009cae98 in ?? () (gdb) step Cannot find bounds of current function I suppose I cannot obtain more information as I have killed TDM. I have launched also TDM with debug options. You can find Darkmod.log at https://hilbert.systella.fr/public/Darkmod.log (45 MB). Another question not related to this issue. I use a french keymap. Of course, I have set this configuration in DarkmodKeybinds.cfg. First time I launch a mission, this file is read as I have the good keymap in game. But when I recall a saved game, keymap returns to default keymap (or very rarely to french keyboard defined in DarkmodKeybinds.cfg). I have filled a bug a long time ago without any progress...). Best regards, JB
  12. Same crash with 2.09 beta : Changed location from 'location_city2' to 'location_jacobhome'. The ambient 'snd_jacobhome' (solitude_loop_z) for location 'location_jacobhome' is now playing. Switching to EFX 'location_city1' (#3) Changed location from 'location_jacobhome' to 'location_city1'. The ambient 'snd_city1' (city_silentnight) for location 'location_city1' is now playing. Sauvegarde_rapide_0 seeStakeoutNEW OBJECTIVE signal caught: Segmentation fault si_code 128 Trying to exit gracefully.. Segfault comes just after TDM plays video with the watch in player room. In 2.08, I've never seen 'new objective'. In 2.09 beta, I seen 'new objective' just before segfault.
  13. Same crash with 2.09 beta : Changed location from 'location_city2' to 'location_jacobhome'. The ambient 'snd_jacobhome' (solitude_loop_z) for location 'location_jacobhome' is now playing. Switching to EFX 'location_city1' (#3) Changed location from 'location_jacobhome' to 'location_city1'. The ambient 'snd_city1' (city_silentnight) for location 'location_city1' is now playing. Sauvegarde_rapide_0 seeStakeoutNEW OBJECTIVE signal caught: Segmentation fault si_code 128 Trying to exit gracefully.. Segfault comes just after TDM plays video with the watch in player room. In 2.08, I've never seen 'new objective'. In 2.09 beta, I seen 'new objective' just before segfault.
  14. I can take the turquoisium when door is closed...
  15. I have seen some issues with 2.08 (crazy sound for example.). I have upgraded to 2.09beta and sound issue seems to be fixed. But I cannot take turquoise in museum. Of course, I have opened its case.
  16. Yes, EAX, HRTF are disabled also. I ca send to you Sauvegarde_rapide_0.save if you want.
  17. Same result with seta r_cinematic_legacyRoq="1" : Generated framebuffer DEPTH_STENCIL attachment: 1920x1080 Generated framebuffer COLOR attachment: 1920x1080 Generated render buffer: 1920x1080x16 Generated render buffer: 1920x1080x16 glCheckFramebufferStatus - primary: 36054 - resolve: 36053 Generated render buffer: 1920x1080x1 Restarting ambient sound snd_city1'(city_silentnight) with volume -16.183872 Sauvegarde_rapide_1 seeStakeoutLinking GLSL program environment ... signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. Note that game crashes _after_ video is played in both cases. Regards, JB
  18. 60 fps (@ temp=55°C) with this graphic adapter. What does mean r_cinematic_legacyRoq ?
  19. I haven't tried with 2.09 beta, only 2.08. I have to add that before this crash, sound was buggy (only a continuously sound like a sound arrow). Darkmod.cfg
  20. The video sequence is playing after you come back from past (and you can find the painting in past, not in present). Time machine is in a secret room in abandoned house.
  21. Yes, I use TDM 2.08. What do you mean when you write "coordinates of the main objective" ?
×
×
  • Create New...