Jump to content
The Dark Mod Forums

JBERT

Member
  • Posts

    38
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by JBERT

  1. On 3/12/2022 at 11:02 PM, Shaz said:
      Hide contents

    Is the readable one you can pick up, or is it stationary? There's no stationary notes. The only readable I have on me that might be pertinent (and it was a while back so not sure where I found it) is Sewer Note. Is that it?

    Edit to add: If so, I've been all over the sewers with the glasses on, fruitlessly.

    EDIT AGAIN ARGH
    HOW DID I MISS THAT NOTE UNDER THE PILLOW ON THE BUNKBED
    I AM SO BLIND

    Especially given HOW MANY TIMES I freaking SCOURED this area

    And now, the mission is complete. Thank you for a wonderful experience, my own blindness notwithstanding!

    And...eww...um...that is a very... different ... pick'pocket'.

    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. 3 hours ago, Goldwell said:

     

    Inside the Silent Dagger you'll find a tip right here

     

    5jYMmop.png

     

    This note reads

    hUUQlxW.png

     

    Deciphering the note

     

      Hide contents

    It mentions that outfront of the Jewelry shop, a couple of men left and hopped into a boat, they did one lap around the rock with a tree on it.

     

    If we head out to the front of the jewelry shop you'll notice a landing area, and from there you can see a rock with a tree on it seen here

     

    r8TBRKu.png

     

    Swimming over there we find a scroll inside a bottle.. that is the code you need!

    MSqwQxl.png

     

    "Skip the BS and tell me the code riddler!"

      Hide contents

    9 2 5

     

     

    Thanks a lot. I had this note, but I haven't been able to decipher it.

    Best regards,

    JB

    • Like 1
  3. On 1/1/2022 at 6:16 PM, grodenglaive said:

    Many thanks! I was unable to frob

      Hide contents

    the book in Davenport's chest. never mind, I was thinking of a different chest

    . Might be an issue with the VR game version then, I'll try again with regular desktop.

    Same problem here. I'm unable to find volume 2.

    Spoiler

    Or maybe I cannot find Davenport's chest. I have found a lot of chests that contain a book, but I cannot frob these books...

     

  4. 31 minutes ago, stgatilov said:

    I think here is what happened:

    1. @JBERT hurt the guy named "Mozir" enough to generate a blood spill. (UPDATE: confirmed that this blood spill was Mozir's).
    2. When you go down the stairs, "spawnGuards2" script function is called, which removes "Mozir" entity.
    3. Something happens to the blood spill (e.g. it gets noticed by someone), and the game crashes on dangling pointer.

    @JBERT, did this issue blocked you from finishing the mission?
    Do you need workaround to let you proceed from this save?

    I cannot finish this mission as TDM aborts on segfault. If you have a workaround, I can try it.

  5. 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

    • Like 1
  6. 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.

  7. 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.

  8. 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

×
×
  • Create New...