JBERT
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Posts posted by JBERT
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On 3/12/2022 at 11:02 PM, Shaz said:
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 BLINDEspecially 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
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3 hours ago, Goldwell said:
Inside the Silent Dagger you'll find a tip right here
This note reads
Deciphering the note
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
Swimming over there we find a scroll inside a bottle.. that is the code you need!
"Skip the BS and tell me the code riddler!"
Thanks a lot. I had this note, but I haven't been able to decipher it.
Best regards,
JB
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On 2/24/2022 at 12:51 PM, Goldwell said:
Re: the safe there is a tip inside the silent dagger which gives hints there.
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
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3 hours ago, madtaffer said:
Found, thanks. I have opened secret area before my first post, but I haven't seen this chest.
JB
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On 1/1/2022 at 6:16 PM, grodenglaive said:
Same problem here. I'm unable to find volume 2.
SpoilerOr maybe I cannot find Davenport's chest. I have found a lot of chests that contain a book, but I cannot frob these books...
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On 5/9/2021 at 5:30 PM, manzanita-crow said:
Nevermind found it
Same problem here. I have checked every places and fuse III is missing.
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31 minutes ago, stgatilov said:
I think here is what happened:
- @JBERT hurt the guy named "Mozir" enough to generate a blood spill. (UPDATE: confirmed that this blood spill was Mozir's).
- When you go down the stairs, "spawnGuards2" script function is called, which removes "Mozir" entity.
- 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.
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12 hours ago, nbohr1more said:
Yes please.
I have uploaded savegames here : https://hilbert.systella.fr/public/save.tar.gz
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14 hours ago, nbohr1more said:
Thank you for the replication steps @joebarnin I could not replicate the crash in the original build of this mission where JBERT saw it
Save games are available at https://hilbert.systella.fr/public/save.tar.gz
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I can upload savegame if you want (from 2.09 beta).
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On 1/26/2021 at 3:58 AM, nbohr1more said:
@JBERT are you able to replicate the error in this updated build?
I don't know. I will try.
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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
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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. -
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. -
I can take the turquoisium when door is closed...
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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.
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Yes, EAX, HRTF are disabled also.
I ca send to you Sauvegarde_rapide_0.save if you want.
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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
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60 fps (@ temp=55°C) with this graphic adapter. What does mean r_cinematic_legacyRoq ?
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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).
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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.
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Yes, I use TDM 2.08. What do you mean when you write "coordinates of the main objective" ?
Written in Stone [2022/01/28]
in Fan Missions
Posted
Which person ? Igor ?