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Ladro

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Posts posted by Ladro

  1. Other non official preview info about the game:

     

    (taken from http://www.neogaf.com/forum/showthread.php?t=397251&page=7 )

     

    THe preview was written by Tom Francis, he loves Deus Ex.

     

    "Hmm, this kind of is Deus Ex"

     

    "I doubt it will be better than Deus Ex 1, but I think it might be comparable".

     

    Adam Jensen is your name and you were a security guard until some aug'd guys removed your arms.

     

    The story is self contained within the game and is seperate from the other 2 games.

     

    The game is primarily a stealth game, but light levels don't affect it. Adam is able to cover against walls etc and when he does so the game goes into third person, and you can see around corners.

     

    Silent take downs are also in third person, you can take people down non-lethally or use your augs to kill people in a very gorey silent way.

     

    Crossbow is in!

     

    Guards you knock out can be brought back to their senses by other guards, who then hunt for you.

     

    You start with just your arms augmented but you can buy more augs for yourself from a Limb Clinic. These augs can then be upgraded with experience points (a metaphor for Adam Jensen getting used to them).

     

    Augs use energy, no energy and you can't use them. You can upgrade your energy bar throughout the game with new pips and the lowest pip recharges itself slowly.

     

    Augs listed:

    Enhanced vision

    Mind Reading

    Mind Control (like in the trailer where he makes the guy shoot himself)

    Cloak

    Claymore system

    Icarus landing system (jump high, stun enemies when u land)

    Strength (more carrying space and upgrade to carry heavy stuff)

    Wrist Blades

    Hacking module

    Mysterious splayed hand abilities.

     

    Running and shooting at people will get you killed, you can die from 2-4 bullets hitting you.

     

    Health regens there are no med packs.

     

    You can't lose limbs (aww).

     

    The city in the trailer is an island city built off the coast of Shanghai by one of the leading cybernetics companies. When the government wouldn't let them expand the city they just build another one on top of it. So it's a double decker island city. The developer say it's bigger than Liberty Island in the first game.

     

    You have a female pilot.

     

    A few characters from the original game make cameo apperances and some of the original voice actors return. The only one that seems for sure is Tracer Tong, who at this point is a computer hacker.

     

    There is an expansive conversation system. Minor characters you just get the information from and move on, but major characters it's possible to have long conversations with resulting in either getting what you want, failing and having to try again or pissing them off so much that they won't ever talk to you again biggrin.gif The example they give is a heated argument Adam has with a mob boss.

     

    Theres a line from Steve Szczepkowski the audio director when talking about the voice actor for Adam "That's his natural tone. I didn't want a mimic of JC, but he needed to sound like he's from the same family." Make of that what you will.

     

    Hacking takes place in real time on screens in the game and is a minigame, screw up and a timer countsdown before you fail. Since it's real time a guard could attack you whilst you're doing it.

     

    Theres a cover system.

     

    You can pick up all sorts of stuff, use it as cover etc or throw at people to kill them.

     

    This is a *really* good point IMHO:

     

    "We don't want it to be a run and shoot game" director Jean-Francois Dugas tells me, "If you try to run at enemies, 2, 3, 4 bullets and you're dead." :D

  2. The trailer it's good, with a *real* cyperpunk atmosphere, outstanding art direction, and a good mix of macho heros cliches (Crysis, Xmen, splinter cell, Neo/MAtrix, etc etc) .

     

    But, it's not at all the game, it's a (good) CGI motion picture with some blockbuster style scene, produced with a lot of money, remembering the first masterpiece game atmosphere.

     

    I'm waiting the *real* game to say "wow" or "boo".

     

    Just my 0,02

  3. I think you just need to install some missing perl libraries:

     

    perl-config-tiny,

    perl-archive-zip and

    perl-libwww

     

    I don't know what they are called on ubuntu but it should be something similar to the package names above.

     

    Thank you.

     

    I solved by installing this library that was not present on my machine:

     

    libarchive-zip-perl

     

    (on Ubuntu i found this name for archive manager in Perl library... tipically the prefix "perl" it's postponed, but with aptitude i easy found it :-) )

     

    Now the script it's working well and i can update my TDM to 1.02 :-)

     

    (and finally now i can play the GREAT mission by Goldchocobo and Mortem Desino "No honor among thief" B) )

     

    Suggestion: maybe this problem with the updater (and the solution to use the right script) for Linux users, should be on sticky notes for some time (until next release)?

     

    Really thanks to all involved for this update (and the updater :-) ) ;-)

  4. Next update is currently betatested, so should be out soon, but can't tell specifics.

     

    Btw Download this:

     

    http://bloodgate.com.../tdm_update.txt

     

    Rename it to tdm_update.pl, place it in your TDM directory and run it via the shell like:

     

    perl tdm_update.pl
    

     

    That should work on 32bit and do the trick. You might need to do install libconfig-tiny-perl, tho, I am not sure about your distribution.

     

    I have this error:

    me@me_desktop:~/.doom3/darkmod$ perl tdm_update.pl
    
    Can't locate Archive/Zip.pm in @INC (@INC contains: lib devel/lib /etc/perl /usr/local/lib/perl/5.10.1 /usr/local/share/perl/5.10.1 /usr/lib/perl5 /usr/share/perl5 /usr/lib/perl/5.10 /usr/share/perl/5.10 /usr/local/lib/site_perl .) at tdm_update.pl line 11.
    BEGIN failed--compilation aborted at tdm_update.pl line 11.
    

     

    I'm on Ubuntu (10.4 32bit LTS), i presume my Perl path is different.

     

    I tried also the old 32 bit compiled (cfr. http://www.bloodgate...dm_update.linux ), but this binary it's not working too.

     

    This is the shell reply if i use it:

     

    me@me_desktop:~/.doom3/darkmod$ ./tdm_update.linux
    IO object version 1.25 does not match bootstrap parameter 1.23_01 at /usr/lib/perl/5.10/DynaLoader.pm line 219.
    Compilation failed in require at /usr/lib/perl/5.10/IO/Handle.pm line 9.
    BEGIN failed--compilation aborted at /usr/lib/perl/5.10/IO/Handle.pm line 9.
    Compilation failed in require at /usr/lib/perl/5.10/IO/Seekable.pm line 9.
    BEGIN failed--compilation aborted at /usr/lib/perl/5.10/IO/Seekable.pm line 9.
    Compilation failed in require at /usr/lib/perl/5.10/IO/File.pm line 11.
    BEGIN failed--compilation aborted at /usr/lib/perl/5.10/IO/File.pm line 11.
    Compilation failed in require at -e line 352.
    

    Any suggestion? :D

  5. greebo did solve it and 1.02 will have the fix in... :)

     

    And... 1.02 is due out pretty soon , I think.

     

    :-)

     

    I'm very happy about this fix.

     

    I'll wait for this 1.02 release, because it's really too difficult for me to progress on this mission without any stress about savegame corruption. So the review about the mission it's only postponed :-D

     

    But for what i see until here in mission one: really BEAUTIFUL! B)

  6. Ah, I could finally find the root of the problem with "idPVS::FreeCurrentPVS: invalid handle". I'll have to think about a bugfix, but I'm pretty sure I can find one. :)

     

    Great news! :-)

     

    It's there any workaround waiting the fix, to avoid this error?

     

    I have this specific error on Linux, in the middle (i presume i'm in the middle) of the mission 1 (GREAT mission!), with the undeads. If i save/reload also with old savegames, the problem persist :-(

    idPVS::FreeCurrentPVS: invalid handle

  7. I have the segfault too:(

     

    double fault Segmentation fault, bailing out
    shutdown terminal support
    signal caught: Segmentation fault
    si_code 1
    Trying to exit gracefully..
    --------- Game Map Shutdown ----------

     

    I tried to use some backup past savegame, but when i near this position and i grab some keys

    (office key, IE)

    from a body, TDM crash with a (double) segmentation fault.

     

    I cannot understand if the problem is on the key grabbing or on specific position, or after some time that i play.

     

    My HW and SW specs are on my sign ;)

     

    Problem Solved and mission finished in 9 hrs!

    One of the best mission so far! Really not easy (especially at the end), superior architecture, and very good story. I was a little bit too lagged (low fps) at the end and on the garden, maybe it's fog problem and my Ati card, i don't know.

     

    If it can help, here's what i done to avoid the game crash:

    If the bathroom water (on the lady pool on the upper floor) was turned on, then after some minutes the mission crash!

    You only need to turn off the water and open the pool hole :D

     

     

    Maybe someone can add a note on the first note to of the presentation of the thread to report this problem and the solution. :D

     

    Really thanks for this awesome mission!:rolleyes:

  8. Ah, yes, the last time we made a x32 binary and it was running well on 32 and 64bit. This time we barfed it. Should update it, but I need to compile it on my laptop.

     

    (Actually, we could just tell people to run the .pl script, linux always should have Perl..)

     

    I tried to update today and i have the same failure. It's there a 32bit compiled updater for linux downloadable from somewhere?

     

    Thanks in advance:D

  9. I have the segfault too:(

     

    After 5 hours of play, i'm on the upper floor

    , after the lady chamber

     

     

    109371 msec to load heart
    idRenderWorld::GenerateAllInteractions, msec = 41, staticAllocCount = 0.
    interactionTable size: 5092200 bytes
    45005 interaction take 5040560 bytes
    ------------- Warnings ---------------
    during heart...
    WARNING: ConvertLWOToModelSurfaces: model models/darkmod/architecture/chimneys/square_stone.lwo has too many verts for a poly! Make sure you triplet it down
    WARNING: Couldn't load gui: 'guis/map_of.gui'
    WARNING: Couldn't load image: -
    WARNING: Couldn't load image: lights/jdude_church512x256
    WARNING: Couldn't load image: models/md5/chars/thief/thief1_local
    WARNING: Couldn't load image: textures/common/shadow_bak
    WARNING: Couldn't load image: textures/darkmod/fabric/cloth_coarse_cream_dirty
    WARNING: Couldn't load image: textures/darkmod/metal/flat/nontiling/steel_scratched01_dark
    WARNING: Couldn't load image: textures/darkmod/stone/flat/tiling_1d/concrete_light_cracked
    WARNING: Couldn't load sound 'tdm_impact_small_soft_object.wav' using default
    WARNING: file <implicit file>, line 2: unknown token '-'
    WARNING: Non-portable: path contains uppercase characters: base/dds/models/mapobjects/hell/Site3
    WARNING: Non-portable: path contains uppercase characters: darkmod/dds/models/mapobjects/hell/Site3
    WARNING: Non-portable: path contains uppercase characters: heart/dds/models/mapobjects/hell/Site3
    14 warnings
    WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_33667557072'
    WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_33927557072'
    WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_33957557072'
    glprogs/afxweight.vfp
    glprogs/afxweight.vfp
    WARNING: Couldn't load image: _afxweight
    WARNING: Couldn't load image: _fsfx_input
    glprogs/blurx0512.vfp
    glprogs/blurx0512.vfp
    glprogs/blury0256.vfp
    glprogs/blury0256.vfp
    glprogs/afxmodulate.vfp
    glprogs/afxmodulate.vfp
    glprogs/afxadd.vfp
    glprogs/afxadd.vfp
    QuickSave
    QuickSave
    double fault Segmentation fault, bailing out
    shutdown terminal support
    signal caught: Segmentation fault
    si_code 1
    Trying to exit gracefully..
    --------- Game Map Shutdown ----------

     

    I tried to use some backup past savegame, but when i near this position and i grab some keys

    (office key, IE)

    from a body, TDM crash with a (double) segmentation fault.

     

    I cannot understand if the problem is on the key grabbing or on specific position, or after some time that i play.

     

    My HW and SW specs are on my sign ;)

  10. Well hold on. Is *everyone* having a problem with the aas32 being out of date (what an epic fail of playtesting that would be if so)? My understanding was that only linux users were having that problem, for some undetermined reason.

     

    I get too the "AAS32" error, at the beginning of the first load.

     

    But i finished normally the mission, i presume without any strangeness.

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