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PranQster

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Everything posted by PranQster

  1. Correction for my previous post. I am not missing the wood panel with the sword mounted to it. It just wasn't exactly where I was looking for it.
  2. Fidcal: I love the changes, but ran into a few weird things. Regarding Lord Rodney...? Also, about the wall texture that was missing... ... it is now showing for me, but there is no wood panel or hanging static sword as you had described.... just a plain old stone wall where the hole used to be. I'm not complaining, it looks great. It's just that the wood and the sword you mentioned are not showing. One more thing... About getting stuck on things... I can sometimes get unstuck from tight places by moving erratically and jumping, etc. until I get unstuck. But two places where I had to load a save were:
  3. Thank you for making this FM. It has great potential and I hope it continues to get worked on. I would love to see a well polished version of this mission with the critiques posted here (this forum) taken into account. I agree that the notes with the Jamaican-style dialect seem very out of place (and time). Also, people around the world were smoking cannabis a long, long, long time before there were Caribbean islanders doing so. Those notes read like a bad stereotype... almost like "Jar Jar Binks" in the Star Wars movies.
  4. OK, after more than 1 hour of scouring the map for more loot after all objectives were completed, my time was just under 3:10 I ran into something interesting when I tried to drop a small urn into a large planter pot... see attached image. Edit: no, I am not holding the urn, it is sitting atop the big planter on an invisible layer.
  5. One place where my character tends to get stuck is: Another strange thing: Another issue I have which does affect gameplay: After KO'ing patrols and stashing them away someplace dark, they often get repositioned after I do a save and a load. Unfortunately I did a quicksave (with no regular save) right as a patrol discovered one of my KO's which was moved into a lighted area by that glitch. This caused me to fail the objective for nobody knowing I was there. Is this a game engine issue, or is it something which can be fixed in the map? After starting the mission again I am at the point of having all 13 secrets done and all objectives except the optional heart objective (and the ones that happen upon completion). Less than 2 hours played this time, but I am still missing about 500 gold... so I'll probably spend another hour searching all rooms again to find what I've forgotten. I have not run into any dead AI. The only dead I have seen are:
  6. I'm going to play it again, just for kicks, and try a different strategy on the tower guards to begin with. I sneaked past them and took care of them last, before. This time I'll be taking them down first and see how it goes.
  7. Well, I went back and got the 3 secrets I had missed. I still did not find:
  8. Hmm... in the mission I finished, and am still loading to find a little more loot,
  9. An issue I found... This isn't revealing anything secret, so I'll leave the spoiler tags out. In the armory room there is a rack of swords next to a board with shields mounted to it. I am missing the texture for the wall behind the swords. I get only blackness there and can see through to a tree outside in the garden area.
  10. I did it (before reading your post)! Took 03:41:11 game play time. Bravo! Well done! I love this mission!
  11. Yeah, 'segfaults' are a royal pain. Every time I have ever seen one, there is little to no debug info to go along with it, even if debug packages are installed for the related software.
  12. OK, I reloaded a saved game and continued on with no crashes. I also made a lot of progress. One thing I'm not sure about:
  13. Yeah.. my segfault turned out to be related to keys and lock picks. If I try to select either, they get 'auto-used' so to speak. The key graphic or lock pick graphic repeatedly (cycling through keys) displays on the screen 3 or 4 times with the red flash of a failed unlock, even when I have not actively used the key or lock pick... then the game shuts down. My first thought was that I had collected too many keys and triggered some bug because of it. Edit: I just crashed a new game. I had moved my savegame to a backup directory outside the heart directory and started over. This time the crash occurred when I was trying to drop a readable Chambermaid's Notes. I was not even accessing keys... unless a key was auto-selected in inventory when I dropped the readable. That's probably it.
  14. My QuickSave.save file that I just backed up is 84.3MiB in size. That seems about right when compared to quicksaves in my other FM maps. Dufford is 65MiB in size and others are smaller.
  15. Ok, I'll make a backup of it. I must say I had no performance issues. I did not have FPS displayed, but it played smooth for hours until my crash problem. Even outside in the fog was smooth. uname -a Linux mjollnir 2.6.33.1-server-2mnb #1 SMP Mon Mar 29 18:59:50 UTC 2010 i686 i686 i386 GNU/Linux Mandriva 2010.1 beta1 running on: AMD Phenom Quad-Core 9650 MSI K9N2 Diamond mobo 4Gig 800MHz MSI NX8800GTS Geforce 1440x900 resolution in game, fullscreen
  16. Ok... this crash is not specific to what I posted above. Now, instead of picking up the key I had problems with, I ventured elsewhere. As I approached a door I knew was still locked, I pressed 'K' for key selection. I did not even press the frob button when I selected the first key. The game automatically started to cycle through my keys, trying each one in turn on the door. It took about 4 tries before the game crashed. The same happens when: Looks like maybe something got corrupt in my saved game and now I'll have to start it all over I have never tried doing this... can keys be dropped from inventory, or do they stay there like the loot does?
  17. Here's the relevant part from the terminal: 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_235511748224' 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_238211748224' 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_340411748224' 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_343011748224' 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_343311748224' signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- Not sure about those 'WARNING's, but the segfault is hard to miss. This happens when:
  18. I love it! Thank you for making this FM! It is truly awesome. I have most main objectives done and more loot than required for the 'mid' skill level... almost enough even more than required for the hardest level. I have played for hours with no problems until: If this continues to happen, I'll launch from a terminal and post whatever errors get dumped there. Hopefully this won't continue... I'll explore elsewhere before going back to that room again and see if any crashes occur.
  19. Nice... Funny how I had looked at the spot where I needed to about 4 times, but never quite thoroughly enough. Now I am only missing 100 loot.
  20. WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/lantern_oil_hand I found these listed in 'tdm_models01.pk4/models/darkmod/lights/non-extinguishable/', but not in '.../extinguishable/' When in-game, I saw a couple guys carrying torches, but none carrying an oil lamp.
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