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The Elusive One

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Posts posted by The Elusive One

  1. 10 hours ago, Bienie said:

    The scroll for the completionist challenge says it I think: it will only tick off when you are close to home, basically when you go to the catwalk thing leading from the rooftops. Unfortunately that was the only good way I found at the time to implement it. For CoS 3 I have a new system that seems a bit more robust, and will tick off completed as soon as all side missions are completed. If I make an update on CoS 2 I will change it here as well. But for now, if all your side missions are complete (and no, the other challenges are not required as they would conflict), and you've made it to the balcony outside the home base and it didn't tick off, there must be a bug. If you haven't tried going there yet I would do that first.

    Went and stood on the balcony outside, no change. No matter, I know I did what's needed, that's good enough for me. 🙂

    • Like 1
  2. 35 minutes ago, Bienie said:

    Ohh. I see. I wonder how you knew that you need to do it then. The objective is added once you read Caroline's journal. It is

      Reveal hidden contents

    in one of the three (or four? memory is fuzzy) desks in the main hallway of the top floor in the watch station. It should be in the one facing east unless my bearings are off. It's slightly hidden because it's wedged in on the right side. So it's not the paper report that's out in the open, there should be a book behind it in the desk.

     

    When the completionist challenge didn't check off, I eventually came here to see what I was missing. Your first post listed the objectives, so that's how I knew.

    Unfortunately I have now done all main objectives (except returning home of course) and all 6 optional objectives that you list as required for the challenge, but the challenge objective does not tick off? Does the completionist challenge require all the other challenges to be done as well?

  3. 5 minutes ago, Bienie said:

    Hello! Here's a bit of a hint for you.

     

      Hide contents

     

    You have to pick up the greenish-looking special potion in the secure lockup. Then make your way to the kitchen, now drop the potion on the table next to where Andrew is laying, close to him. If I'm not mistaken I think there is a health potion that spawns there, basically just take the health potion and replace it with the special one. If you already picked up the health potion, a trick you can do is to hold the special potion in front of you and move it around along the top of the table until the objective ticks off, then leave it there. Hope that solves it for you!

     

     

    You misunderstand, I know how to do it, but I don't have the objective at all. It is still hidden.

    What do I have to do to get the objective in my list in the first place?

  4. Well the map has nothing special regarding sounds, just a number of speakers + zone ambient sounds, nothing special which had not been used in other missions. I added your tip into the first post, but there is nothing i can do further as i cant reproduce it (and therefore cant test around) and i have the feeling this is more mod than map related. x:

     

    Actually i found a thread on this forum about this problem http://forums.thedarkmod.com/topic/13126-openal-error-while-eax-is-on/ but unfortunately it was never resolved. I have the same problem with Business as Usual V2 and St. Albans Cathedral V1.6. Oddly i don't have the problem with St. Albans Cathedral V1.3. So something was changed from v1.3 to v1.6 of that mission that causes this. Maybe Bikerdude has an idea about changes that could cause this?

     

    Anyways i can now play the mission and have done so, and enjoyed it immensely!

  5. @ The problems loading up the mission: Well i have absolutly no clue?! The mission loads up properly with my PCs and on the PC of other people too. What does the console say when it stopped loading? (CTRL+ALT+ ~ / STRG + ALT+ ^ ) I guess briefing and shop were then fine?

     

    Yes briefing and shop are fine, it crashes just before entering the mission proper.

     

    Anyway i did some testing and found that it's sound related. I'm using a Soundblaster X-FI card, so i use OpenAL/EAX in DarkMod/Doom3. If i change settings to not use OpenAL/EAX the mission starts normally.

     

    So something sound related in this mission makes it crash and the console output confirms it:

    ********************

    ERROR: idSoundCache: error generating OpenAL hardware buffer

    ********************

     

    But this is the only DarkMod mission this has happened with, so something must be different in this mission to trigger it.

     

    I have attached console dumps with OpenAL/EAX enabled (condump_OpenAl_crash.txt) and OpenAL/EAX disabled (condump_noOpenAL_ok.txt).

    Maybe you can see something in them, that helps.

    condump_OpenAl_crash.txt

    condump_noOpenAL_ok.txt

  6. Hmm, apparently i'm the only one having problems even starting this mission.

     

    I get to the static text "Mission Loading - Please Wait" part and then after a short while, i'm staring at the main menu of The Dark Mod with no sound. No error messages or anything, it just aborts the mission for some reason.

    I have never seen this behavior before with DarkMod and i just played through "House of Theo" and "Sneak and Destroy" without any problems what so ever.

     

    Any help will be appreciated.

  7. First off, congratulations on the release of what looks to set new standards for Dark Mod missions.

     

    But i have a big problem in mission 1 playing on Difficult. I'm almost done but suddenly on my way to the exit point the mission fails the Don't kill anyone objective. I have just knocked out everyone and placed their bodies in various dark corners, so what on earth triggers this fail? This unfortunately happens with my last quicksave and my previous hardsave is an hour old.

  8. @ the elusive one

     

     

     

    In the Great Hall: Up in the rafters in the western end it looks like there's something that can be opened. If that's the case how do you open it? it only opens after you've picked up the second clue paper.

     

    In the room with Lord Duffords testament on the northern wall there appears to be something like a door with a button beside it but neither are frobbable. What's the deal there? thats the entrance to the vault, the button doesn't work, it was only supposed to be an extra graphical detail.

     

    Finally in the secret area that leads to the bottomless chasm, there is a climbable chain. It looks like there's a secret door there. If so how do you open that? Also is there anything in that area besides the two readables? Spare way down, bust wrong way round upstairs, and chess piece on floor in mushroom room.

     

     

    Thanks Stumpy, but you didn't answer my main question regarding the objective. Where/How do i find the out what officially happened to Lord Dufford?

     

    Regarding the great hall:

     

    I'm not talking about the small one where you pick up the next clue. In the other end it looks like there's a secret door you can climb through?

     

  9. Nice map with large areas to explore :) But it would have been nice to be able to break into at least some of the buildings apart from the castle :)

     

    I need help on this though...

     

    I jumped down into the sewers, from outside, and landed in a pile of feces smile.gif But I cannot find my way out of there! On one side there is a small "water fall" with a dead end, and in the other end, past the small room with the light switch, there is a cave with the family ring, and a room beneath a well i believe, and some gold coins on the bottom...but I can't get out...A ropeawwor would have been nice smile.gif It may be that you can find rope arrows and THEN jump down?

     

     

     

    If you jumped down into the sewers before going to the sewer control room and opening the sewer hatches, i believe you are stuck and will have to reload/restart.

     

  10. Thanks for this very nice mission, it is really great to have such a large area to explore.

     

    But i need some help, with one of the objectives: Find out what officially happened to Lord Dufford. I believe i have read everything but i'm obviously missing something.

     

    Also a couple of things that puzzle me:

     

     

    In the Great Hall: Up in the rafters in the western end it looks like there's something that can be opened. If that's the case how do you open it?

    In the room with Lord Duffords testament on the northern wall there appears to be something like a door with a button beside it but neither are frobbable. What's the deal there?

    Finally in the secret area that leads to the bottomless chasm, there is a climbable chain. It looks like there's a secret door there. If so how do you open that? Also is there anything in that area besides the two readables?

     

     

  11. This is a response to Tels post:

    1: I thought that was possible since this is obviously not a built in feature of Doom 3. Well here's hoping it gets made. :)

     

    2: If archiving of saves/config and removal of gamex86.dll and .pk4 files were implemented that would leave nothing left in the mission folder. That could open up the possibility of using just a single mission folder where the content is just changed when you install/uninstall.

     

    3 & 4: I tried deleting the gamex86.dll and .pk4 file from a mission folder. When you install again new copies are made. So essentially only the uninstall needs to be changed to automatically remove them. Off course there might be a problem if the files are in use by Doom 3 and therefore are locked. Doom 3 doesn't allow me to change to my Windows desktop while running so i am unable to check whether the 2 files are in use when you are in the menu. If they are the removal gets somewhat trickier (it would have to be done after the restart).

    I don't think symbolic links are a solution. The Windows API function CreateSymbolicLink is not available until Windows Vista so that's out and CreateHardLink has to many limitations to be of any real use.

     

    5: I don't think anyone would complain about the time it takes to archive the saves. We are all used to Darkloader/Garrettloader that has to actually unzip the entire mission when installing and archiving the saves when uninstalling. With The Dark Mod the missions don't need to be unzipped so it would still be a lot faster.

  12. First let me congratulate everyone involved in making The Dark Mod on a fantastic job.

     

    I have played through the 4 available missions and i like The Dark Mod a lot even though i had a couple of crashes in the training mission (none in the other missions). I sincerely appreciate the huge effort that has been put into this and i hope the Thief fan mission community will embrace it and start producing missions for it.

     

    Having said that i have a couple of questions. I myself am a software developer and i would like to know whether the following are limitations based on the Dooom 3 engine, conscious design decisions or just something no one thought about.

     

    1: Would it be possible to setup another path for the fms folder that is currently located under the darkmod folder? At the moment it's not a big deal it's only 23 MB, but again hoping the volume of Dark Mod missions increases it could grow to many gigabytes. I use a fast WD Raptor 10000 rpm disk for system & games drive, but it is limited in size. So for Thief1/2/3 with Darkloader/Garrettloader i have the missions folder (11,8 GB at the moment) on another slower & larger data drive. I would love to be able to do the same with The Dark Mod.

     

    2: Having a seperate directory for every mission. Currently not such a big deal but as the number of missions hopefully starts increasing the Doom3 folder gets messy. I'm assuming this a is Doom 3 limitation. Would it be possible to change it so that they instead were placed in a "Missions" folder under the Doom 3 folder?

     

    3: Because of the seperate directories we end up with a large number of copies of gamex86.dll. I assume the Doom 3 engine needs it there, but how about letting the install/uninstall routines copy/remove that file?

     

    4: Also we get to have two copies of each mission pack (.pk4 file). One in the fms folder and one in the missions directory. Again how about letting the install/uninstall routines copy/remove that file?

     

    5: Having all the saves for every mission you ever installed at the ready is great, but not when the saves take up as much space as they do. The training mission produces a save of about 32 MB which is the largest of the 4 missions and that is still a relatively small mission. So when we get real large missions will we end up with 100 MB saves? 10 of those and you hit a gig. As the number of missions grows that gets to be too much. So have you considered having the install/uninstall routines archive the saves like Darkloader does? Using RAR they compress down to about 4% of the actual size.

     

    Sincerely

    The Elusive One

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