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Posts posted by kingsal

  1. 47 minutes ago, pwl said:

    Kingsal I don't have any mods it was the brightness and gamma settings.  I adjusted those and all is good.

    Cool yeah that's my bad, the image I'm using on the screen is just too bright. Thats good to know, thanks. Out of curiosity what was your gamma and brightness set to before? 

  2. 1 hour ago, pwl said:

    I'm lost for some reason I can't get past the difficulty screen there is no start the mission icon?



    Ok it was invisible I found by blindly clicking in lower right portion of screen.  I think this is because of my video settings?

    Hm can you send me your user config file? Are you using any mods or changing the core files in any way?

  3. I havent tried in 2.11 yet but I will.

    Just an update on this. For now I think I fixed it by:
    - Addressing most of the warning in the log above. Outside common errors like some missing textures and such that are part of the core. 
    - Made sure to give my parallel lights "parallelSky " "1" spawnarg. 
    - Deleted my .aas files and rebuilt them
    - Dmapped the entire thing

    Right now I am not getting the load error . It's a very hard problem to nail down because the console isn't giving a specific script name that it's getting hung up on (if that is even the issue similar to Amadeus's problem) AND I am actively working on the mission, creating new errors, fixing other broken things. ect. 

    Its definitely something I fear will pop back up in beta testing though :(

    • Like 1
  4. 21 hours ago, SeriousToni said:

    I am quiet confused.

      Hide contents

    I took my gear and sneak past the city watch, used the elevator, got up to the window where the music comes. But the room is empty, only a statue and a globe. I can't get the music off.

    So far I liked the city area with its verticals and the home of the protagonist.


    The room is suppose to be inaccessible, I think you got up somewhere I didn't intent for players to get to:(

    Light hint: 


     Just head back down to street level and explore the area just after the electric bridge, where your neighbor's house is.  

    Stong hint:


    Go back down from where you are. After the electric bridge while facing the large metal gate, , make a right, go past the tree,  then take a left and get behind your neighbors building. Turn off all the electric boxes. There are four. 


  5. 17 hours ago, datiswous said:

    Is that a crash to desktop without error?

    Yeah, it loads about 80 percent there and crashes. Its hard to diagnose because I havent touched the mission in a while and afaik, I havent added anything new to it in a while. This might just be the first time Ive noticed the crash and its just been hiding in the mission. 


  6. 43 minutes ago, Rio_Walker said:

    The only survivor doesn't even react that I climbed up to him, I wish we could've left him some food at least.

    Thanks for playing and Im glad you went loud, that was the intention or at least to tease players into killing some zombies.. Also I hear ya on the survivor, I had plans to give him some vocal lines and maybe some interactivity but I ran out of time. Maybe someday Ill go back in and update this mission :) 

    • Like 1
  7. 41 minutes ago, AluminumHaste said:

    The mission is great, like all your works. My personal issue was that after dying and losing 30-40 minutes of progress for the third time, I gave up.

    Yeah. Maybe I'll update the mission someday if we ever get something like a "mission modifiers" feature. I have some ideas of how I could do it the non-fancy way with items or something. I don't know, but Volta missions will not have this feature :)

  8. On 11/27/2023 at 6:08 AM, chakkman said:

    I know an awesome way to restrict saves, which works in every mission: Just save when and where you want to.

    Well you are in luck! 
    Here is a list of other missions with normal save options : https://www.thedarkmod.com/missions/

    Also for people who want to play this mission and are getting discouraged by the restriction, its only on Expert. I wish there was a way to make it a check box option, but I couldn't find a solution with the time I had. 

    @STiFUI like all your suggestions. A modifier would be a really cool solve for this problem.

  9. On 5/14/2023 at 1:24 PM, stgatilov said:


    "player1_weapon" entity usually has two attachments: so-called aimer, and arrow.

    In this crashdump, the aimer is here, but arrow attachment is dead: it was deleted beforehand, without clearing the attachment reference. And since this code does not check e for NULL, it calls a method on NULL object, which certainly crashes.

    I'll of course add a check for NULL here, but it would be interesting to understand what kills arrow attachment, and why this problem does not happen every time.

    UPDATE: Since everyone reported the arrow to be missing just before the crash, I suppose the real issue is that arrow entity is occasionally lost...

    Sorry if this was already reported, but Ive experienced pulling back the bow and the arrow model just disappearing. The bow will still be there, ill fire and the projectile will still launch, but not arrow on the view model. Strangely it doesn't always crash when that happens. 

    This was definitely already mentioned :) Just confirming the arrow disappearing, shooting, but then not crashing, which is odd.

    EDIT: Ill start attaching the debugger. I have lots of guards in the mission but none of them are using the urinate animation. Does it happen randomly somewhere in the code? I can just try adding 50 guards lol.

  10. 3 hours ago, datiswous said:

    I did an update from an installation of Hazzard pay and it worked fine. Maybe @desinloaded a save made in the previous version?


    Btw. I don't remember this new objective background paper last time I played. The font seems too large for this or something:



    Original looks fine:


    Its a custom background. Its just a bug I never fixed and I don't plan on fixing.

  11. On 11/4/2023 at 12:35 PM, stgatilov said:

    Perhaps because you have too many proguards and they pee too much.

    I think the core parts for it to trigger is when player switches weapons and then shoots bow at the same time when one of these guards perform "urinate" animation.

    Maybe we should try to make a test map with horde of these guys, making sure they can run "urinate" animation.
    By the way, does it has some condition? I can't find any references to this animation in def files, but I think there should be some condition...

    Interesting... hmm. As far as I know that animation is only called by  a path_anim or path_cycleanim entity in a map or maybe by an authors custom script. I have seen it in missions before, so I know its been used. 

    It could be buried deep somewhere in the AI's core code though, which would be... an odd choice to say the least.

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