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etdarkb

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Posts posted by etdarkb

  1. Seriously... What about letting the mappers decide?

     

    Springheel way: After success; loot = loot * .1; load new mission

    Samael way: After success; load new mission

     

     

    Overall because it depends: think to Thief 1.

    Between missions `1: A Keeper's Training' and `2: Lord Bafford's Manor' whole months passes and so the starting money should be fixed.

    Between missions `12: Strange Bedfellows' and `13: Into the Maw of Chaos' at most few hours passed and so the whole loot should be kept.

  2. Don't get me wrong, I am really admiring the mod and the overall greatness of the Dark Mod. (I can't stop playing it really) I'm just trying to give my views on the subject here.

    You will stop soon... Too few missions!! :D

     

    About the topic I wanted to insist about letting the mapper decide: the author will have to set somewhere what happens after the mission success; in this context she might decide to pass the whole loot, a part or fixed ammount of money.

  3. Seriously, I do not follow.

    Most probably there is an incomprehension of what is the problem: I could not make any map since the editor does not work (does not save brushes and `make room command' goes crazy).

    Using the Win32 version in Wine I can making maps: it is the whole reason of the thread second post. If anyone cannot make maps might try this.

     

    Of course it does not help solving the bugs in the Linux version,

    but since it seems I am the only user who has problems there is no enough reasons to seek the problem.

    As they say: -the code is flawless: the problem is into your system. :)

     

    According the answer of `Mod Hero' and since Ubuntu installs by default lots of stuff, while Archlinux does not, most probably the problem is that my system lacks some obscure dependency that are not verified during the ./configure.

  4. The point is that I do not want to be annoying, and the answer:

    Make Room is working for me. Can somebody else confirm that there is a problem?

     

    (The screenshots you posted look quite weird.)

     

    Made me think that it was better to find an alternate way.

    Moreover I am not sure why do you say so about Wine: I prefer a working darkradiant than one that does not save brushes... ;)

  5. Better idea: Wine.

     

    To anyone that uses linux and darkradiant (I guess no-one):

     

    Download the Win32 binaries of darkradiant.

     

    Unpack it somewhere, in this explanation we say `~/darkradiant':

    $ unzip darkradiant-1.0.2.zip -d ~/darkradiant

     

    Make the directories wine/env inside the unpack directory.

    $ mkdir -p ~/darkradiant/wine/env

     

    Change those environment variables so wine uses those directories:

    $ export WINEPREFIX="~/darkradiant/wine

    $ export XDG_DATA_HOME="$WINEPREFIX"/env

     

    Using winetricks download and install the needed libs:

    $ winetricks -q tahoma corefonts vcrun2008

     

    Finally make a small script that sets the environment and starts darkradiant:

    #!/bin/sh

    export WINEPREFIX=~/darkradiant/wine

    export XDG_DATA_HOME="$WINEPREFIX"/env

    export WINEDEBUG=-all

    cd ~/darkradiant

    wine DarkRadiant.exe

     

    Here it is, I finally completed the first page of the tutorial without any side-effect.

    • Like 1
  6. Does anyone use Darkradiant in Linux?

    I have so many small problems that I am thinking that it is simply unsupported... :(

    A part of the `make room' problem today I reloaded a the test map to continue the tutorial and there were no walls at all.

     

    I'll try installing Windows 2000 in VirtualBox and try there. Sigh...

  7. Thinking laterally I'd say that in `Patently Dangerous' you do not need to fight anyone: the mission can completely be ghosted or played only using Jack the Black.

    About the load problem: did you tested the unmmodded doom 3? Can you start a game play a little, and reload?

    Usually doom 3 is slow on start and fast on reload. In your case it seems it is always slow. I was wondering if it was really a TDM problem.

  8. I just checked: it is pretty easy. But it forces to change many small points:

    - The Launcher class become an always available singleton;

    - The main() changed accordingly;

    - Finally the constructor of the logger uses the singleton to know where put the log.

    and I have no way to verify if it works in Windows :( I guess I'll keep my log around :D

     

    Moreover I was wondering... Why? What about simply using:

    doom3 +set fs_game_base darkmod +set fs_game mission

  9. I hadn't heard it was too easy, but I guess one person's hard is another's easy.

    The point is that you can easily KO everyone: there is almost no crossing between guards patrols and the zone is fairly dark and full of carpets.

    Think:

     

     

    Enter, KO the nobleman;

    KO the guard just before he goes outside;

    KO the guard in the dining room;

    Go upside; KO the guard in the corridor (he will stop giving shoulders to the stairs);

    Finally KO the last guard in front of the small bedroom;

    Loot the place.

     

     

     

    What do you mean shop? If you mean the buying screen in the beginning there shouldn't be anything in there, so not sure what you mean.

    The buying screen, yes. The player has an impressive amount of gold! More than 2 millions if I recall... Unfortunately the shop is empty. :D

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