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pigtailsboy

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Everything posted by pigtailsboy

  1. Well I'll put it this way, there was a worm and it screwed things up so the OS wouldn't operate. That coincided with the keyboard failing somehow where any and all keys resulted in a system crash. Over heating was my first thought but wasn't the issue. I haven't had another problem but I'm hesitant to use dark mod right now. Doing other things in the meantime.
  2. That's why I'm slowly annexing all the internet content in my fotos till I can organize it and weed out anything that might be the problem. Any way to scan images or files or decrypt a exe in a file?
  3. Recently downloaded alchemist. Was playing the mission when my system went down. I can't be sure of where I picked up the virus but I thought I should check out here first. Other options would be AS custom maps or photo files. Virus had the affect of shutting down windows without warning, some times immediately sometimes after a few minutes. Eventually after a manual shut down my OS no longer available. So I'm checking with the community here to see if this problem persists with any of you or if someone can check that the files and rars haven't been compromised or that something hidden didn't hitch a lift with the rars.
  4. Similar isn't it? Took some clues from the map did some scouting. This spot seems to match some of the criteria except for the sea walled/flooded area to the east. It's the Italian coast close the the country of Slovenija. Size of the area is wrong and there isn't a city there but hey whatever.
  5. Damn I'm gunna be double and triple posting here at this rate. Wasn't expecting a heavy response. If the whole city is written off in complete detail that will take much of the fun and creativity out of mapping for authors. I'm thinking a vague map, but more detailed than the one on the wiki. Major thoroughfares, landmarks, districts, areas of political influence, topography. The winding streets would be a painful procedure to detail... it could be done but it would be more than likely to be ignored. Landmarks like the greater church (has this one been done yet?), counsel chambers, clock tower (there will probably be lots of these, due to such a large city as well as it being industrial midevil europe), certain stately homes. There will probably be a long list of ideas as for landmarks. districts and where they are and what they're famed for seems VITAL to me. Topography (like the hill mentioned on the wiki) influence the layout of the city and can change the pace and feel of a mission. From what I've read so far I'm not certain bridgeport is designed. As old as it is it's grown from what it was. Some areas will seem well thought out like a central area and the most outlying districts will be more deliberate but it's still a city that's grown and as such it's going to appear nonsensical. Look at London, Paris, Washington. I doubt there are any fire wagons, even in this industrialized city... a line of bucket men maybe or they might even be so advanced as to have water mains but no one has instituted something like that in missions so far so it's probably a far off idea. As it is the streets are to narrow and winding and narrow to allow for that kind of service. A building will likely be saved by locals, trying to help and save the district or it will just burn down. A city so complicated would thwart invaders because they have no knowledge of it's streets. It doesn't really apply here but I recall viewing a show featuring a city besieged during the second war. It was so old that over it's existence the people had build all the houses and structures together, bridging all most all gaps crossing it's streets, creating a single structure. It became a shelter in it's self because no matter where you went you would find shelter from the bombs. And the city was so old and complex that anyone who entered might become lost. If a complete time line is made it might constrict more than help. Past is one thing but a full future would prevent invention. If everyone got a chance to add to it once in a wile to freshen things up though... You're a man after my heart. Everything you posted tweaks my architecture funny bone. None of it fits bridgeport probably but it's so exciting visually and spaciously and in it's feeling that this is where people live and work. But you can see why some small efforts to ground it could influence mission design. Knowing what and where you're working with could result in places like that. As to things looking to clean... it will probably change as frequent mappers grow into the whole thing. I got a different image of bridgeport from the wiki than what I received from the missions so far. One thing that's missing though, regardless of the presence of sewers, is a paved channel through the streets in the poorer areas to funnel refuse through the streets. Rotting animals aside you still need to move the crap along or in no time at all you're slogging through something we normally rarely step in now. I think tears of saint lucia might have done this?
  6. Reminds me, those intros at the beginning. Who ever did the speaking part for one of the early one's should be convinced to voice all the intros. Would provide the proper pacing since there are a few fan missions that scroll to fast.
  7. I've been toying with the idea of trying my hand at dark radiant. Their are so few available missions at this time and it seems like most of the action involving tdm is going on in the mapping and modding groups. I don't have the experience yet with 3d modeling so practice is needed. I've set myself to the task of researching, from the wiki, tdm world so I can fit into it as best I can if I get around to putting something together. It would be an interesting task to bring something new to this. I've been brain storming and I've thought of a couple things that would make mission creation less of a chore. On the wiki there's a vague map of bridgeport. It goes part way in describing visually what the city's shape is like but it falls short of representing the city's size and complexity. I know that describing the city explicitly would present contradictions with many maps but I think a more complex street layout, as well as markers for major landmarks and topographical features would ease things a bit. Where are the city counsel structures, where is this hill, what are the districts called and where are they located? Answers for those questions would provide detail and unity to all the maps released, if authors choose to follow the general mold. A general time line with major events past. A time line could also be continually updated over the months with ideas from the community on developments in city and the world at large. These more recent events could impact the overall picture and provide authors with material and inspiration. Wars, shortages, famine, substantial political struggle and invention. The thought of what a steam engine's impact could have on the time period is mind bending. A flotilla in the harbor mouth could disrupt the entire city for months. The introduction of a new religious or political sect could change a society in due course. All this could provide more of a feeling of motion and progress in tdm universe. Outside of my suggestions I have some questions to ask. Is the world of bridgeport largely English based? And is this the world we know or is it entirely fictitious, from land masses, countries and cultures and overall history? It seems like it's all based in reality, only that this is the midevil world where there's a technological rise without a societal rise to balance it. If any of this is tldr I'll summerize.
  8. I can't post the image, it's in some freaking imac format I can't alter. What the hell. screened the screen, check
  9. Did that already so I must be approaching it from the wrong direction. I've already gotten on top of it and tried from below. I'll see if it works again later. Found a lot of something in this ep that I think I'll call Geddan syndrome. Is there a way to use screenshots in TDM? I'd like to post this junk so someone can tell me what I'm looking at. Get Down
  10. I've managed to get as far as the sealed room, on my own, but haven't detected a method of opening the case yet. It would be convenient if I could kill or drown what was down there using the bath. But it seemed that the water does not drain into the bilge area. This makes moving around difficult and since I can't yet open the casing without the suggested "key" (does it require something extra, or is something broken with my version of the mission?) I can't access the stone and also another key I believe is concealed with the stone. If I could use a light to search the room it would be much easier but that creates a problem, doesn't it. Also found another highlightable object in the room. I believe it's a door handle but I can't be certain as it impossible to manipulate or remove.
  11. using keys and using lock picks should require the same distance from object to make use of them. I still haven't made a habit of being as close as possible to something when using keys. Scrolling through all the keys to make sure one of them isn't the one I need and then trying out the picks, only the picks require you to come face to face with the object to use them or the door or object won't highlight. Either the keys should require closer contact with the door or the picks should allow further distance from the door. This can't only be bothering me.
  12. Come to the point where I can go no further. I made a mistake in knocking out someone who could have given me access to the library and I can find no more keys. I've covered the level often enough now where I've abandoned all care and knocked unconscious or killed all npcs in the mission including the wife and excluding the forbidden npc. I got so anxious that I started no clipping in certain areas and I think ruined some surprises for myself... nothing I can't rectify if I don't use it to exploit it. I don't suppose there's a key for the library anywhere? I can't think of a place that it would be stowed away because I've searched the places close to it and those notable individuals that should have a key including the fellow I knocked out cold who's key wasn't for the library at all. It seems to me that if an npc is fleeced for keys wile still mobile they shouldn't be able to unlock the door the key corresponds to fit. It's wacky when you take their key and they continue to be able to access rooms which are locked to them and they have no real means of unlocking them because hey, hey you stole their key. I noticed an interesting error wile playing this mission which I haven't been able to locate in other threads yet. I've been playing this mission for a wile now and have noticed that bodies left to their own devices tend to wander around. This is never seen but the results of which are surprising. I think I'll make a thread for this curious phenomenon. Don't know if it's a problem with the mission or the mod. It's nothing I've ever seen in doom3.
  13. I'll try the ep later. I still have the save file so I can pop in in a second and check. Gunna post another thread in a minute. Got a new and exciting error to report. Will check for similar thread first.
  14. Found another thread on this however my issue differed somewhat. I've noticed in playing through these so far that there have been a few instances of stuck objects. These mostly tend to be bodies or conscious npcs. This can cause problems in maneuvering around characters and hiding bodies. Stuck really doesn't seem to describe what happens though. It's almost as if the bodies are fixed at the point in space that they end up in. I encountered a situation just now where an npc looking for the source of a sound wandered onto and stayed put on a ground hatchway in 'Business as Usual'. Knocked out the npc became immovable on the hatchway preventing it's use. I know I've had another instance like that with some other bodies but not always involving doors or hatches. The body becomes almost completely immovable after trying to adjust it's position. It can be moved by manipulating any part of the body but after a certain range of motion it freezes solid to the spot.
  15. Found the damned switch finally after screwing with the gamma levels. But I'll say this. It must be very easy to complete this mission when you're the dunce that created it and not some idiot who's tried to play it. Others may have the tact, grace and good manners to compliment the author of an impossible ep but this doesn't deserve it. It needs fixing so it's less bloody annoying and more bloody PLAYABLE. EDIT: Down the final hidden item. But I give. I'm giving up, uninstalling the mission, deleting the save files and then removing the pak. I'm sick of this thing. I'm just trying to relax and forget and all I've ended up doing is stressing out over nothing.
  16. Am I the only one who can't find a method of opening the damned vent near the generator to enter the damned tunnels. After over an hour of scouring the our door area, checking guards for keys and items, and checking windows and doors for a way of entry I noclipped through exactly where I assumed the entry point would be, and found that I was correct. The only real problem being that I couldn't find a way to pass through it without noclip. It appears that no one is experiencing the same difficulty I am but it's plain obvious that something is to well hid. I won't continue the game until I discover the hitch that keeps the cover in place and I've already covered then entire park area for some kind of switch. Part of me doesn't wants a hint and another part of me does not. To me it's outrageous that this one hinted-at-from-the-beginning clue can't be discovered easily. And yet I just want to get this experience over with now. I'm not encouraged that it's proving so difficult to ferret out these small details initially. This could mean that the game gets exponentially harder or that after the grating is removed it falls flat on it's face for lack of difficulty. Another annoyance found in the beginning, I discovered by accident that the second round of gates opened inward instead of forcing the player to vault over them. Considering that many other ep's submitted so far have given the player no choice but to go over instead of through it was confusing to come across an obstacle that I couldn't go over. So it was some minutes before I discovered that the gate opened... and only opened when the center of the screen was directly focused on the joining part of the gate and only that portion of the gate where a lock might be placed. This was an unlocked gate so it makes little sense that I couldn't just push the damn thing open. Know that you can not only open regular doors in darkmod, you can also mantle over them. This would make sense for a gate that's short enough to climb over as well as pass through.
  17. mod works fine. some glitches like crashes for certain save games and faulty collision detection for objects being held but I'm satisfied. I wasn't expecting the lack of missions or the preload for every mission installed.
  18. It was a slow process but it finished in around nine hours. I figured that the upload effected the speed. The updater is entirely useless to me and I'm not sure why. I can't get any idea what's wrong wile the dos prompt is so quick to close.
  19. Thanks attempting now. I'll be interested as to how this whole things works out when it finished. When it comes to updates what channel should I use? Attempt to use the updater or use the zip file provided on the main page and add the contents. I assume that's what I'm supposed to do with the zip file. EDIT: the download is getting progressively slower. It got as low as a few kb per second and just checked now it was up again but dropping down. How's this whole thing supposed to operate? I'm supposing it relies on other users? How should I make this file available to others, if I ever complete the download. Dear lord it's up to a 1 week and a day now. It hasn't been up from 5% since several minutes ago when it was going like gangbusters. EDIT: Reading up about port forwarding. Figuring this out.
  20. I can't locate the new tdm 1.01 update. Updating isn't possible through the server or the updater. I'm not informed on how to use a torrent download so I'm only in possession of a 19 kb file. I could download I think from moddb but you guys haven't bothered to update the download listings so only tdm 1.0 and 1.0 corrected are there. The last update listing is for january. Why are you guys keeping up with that site? How to I make use of the torrent file? Or better still, since it's recommended, how do I make it possible for the updater to download the mod files? I can't obtain a screen of the dos prompt before it's closed. I shut down my firewall to see if that would work and it hasn't resulted in any difference.
  21. I've installed saint lucia, will play through if it works. I might try doom first to see if it's operating properly then the demo tdm. I'll get back in a bit.<br><br>Game and the saint lucia demo are working. Will download the full package... might just see if I can get the updater to work.<br>
  22. I have to correct patch. Will try the demo again later after reinstall.
  23. I managed to get the saint lucia demo working a wile back in the year. I'm almost certain I had a problem with it at first but did play through the demo a few times. I wanted to discover if the mod would work for me and it did. Trouble is now the demo doesn't work. On top of that back when the demo did I tried to obtain the full mod. The TDM updater didn't seem to be able to connect to the file server and just as soon as the dos prompt window opened it would close, giving me little time to read the text. What I could tell was that it couldn't find the file server. I can download the full mod without the updater but I need to know that the mod will work first. I can do that with saint lucia. I'm running a 64bit windows 7 with stock ati chipset for a new medium end computer. It's pretty basic but it can handle some old games that aren't to graphic. After I tried out the saint lucia demo I spent some time playing all sorts of other things, and downloaded a host of other mods and maps for doom. I'm half convinced that some of those mods made things inhospitable for TDM to work. Running TDM crashes doom3 but in a way where the screen remains black and any window that pops up can be selected with the mouse (which remains visual on the pop up). I can provide error information for doom and the mod as both seem to have an entry in event viewer. If it helps I'll screen the doom3 and base folder if there's anything relevant that could be gathered from that. EDIT: I recall that saint lucia ran well enough. I didn't study it carefully though.
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