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fraten

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Posts posted by fraten

  1. :angry: Nah, I got really annoyed running around like mad in repeating architecture, clicking levers without any idea what they might do. Hints that are none...

    At the very start, I thought, no real thief would go into a trap like that without rope arrows: It was clear that I cannot go up again. And the fun architect (whatshisname) placed a killing haunt for amusement in the cellar? Couldn't believe that.

     

    :D Okay, on the positive side: I played this one in one go, which is not like me. The model of the whole structure was simply great and the atmosphere, the sounds were superb (although that wore off after a while). I am glad there was an explanation for the mass of spiders in there. And the closet thing was brilliant. All the time, I was hoping to find a lever to stop the whole machine.

  2. Finally I found time to play this Mission. It was easy fun. I was surprised that the spider(s) count as someone at killing. Do they have personality? And names? Just joking.

     

    I was a bit disappointed by Mad Bryce.

    I expected some scripted event when approaching him, but the only mad thing was him keeping a body in his locker. Well, who doesn't? (well, metaphorically at least). And I missed an explanation on the poor builder. Strange: Although a prisoner, he was still wearing his weapon.

     

     

    I really liked all the ponds and the lockpicking. The Caves were all well done. After finishing the mission, I went again through all tunnels since they are so beautiful. The whole mission was eye-candy to me.

  3. What a nice mission (at least, after releasing the patch) :D! It was real fun to explore the whole area. I liked how the sewers got me to every important point of the map. I didn't like

    the zombie in the closet. You could kill someone with that kind of surprise. Honestly.

     

    But it still puzzles me, where I should have found the combination for the door lock. I had to look up a spoiler in a German Thief-Forum to get the numbers. Even after finishing the map and noclipping the mansion (and reading the spoilers in this thread) I didn't find the right piece of paper.:unsure:

  4. We've discussed this at length somewhere else (you could try a search). The short version is that our undead aren't harmed by bright lights.

     

     

    Nothing stopping FM authors from doing it. They have the editor in hand, it's just a matter of setting up their Flash Bombs to behave the old way if they want.

     

    I think, we're getting off-topic here.

     

    There are some questions in the first post, which were not answered yet. What's a ghoul (picture)? What varying degree? How do you deal with the undead? Sneak around them? Stab them "dead"?

  5. I don't like the undead. I really don't. Even though they are just in my computer, they put me in horror. :blink:

     

    The Wiki says:

    Undead creatures cannot be knocked out by either gas or blows to the head
    Does that mean, they cannot be knocked out at all?
    and they are often highly resistant to regular weapons.
    Does that mean, that I am able to kill Zombies if I only stab them often enough or shoot 20 arrows into them? Ah, I see. Arrows are useless.
    All undead are affected (to varying degrees) by holy water and fire.
    What do mean by "to varying degrees"? Is this varying by type of Zombie or by type of weapon? Could you upload pictures to the wiki? Seems, as if I'm not able to distinguish between a zombie and a ghoul, for example.

     

    What would be the most elegant way to knock out or kill Zombies (if you don't have holy water or fire-arrows)?

     

    Did I say I don't like Zombies? ;)

  6. It has been mentioned that the FM is crashing upon loading quicksaves. But I'm not sure, if anyone experienced this error. The re-loading did work fine for me - up until now. It crashed right to the desktop, leaving a small window with the red flashing message: idPVS::FreeCurrentPVS: invalid handle.

    loaded collision model models/darkmod/loot/coins/purse_p_goldspilt.lwo
    loaded collision model models/darkmod/wearables/boot_large.lwo
    loaded collision model models/darkmod/weapons/dagger.lwo
    loaded collision model models/darkmod/wearables/shoe01.lwo
    loaded collision model models/darkmod/furniture/cabinet_set01_open.lwo
    loaded collision model models/darkmod/tools/household/broomstick.ase
    loaded collision model models/darkmod/tools/household/brush.lwo
    loaded collision model models/darkmod/tools/household/wash_bin.ase
    loaded collision model models/darkmod/tools/household/broom_01.ase
    loaded collision model models/darkmod/hangers/coatrack.ase
    loaded collision model models/darkmod/decorative/vases/pot_medium.ase
    loaded collision model models/darkmod/misc/ink_pot01.lwo
    loaded collision model models/darkmod/wearables/headgear/hat_straw.lwo
    loaded collision model models/darkmod/decorative/vases/pot_small.ase
    loaded collision model models/darkmod/loot/coins/coinsc.lwo
    loaded collision model models/darkmod/misc/ink_pot01_corked.lwo
    loaded collision model models/darkmod/loot/jewellery/amulet_round_g.lwo
    loaded collision model models/darkmod/loot/purse_gems.ase
    loaded collision model models/darkmod/furniture/woodenchest_main.ase
    loaded collision model models/darkmod/furniture/woodenchest_left.ase
    loaded collision model models/darkmod/furniture/woodenchest_right.ase
    loaded collision model models/darkmod/decorative/vases/emptypot.lwo
    loaded collision model models/darkmod/misc/ink_pot02.lwo
    loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo
    loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo
    loaded collision model models/darkmod/misc/system/empty.lwo
    loaded collision model models/darkmod/readables/book_open1_small.lwo
    loaded collision model models/darkmod/nature/mushrooms_01.lwo
    loaded collision model models/darkmod/lights/extinguishable/candle_holder_empty.lwo
    loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo
    loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase
    loaded collision model models/darkmod/containers/openable/footlocker_wood.ase
    loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.lwo
    loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase
    loaded collision model models/darkmod/containers/openable/chest_metal.ase
    loaded collision model models/darkmod/furniture/seating/chair_simple01.lwo
    loaded collision model models/darkmod/containers/tray.lwo
    loaded collision model models/darkmod/architecture/ladders/ladder_16steps.ase
    loaded collision model models/darkmod/containers/openable/chest_wood_lid.ase
    loaded collision model models/darkmod/wearables/belt_buckle.lwo
    loaded collision model models/darkmod/misc/sagging_rope_01.lwo
    loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo
    loaded collision model models/darkmod/kitchen/food/garlic_long.lwo
    loaded collision model models/darkmod/kitchen/food/cheese_wheel.lwo
    loaded collision model models/darkmod/hangers/bar_simple01.lwo
    loaded collision model models/darkmod/junk/generic_shards/ceramicflind02.ase
    loaded collision model models/darkmod/junk/generic_shards/ceramicflind01.ase
    loaded collision model models/darkmod/tools/saw_hand.ase
    loaded collision model models/darkmod/wearables/armour/pauldron01_r_wearable.lwo
    loaded collision model models/darkmod/wearables/armour/pauldron01_l_wearable.lwo
    loaded collision model models/darkmod/wearables/headgear/helmet_round02_wearable.lwo
    loaded collision model models/darkmod/decorative/signs/sign_squarish01.lwo
    loaded collision model models/darkmod/furniture/seating/stool_padded.lwo
    loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short.lwo
    loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short_single.lwo
    loaded collision model models/darkmod/player_equipment/compass_open.lwo
    --------------------------------------
    ----- idRenderModelManagerLocal::EndLevelLoad -----
    0 models purged from previous level, 662 models kept.
    ---------------------------------------------------
    ----- idImageManager::EndLevelLoad -----
    WARNING: Couldn't load image: -
    WARNING: Couldn't load image: extinguishable/lamp_desk_01
    WARNING: Couldn't load image: extinguishable/lantern_oil_hand
    WARNING: Couldn't load image: textures/common/shadow_bak
    0 purged from previous
    239 kept from previous
    1242 new loaded
    all images loaded in 116.4 seconds
    ----------------------------------------
    ----- idSoundCache::EndLevelLoad -----
    204445k referenced
    3821k purged
    ----------------------------------------
    sound: missing efxs/builders_influence.efx
    -----------------------------------
    213371 msec to load builders_influence
    idRenderWorld::GenerateAllInteractions, msec = 171, staticAllocCount = 0.
    interactionTable size: 2415920 bytes
    39643 interaction take 4440016 bytes
    ------------- Warnings ---------------
    during builders_influence...
    WARNING: Couldn't load image: -
    WARNING: Couldn't load image: extinguishable/lamp_desk_01
    WARNING: Couldn't load image: extinguishable/lantern_oil_hand
    WARNING: Couldn't load image: textures/common/shadow_bak
    4 warnings
    Equip called
    Dequip called
    Equip called
    Dequip called
    Equip called
    Dequip called
    Equip called
    Dequip called
    Equip called
    Dequip called
    Shutting down sound hardware
    sound: hardware reported unable to use multisound, defaulted to stereo
    sound: STEREO
    Equip called
    Dequip called
    QuickSave
    loaded collision model models/darkmod/weapons/longswordlow.lwo
    The ambient 'snd_basement' for location 'info_location_2' is now playing.
    The ambient 'snd_mansion' for location 'info_location_3' is now playing.
    Equip called
    Dequip called
    Equip called
    QuickSave
    Equip called
    Dequip called
    Equip called
    Equip called
    QuickSave
    Equip called
    Equip called
    Equip called
    WARNING: Cannot find sound snd_lockpick_lock_picked on door door40
    
    WARNING: Cannot find sound snd_lockpick_lock_picked on door func_static_103
    
    QuickSave
    Equip called
    QuickSave
    The ambient 'snd_basement' for location 'info_location_2' is now playing.
    --------- Game Map Shutdown ----------
    WARNING: Door hatch is not within a valid AAS area
    WARNING: Door func_static_1000 is not within a valid AAS area
    WARNING: Door secret1 is not within a valid AAS area
    WARNING: Door MapDoor is not within a valid AAS area
    WARNING: Door bureau_drawerC3 is not within a valid AAS area
    WARNING: Door atdm_mover_door_2 is not within a valid AAS area
    WARNING: Door atdm_mover_door_5 is not within a valid AAS area
    WARNING: Door FootlockerLid3 is not within a valid AAS area
    WARNING: idClipModel::FreeTraceModel: tried to free uncached trace model
    --------------------------------------
    reloading guis/mainmenu.gui.
    reloading guis/restart.gui.
    reloading guis/msg.gui.
    reloading guis/takeNotes.gui.
    reloading guis/intro.gui.
    reloading guis/netmenu.gui.
    reloading guis/map/builders_influence.gui.
    reloading guis/tdm_hud.gui.
    reloading guis/pda.gui.
    reloading guis/cursor.gui.
    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_smaller_world.gui.
    reloading guis/readables/books/book_hand_andrew_script_world.gui.
    reloading guis/readables/books/book_hand_ellianerelle_smaller_world.gui.
    reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
    reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
    reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
    reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui.
    reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui.
    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.
    reloading guis/readables/scrolls/scroll_calig_summertime_world.gui.
    reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui.
    reloading guis/readables/scrolls/scroll_hand_ellianerelle_world.gui.
    reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui.
    reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui.
    reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
    reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
    reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui.
    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.
    reloading guis/readables/books/book_calig_carolingia_smaller_world.gui.
    reloading guis/map_of.gui.
    reloading guis/playertools/spyglass.gui.
    reloading guis/map_of.gui.
    reloading guis/scoreboard.gui.
    reloading guis/spectate.gui.
    reloading guis/chat.gui.
    reloading guis/mpmain.gui.
    reloading guis/mpmsgmode.gui.
    --------- Map Initialization ---------
    Map: builders_influence
    idRenderWorldLocal::InitFromMap: retaining existing map
    ------- Game Map Init SaveGame -------
    map bounds are (2831.2, 3326.0, 2480.0)
    max clip sector is (176.9, 207.9, 155.0)
    4 KB passage memory used to build PVS
    8 msec to calculate PVS
    54 areas
    128 portals
    12 areas visible on average
    432 bytes PVS data
    [Load AAS]
    loading maps/builders_influence.aas48
    [Load AAS]
    loading maps/builders_influence.aas96
    Keeping maps/builders_influence.aas32
    [Load AAS]
    loading maps/builders_influence.aas100
    [Load AAS]
    loading maps/builders_influence.aas_rat
    --------------------------------------
    -----------------------------------
    4346 msec to load builders_influence
    idRenderWorld::GenerateAllInteractions, msec = 169, staticAllocCount = 0.
    interactionTable size: 2426256 bytes
    38794 interaction take 4344928 bytes
    The ambient 'snd_basement' for location 'info_location_2' is now playing.
    QuickSave
    The ambient 'snd_mansion' for location 'info_location_3' is now playing.
    --------- Game Map Shutdown ----------
    WARNING: Door hatch is not within a valid AAS area
    WARNING: Door func_static_1000 is not within a valid AAS area
    WARNING: Door secret1 is not within a valid AAS area
    WARNING: Door MapDoor is not within a valid AAS area
    WARNING: Door bureau_drawerC3 is not within a valid AAS area
    --------- Game Map Shutdown ----------
    WARNING: Door atdm_mover_door_2 is not within a valid AAS area
    WARNING: Door atdm_mover_door_5 is not within a valid AAS area
    WARNING: Door FootlockerLid3 is not within a valid AAS area
    --------- Game Map Shutdown ----------
    WARNING: idClipModel::FreeTraceModel: tried to free uncached trace model
    --------------------------------------
    ********************
    ERROR: idPVS::FreeCurrentPVS: invalid handle
    ********************
    0 0 1280 1024
    Regenerated world, staticAllocCount = 0.
    --------- Game Map Shutdown ----------
    --------------------------------------
    Shutting down sound hardware
    idRenderSystem::Shutdown()
    Shutting down OpenGL subsystem
    ...wglMakeCurrent( NULL, NULL ): success
    ...deleting GL context: success
    ...releasing DC: success
    ...destroying window
    ...shutting down QGL
    ...unloading OpenGL DLL
    ------------ Game Shutdown -----------
    --------- Game Map Shutdown ----------
    --------------------------------------
    Shutdown event system
    --------------------------------------
    idPVS::FreeCurrentPVS: invalid handle

     

    Hope that helps.

     

    Even so this FM rocks!

    :wub:

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