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LEGION

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Posts posted by LEGION

  1. :(

    Damn, damn, damn. I had it all wrong. Has nothing to do with playtime. I just played the FM 'The Crown of Penitence' and I haven´t had to reload even once (but saved ca. 6 times) and the playtime was only 58 minutes but it happened again!!! I don´t get it. It was in the floor before the stairwell. The guards saw me and I hid myself under the stairwell. They came for me, but didn´t find me. During this event all three guards lost their footsteps! Saving and reloading couldn´t bring them back.

    Now I know how it is like a guard, cause they sneaked up behind me and I didn´t even noticed!:mellow:

     

    This really sucks, cause I don´t know if it is my system or the DarkMod...

  2. Thanks for the info, Serpentine. But what is PAE? Just for info, I won´t activate it. And no, I never had TDM 1.0 installed.

     

    Note: As I lured the guard 'with' missing footsteps in the next area (luring him out of the church into the statue room in St.Lucia) his footsteps came back.

    Remember that this bug only occurred while I was playing very long. It happened only in the training mission and in St.Lucia and in both missions I played over 6 hours. (I checked this with a console cmd) I played since them three more missions, but at most reached about half the time and the bug never occurred though I loaded often to test this. I have 12 FM´s more to play and if it happens again, I´ll tell you.

  3. I did as you said, Tels. No errors and I made two runs to be sure. (and because I wasn´t sure if the program does test both of my RAM modules)

     

    There is only one thing I don´t understand: I have two RAM modules with 2048 MB for each one. The program confirmed that. But WinXP says that I only have 3.25 GB RAM!? Oh, and DirectX says I have 3326 MB RAM. Where´s the rest? Is this normal or is something wrong here?

     

    And before you might ask: the sound-bug is still there.

    What I meant with the savegame: I think that this bug is implemented in the save so it would might help you in finding out what´s wrong. Just an idea I had. But I wasn´t aware that one save counts 85MB!! :blink:

  4. When I start the game I have 400 out of 4650 megs in my swap file. Did you mean that? Or should I use a specific console cmd?

     

    My specs are:

    3.25 GB RAM

    Soundblaster X-FI Xtreme Gamer (newest driver)

     

    btw, my newest SB driver solved the issue with the music in the St. Lucia briefing there it was before too loud.

     

    The sound bug occurs too, when I just started the game and loaded the savegame. Maybe I could send you the file? Because on my system it is everytime I load the save the same sound bug!

  5. One can reuse an arrow that was just used for killing? Isn´t that unrealistic?

     

    Hey, I only found one bug in this great mission:

    after I frobbed the brick I heard coins, but the purse or what should be there wasn´t! No luck by blind frobbing. sad.gif

     

     

    And that´s it, all else went fine. In the end I had 2756 loot. Only 200 missing. (That´s good for me) I hope the missing purse doesn´t count 200, though.

     

    That´s my first TDM mission with plenty guards. But it was hard for me to ghost, so I decided to blackjack everyone that stands in my way. 7 guards at the end.:rolleyes:

     

     

    The guard standing right next to the crown always saw me than I tried to grab it, so I had to take him out. I wondered why the guard by the doubledoor didn´t noticed.

    Because, as the LightGem was only one step beyond darkest black they noticed me. I did´t like that, because I was pretty far away.

     

    Hehe, I was a little stuck with the poles in the armory, too.:)

     

    The layout of the mission and the gameplay I liked very much. But there was one thing that I don´t liked at all: It was so calm everywhere!! Only near and above (2nd floor) the crown and in the chalice room were music/ambiance. And the music in the chalice room was faar too loud! It didn´t take effect, when I changed my ambient sound setting!? (As it does never, though)

    Most of the time I could hear my Computer though I played with headphones! And because I played with headphones I heard most of the time this sound when the volume is up most and nothing is played, you know what I mean? Don´t know how to describe it else. It changed in loudness when I changed angle. This really killed the atmosphere for me.:(

    Ok, let´s be fair: I still enjoyed your mission very much. (Because the music by the crown was very cool ;) )

     

    Oh, I forgot to add that the town at the beginning was very beautiful and I very liked it that you could see through some windows to it! Very cool. I also liked it that it was obvious on which way you just came in. I hate it when you get just put into a map without a realistic starting point...

  6. I did some testing and can tell that this bug definitely occurs when playing a long time. My 'corrupted' save has a playtime about 6 hours!

    The least missing sounds I had while using EAX on and Surround off. There were only some footsteps from guards missing. (I tested St.Lucia and the missing footsteps belonged to the guard outside the church, and on the next try the guard running to the statue after hurting her was without footsteps) But there were only one guard at a time with missing footsteps.

     

    Disabling EAX doesn´t help, though. It is from time to time different. The longer you play, the more problems you seem to have.

     

    Again, the best results I had with EAX enabled and Surround disabled.

     

    I asked this before: Is there any profit by using Surround while EAX is already enabled? I´m not able to hear an improvement.

  7. I like this mission very much!

    By getting through the sewers

    I had gained very fast a high sense of the old THIEF-feeling! The little town was nice and I very liked all the flyer's on the walls and ground, very nice! The silver can in the kitchen was beautiful. But I missed some explanation for the bleeding Lucia, maybe some paint drops from the workers...

    But sadly, I had the objective-bug, too. How often was this mission updated? :rolleyes:

    So I don´t know how much loot I´m missing; I found 2121 GP (Gold Pounds?). Could someone tell me please, how much loot there is?

     

    Now I´m gonna tell you about the bugs:

     

    There were some carpets with 'walking-on-stone'-sounds in the priests rooms and somewhere else I think.

     

    Ah, at the beginning, as I was walking to the Church I heard a Builder talk about Beggars and Rats and only at the very first time I heard a response! (most likely just the guard babbling) It seems to me as there should be a conversation but it happened no more else!(as I reloaded) So, what is it? It seems confusing, because there is only one guard standing there and he has a different voice.

     

    In the priests room there was a red hat jumping around when I frobbed it! This was a gag, right?:unsure: And in the book about the Pagan Problem there were some hyphen´s at the wrong places.

     

    While holding objects/weapons above water there is a strange aura around them, but this is for sure a DarkMod/engine problem

     

    This shaft in the sewers was very hard to climb back down! (hurt myself several times due to falling down)

     

    About the 'Divert suspicion from your client'-objective: I was on Easy able to collect the necessary loot before getting to the church, so I would have made a rule to get some specific loot from the church to fulfill this objective more realistic (but I don´t think someone would leave loot in a church untouched, really, if there are any places that should be looted by all costs, it should be churches!!!)

     

    I was also wondering why the crypt door isn´t accessible.

     

    One of the busts before the statue room looked in the wrong direction.

     

     

    I made screenshots of everything that looked not right to me, so I don´t think I forgot something.:)

  8. When you have AA at its highest, is there still a reason for such a high resolution? I always thought it is good for reducing the 'stair effect' (this is the german description) but with AA16x I have only 1024x768 and it´s not always best performance so I don´t thinking about raising the resolution. Doesn´t a higher resolution eat more performance than Anti Aliasing?

  9. Hmm, I replayed the mission (St. Lucia) again, saved and loaded quite often, but due to second playthrough I came only to, let´s say 1 1/2 hours. But the interesting thing: I used EAX but disabled Surround and I had no missing ambients!!!!

    My old 'corrupted' save even works fine!! At the end I saved and loaded a lot in different places, where I had before the missing sounds and all went fine!!

     

    BTW: Is there even a reason for turning Surround on, when you already have EAX 4.0 HD? I wasn´t able for hearing a difference ingame, but the menusong is louder when both options are activated. In the briefing for St. Lucia the music was even too loud! But with Surround disabled it seems more how it should be, in the briefing.

  10. Yes, I´m using Surround and EAX 4.0 HD.

     

    ...

     

    Damn it, you´re right! It´s the EAX 4.0 HD!! After I deactivated it, I loaded the 'corrupted' save and the music was playing!

     

    Damn, damn, damn! Only for Thief I´ve buyed my 5.1 headphones (zalmann) and now they´re not working with the DarkMod!:(

    The Surround-functon works fine, but the sound is not as good as before...

     

    Note: In non-EAX-mode I saved and quit the game. Then I re-activated EAX and loaded the save and all was fine again! Even the tourches and all! I saved again and loaded again, all gone again. It works fine until I have to load a game. This will add more tension when I´ll play future missions, no quickloads allowed. I say quickload, but this effect is on Menu-Loads as well!

  11. I have observed that many of our "ambient" musics, while very good, are not all that "ambient", and have far too much dynamic range to be able to sit comfortably under the game audio without either being inaudible in places or overpoweringly-loud.

     

    I would be more than happy to look at this myself (being now fully tooled-up with music software), ...

     

    It seems you´re the right guy for telling you what I dislike very much: In every mission I played until yet, the music/fire-sounds disappear (nearly all that´s ambient), when loading a savegame. This happens when I played 2 or 3 hours. Or it has to do with how much of the level is 'in the savegame', I don´t know and I guess it´s not fixable right now, but I want you to know!

     

    And yes, sometimes the music is too loud, and sometimes very hard or not hearable, or it is only hearable, if a door is opened!

  12. So, finally found the damn chest. (beautiful chest, btw)

    It was really hard to find cause of the minimal frob distance! But on the other hand it is more realistic, like touching the wall for a secret lever or something. (I would have hidden the last, but I don´t know how?)

    Have 100 loot missing, wonder what I have missed.

     

    I found the cat! It was a little annoying cause I´m playing with headphones and the cat-sound is really loud! It felt like a flashbomb, was out of control for seconds!:laugh:

     

    I liked the interior of this mission very much (the waterwheel was nice), but outside it was a little too small. Would´ve liked more streets and patrolling AI´s. But for a first mission release (what was it, 3 weeks or 3 months build-time?) it is a very good mission. I´m looking forward to the updated version you talked about. I appreciate more readables, can´t have to read enough in a mission!:)

     

    Now the bug-report:

    Only one mission-related, wonder why no one else mentioned it: After I took up the main objective, I had an invisible object in my inventory! (on second place, after the loot) When I cycled backwards it showed me a second spyglass, but it´s not usable. Couldn´t drop it either. When I dropped the real spyglass, I wasn´t able to take it back! (could not highlight it!)

     

    The next bugs are very likely DarkMod-related:

     

    In the guardhouse, I waked the sleeping guard: He stood up and walked to the near chest and opened it, I think he took his arrows. Either he just wanted to stand there or I blackjacked him too fast. Here comes the bug: When I closed the chest (That the chest was still open is may evidence that I interrupted his animation) I wasn´t able to highlight him! It was only possible, while the chest was opened! I tested this several times! I did get one arrow from the guard, though.

     

    Again, like in the TrainingMission (until now, I only played Outpost and this mission), I had a sound-bug after quickloading. The music, clocksounds, and firesounds were missing! I got to another place, saved, loaded an older save where all was right, and quickloaded again. Then, I got the music and clocksounds back, but the firesounds were still missing.

    BTW, the clocksounds seemed a bit strange to me, some reverb-effect in there? First I heard it, I thought this is a music-track!

     

    At the beginning, I waked my neighbor and he took the patrolling guard from the guardhouse. Then the neighbor stands in front of the courtyard door (little opened) and the guard was going in circles right behind him. (I guess cause he couldn´t get through) But he didn´t seem to relax, was always searching for me. (At least he talked like that) I 'solved' this by luring him upstairs and finally blackjacked him. (after 15 attempts!) Then the neighbor seemed to be 'free' and, I don´t remember exactly if he just run, or spotted me and then run, but finally he brought another guard! Don´t know where he came from, the tavern maybe? The one sitting by the gate was still there. (He didn´t react when I walked in the light, not even when the neighbor was fleeing of me in front of him!)

    After I blackjacked the second guard the neighbor came to rest by the gate and the guard I talked about in the brackets. I hope you could follow me!:)

     

    I have to add that I was very sad when I realized that there is no real cat, just a sound.:( But the rats were cute, nice animations they have! But some rats in the sewers seemed to be frozen(alive, but not moving around). Apropos sewers, I missed 'walking-on-water'-sounds while walking on the left watery side. And I missed the key for the door to the hideout. IMO should doors, which are not intended to be opened, not be able to highlight, so there is no confusion. Not realistic, but good for smooth gameplay, I think.

     

    This is the last, I promise!;) I took the key from the hotelguy while I was standing in front of him. So he didn´t bother. Maybe too drunk or he had given up on everything and was ready to accept his fate: Not a noble anymore, just ripe for thieving!:)

     

    Damn it, I have an intention for writing too much! I hope, I haven´t bored you!:unsure:

  13. The TimeDemo-link has '.html' attached!

    But it´s the right thing, I guess cause it´s about 18 megs.

     

    I´ve added the GameSetting and my NvidiaSettings as screenshots.

     

    TimeDemo Results:

     

    First Run: 58.2 seconds - 51.1 FPS

    Second Run: 49.7 seconds - 59.9 FPS

     

    Here my specs:

     

    OS: Windows XP Pro SP3

    CPU: Intel Core 2 Quad Q8300 @ 2.50Ghz

    RAM: 3.25 GB RAM

    GPU: Nvidia Geforce 9800 GT (driver date: 11/13/2009, version: 6.14.11.9555)

    DirectX: 9.0c

    Monitor: Phillipps TV (HDMI)

     

    I started DarkMod as my swapfile had the size of 420 megs out of 4589 MB, that says my DirectX Diagnose programm.

     

    On my NvidaSettings screenshot are two things missing, that is:

    Anisotropic Filtering: 16x

    Antialiasing Gamma Correction: on

     

    One question about the Ratio: As you can see I use a HDTV. But when I use 16:9 or 16:10, it´s not right! I can see that on the wooden wheel standing in the Training Mission and the rest seems not right. I use my TV with the setting 'widescreen'. When I change to '16:9' (on my TV), it seems to be even more wrong. So 4:3 works best for me, kind of strange.

    When I try this in Doom3 there is a kind of 'morphing'-effect added, when I look around. Had the same with the widescreen-patch for the old Thief-games.

     

    As for the timedemo: I too had the missing sky, just a hole in the level. (I know this effect from my time using UnrealEd/UndyingEd and I had these famous BSP-Cuts, when I worked unclean)

    I read this before in this thread, but oversaw an explanation for it.

    post-3744-127137053321_thumb.jpg

    post-3744-127137053514_thumb.jpg

  14. I would order 4 Dark Mugs just in case my girlfriend smashes one.

     

    The mousepad and T-shirt I want, too!!

     

    I very like the radiant/figure-logo!

     

    And this "reveals some "secret" text when you pour hot beverages into it" would be very cool, too! If it´s possible to do that on your conditions...

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