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JackFarmer last won the day on June 3 2023

JackFarmer had the most liked content!


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    Ingolstadt; Upper-Bavaria

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  1. @nbohr1more@Dragofer Update to the post quoted above: only missions with turrets are concerned, all others work fine.
  2. Just added a test as per your suggestion in my post above.
  3. The problem does not show up with all related dev builds. However, I cannot test with the last build (16854-10518), which I simply cannot start and get the report EDIT: As per our friend dragofer's suggestion, I made a blank script file in this build and removed the turrets from the WIP for a test. Then I can start the game and the mission and can save/load without problems. Summary: 16842-10488: no problems 16854-10518: cannot test (see above) 16854-10518 (modified scriptfile, no turrets) : no problems beta 1: problem appears
  4. Yes, however, did more tests now. The problem already starts with the first beta build. When downgrading to 2.11, everything works fine.
  5. Yes, made a "standard" save game with a name and made quick saves in the latest beta.
  6. I cannot load saves/quicksave in one of my project maps anymore. When starting quickload/load the mission loads a tiny bit, but crashes to desktop then. Can't say whether this was already a problem with the previous beta versions. Checked all other WIPs and it works fine there. qconsole.log Darkmod.cfg
  7. No, you are right, that was my mistake. Thank you for asking that, cause this would have caused me problems during beta testing as every AI must be on the same team in this mission. Anyway, this happens when both are on the same time (tested three times, each time the same result): https://streamable.com/0n3yqg This is much better...but far from perfect. During the second try the other guy returned, but did not assist his friend.
  8. I've encountered this problem every now and then: https://streamable.com/gm74g1
  9. Congratulations on your first release!
  10. Check this: https://wiki.thedarkmod.com/index.php?title=Location_Settings#Ambient_sound Look for the headline "Sound fading". Maybe it comes in handy in your case.
  11. Hm, ja, I recall that problem from past projects. I think there is a default fade in time for all location settings based ambient sounds...? @demagogue I create all my ambiences myself and (I think this problem was also one of the reasons) have provided them with longer fade ins to avoid hard transitions.
  12. This is with volume -15 in area 1: https://streamable.com/o1fidu
  13. Hm...maybe I'm not understanding this correctly. When I go from the first room to the second, then the third and back again, the first room is much too loud again. Are you sure it's not the same for you? The fact that the transition from 1 to 2 is quite noticeable here is more likely due to the fact that ambient 1 is much too loud compared to the others. Why not simply reduce it as you did with ambient 2? I have now also set the volume for the first room to -17 and then I no longer notice a hard transition.
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