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JackFarmer

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Posts posted by JackFarmer

  1. 16 minutes ago, Acolytesix said:

    As for these things. I can't get them to stick to those frobable boxes where the skeleton is. Killed him. & how do I get into the little building with the blue glow?

    Press "R" to remove an item from the inventory to put it into the player`s hand.

    P.S. The same procedure  (pressing the "R" button) is necessary if you want to process the "Weathered Map" in the underwater facility...and it was also needed to remove the fuse from the inventory when you wanted to place it in the crane on top of the logistics building.

  2. Just now, Acolytesix said:

    Is there something down that hole with the waterfall?

     

    comment

    You do not have to visit this area if you do not wish to complete an optional objective ("The Scepter of Discipline" - the related readables for triggering and the needed items can be found in the underwater station) or if you do not want to collect the ressources and the loot that can be found down there.

  3. Thanks for the screenshot.

    You have not found an alternative route into the Citadel and you have not entered the Citadel in the first place.

    The described areas are part of the caves. I recommend you to explore every cave properly. Some of the tasks to be carried out I have already described in a previous post as I really thought you had already entered the Citadel itself.

     

  4. 41 minutes ago, Acolytesix said:

    Maybe now I can find out how to get to the pictures I've taken over the years with TDM (where is that folder?) 

    It can't be a flaw. That would be too weird. It's a lengthy tunnel with glowing mushrooms from where the giant spiral staircase is. It goes through solid rock & then there you are on the inside behind the doors. Can hear the skeletons on the other side. The pic I took with my phone is to big. If you tell me how to get to the ingame pictures I'll send the exact location.

    The ingame pictures are stored under the folder

    Dark Mod/screenshots

    Please upload the pics here (if you know how to reduce the size of the pics) or through an online uploader of your choice.

     

  5. 1 hour ago, Acolytesix said:

    oh wow, really? I can keep playing this version right? I hate everything undead without fire arrows and or holy water... :) 

    I'm just waking up, give me a little bit to wake up & I'll go in. It's saved right there, cuz I thought the whole thing was weird & funny at the same time. How did that back door happen without your knowledge?

    As for the switches. Those 5 on the  'mainland'.  Levers is probably a better word. There's one by a window that I never got to either. 3 on the shoreline. Havn't found the 5th one though.

    So I am on the right path then? The caves come first & then the expedition camp/quarters. Where do I get artillery for the skeletons?

    Comment:

    I think I understand now. Could it be that you were talking about "zombies" but referrred to them as "skeletons"?

    The set-up is:

    • Before the golden gate there are three zombies guarding it.
    • After the golden gate there are two skeletons partoling the corridors which eventually lead you into the Citadel.
    • The zombies will attack every player trying to lockpick the golden gate. One can try to kill them with the sword, but that's very brutish, inelegant and difficult. That's why you should have a closer look at the readable that lies on the table in the cave with the four gigantic platforms.

    However, the gampelay is designed for the following steps:

    • There are four switches in the cave with the (at map start not rotating) gigantic platforms and two switches in the cave with the golden gate high above to the left and two the right. However, all those switches do not work when you enter start in the caves.
    • When you explore the caves, you will find another switch in a flooded, rectangular area. (The area in question includes three floating, wooden thingies). When you activate this switch, then the platforms will start to rotate, and the four switches in the platform cave be used to start/stop rotation.
    • Use the four switches in a way to create some sort of stairs that allow you to reach the opening high above.
    • When you have reached the opening, then you can go either left or right and activate the switches high above. Activating these switches will open gates releasing fire elementals (two elementals are caged on every side). The fire elementals are meant to kill the zombies (and they are friends of the player).

    So....

    If you managed to get through the golden gate without killing the zombies with your sword or executing the procedure as described above, then I would like to know, how you did that because that's not what we designed and would need correction before we release version 3 of the map. It would be great, if you could help me here.

     

     

  6. 3 hours ago, Acolytesix said:

    Ok, so I finally found the bloody thing! Isn't the Quarters & chapel supposed to come before part 3 - The Caves? I think I took a wrong turn somewhere... I'm in the citadel now & I'm not armed for any of that in any way. Found some back cave that leads past the walking skeletons by the golden doors & end up

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    behind them, where they are barricaded anyway

    ... Skipped the 5 switches too it seems. What were they supposed to do?

    Comment:

    1. The Quarters and the Chapel are part of the Citadel and are the last resorts accessible when other tasks within the Citadel have been completed.

    2, Not sure how you could take a wrong turn as from the caves (part III) there is only one way into the final area. How did you go past the skeletons? I did not create a hidden entrance in this gated area before the door that leads directly into the Citadel. If this is a bug, I would like to fix it.

    3. What do you mean by "five switches"?

  7. 1 hour ago, Acolytesix said:

    Actually that note won't highlight... I read about that being a problem somewhere. Can you just give me the code?

    OK, updated the fm to version 2, so now everything is frobable. The note has an objective attached to it. Just the code wouldn't have worked.

    Please just tell me though. Where is the bloody

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    bomb

    ??? "To the left of the

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    airlock",  someone says. "Look for something odd in or near a vent & something the other rooms don't have" ???

     

    hint:

    1. There are several ventialtors in the underwater station.

    2. Search for one that behaves differently compared to the others...

     

     

  8. 1 hour ago, joebarnin said:
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    I guess, from the thief's point of view, it's one thing to steal some loot from the shopkeeper. But, reading the journal, you realize that the guy is on the brink of getting put out of business. Whether you steal a few coin or not, he's toast. But, if you get the jade statue, you can save his business (independently of whether you steal the coin). So you decide to be a nice guy (relatively).

    Now, if you argue, "you're a thief, why should you care if someone goes out of business?", I can see that. Maybe something touched your conscience with this guy, I don't know. 

     

     

    @AluminumHaste

    @joebarnin

    You worry too much when the plausible explanation is so close: split personality! :)

    Jack

  9. 1 hour ago, roygato said:

    Thanks, other newcomers will definitely appreciate it, especially if they're as blind as I am.

    Btw, you quoted a different passage from my post than you commented on. I would actually like to hear about that part as well, if I just found a strange bug.

    Sorry, you are right, wrong quote. However:

     

    That's a bug, that has not been reported till now. Normal condition is, that you have to place the items on the pedestals you mentioned.

    It seems some mechanics do not work on certain configurations (perhaps because of the complexity of the set-ups or the map size?). There had also been reports that the plate traps in the gated area before the Citadel do not activate the fireball shooters. However, these traps are even prefabs from stock and lots of players had no problems with the traps.

    However, I am very sorry that the optional target in question did not work for you (it is normally quite challenging to complete it), but I do not know how to fix that.

    {/spoiler]

     

     

     

     

     

     

  10. 12 hours ago, roygato said:

    Second is related to an objective. I may have just gotten incredibly lucky

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    You get the optional objective of finding the staff, and in the underwater compound, you find the three items you supposedly needed to obtain it. After entering the cave and exploring, I ended up in the enclosure where the staff was located. Except that the door to the staff room was already opened. I killed the skeleton guard, walked into the staff room and picked it up, objective complete. Only afterwards I realized the room had those three pedestals, that would activate the door when the three items were placed correctly. Certainly a bizarre case.

     

     

    Comment:

     

    You are right regarding the bomb objective: It is misleading. We are currently putting together the next update and thus we will change the misleading objectives and add a new letter giving additional hints for the bomb location.

    Thank you.

    • Like 1
  11. On 9/7/2020 at 11:28 PM, CountMorillonite said:

    I can't find Saint Leroy's Hammer. Is it in The Quarters ? If it is, then I need to know where the key is to open that area.

    ***Later***

    I know now the Quarters Key

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    is in the Chapel, but I need to know how to get into the Chapel. Looks like I may need a "hammer" as a key. Would this be Saint Leroy's Hammer ?? If not, how do I get into the Chapel.

    ***Later Still***

    Ok , now I know where to find the Chapel Key

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    In the Ritual Room

    Looks like another puzzle to solve.

    hint

     

    Optional objective "Scepter of Discipline":

    Hint 1:

    Leroy's hammer can be found in the very same spot you found the readable that triggered the objective in the first place.

     

    Hint 2:

    You can find it at the same spot where you fond "Thei Sigil of Cassandra" and "The Book of Avery"

     

    Hint 3:

    Return to the underwater station. Check the table with  the plague maskes in the scanner room

     

     

     

  12. On 9/3/2020 at 11:30 PM, mmij said:

    Nice mission and good story. I have a framerate issue too, a lot of shaking and jerkiness.

    I'm stuck:

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    The elemental gate won't open. Are there more than two switches (one by the flame jets, and the other directly across the roo from it) that open the gate?

     

    Hint:

    Can you try with an earlier savegame once again? The elementals are supposed to take out all zombies enabling attack-free lock-picking.

    Alternatively, the cage to the left includes two fire arrows. You can try to hurt the zombies as much as possible and try to beat them to "death" (how absurd) with you sword....good luck!"

     

  13. 25 minutes ago, Jedi_Wannabe said:

    Could some please clarify for me what I am doing wrong here? My goal is to attach custom sound files to some global speakers to be used as internal monologue voiceovers.

    I can get my test .ogg to show up and play within DR but not in game.

    I have tried simply attaching it to a speaker with and without looping. I have tried putting a global and waitfortigger  spawnarg with a trigger once entity that targets the speaker. No dice.

    The latter seems to be the set up I need for an internal thought you hear but no other ai in the map will hear, but what am I missing??

    I feel it is pertinent to note, this is my last goal before I drop beta on my first FM. Once I nail this down, it should just be rinse and repeat the process for my 9 samples then I can enter the next phase.

    Please help, my Map is a year old and needs more people to play it beyond my small (but dedicated) group of alpha testers.

    A million thanks in advance.

    -Jedi

    Edit: working on a updated .pk4 for any interested parties; I’ve got one volunteer already. Love this community, that took what ten minutes?

    do you use sampling rate 44.100?

    check the console when the .ogg should be played. It might display that the sampling rate of the .ogg file is 48100 or so.

  14. On 9/1/2020 at 10:51 PM, VanishedOne said:

    How do people go about deciding when to combine models in DR, especially when doing it to lower the entity count in larger maps? I'm particularly curious about:

    • How late into the mapping process you start combining.
    • What happens if you change your mind (do you make a backup copy of the arrangement when you combine models?).
    • Whether you take different approaches when using modular building compared to brush-and-patch style. (My sense is that modular style tends to eat into the entity quota faster, since even a wall without windows, doors, etc. will be composed of models unless the modules are brush-and-patch prefabs that can be reverted to worldspawn, but then enough room clutter in a detail pass can eat into it faster still.)
    • Whether SEED combining is still preferred in any cases.

     

    1. During development of HHI I did not know how to do that. Since the following HHVF was planned much smaller (I think the release version did not include more than 4,000 entities), I did not consider combining entities as dmap still was possible in acceptable times on my machine. In HHTLC I started combining entities when reaching ca. 7,000 entities. At that time, almost everything was finished and I did not add more than ca. 150 entites after that.

    2. I save new revisions every 20 - 30 minutes and mark every revision to understand what I combined in there. This approach allows you at least to retrieve certain items during a later stage in case something went wrong or a module needs changes. In HHTLC most of the piping stuff in the logistics building and below the lake has been merged into new entities each consisting of ca. 10 - 20 source entities.

    3. This depends on the nature of the architecture. For warehouses, building facades and mansion interiors (just to name a few) there are lots of core assets as you know, but there is not really something suitable for, let's say, an underwater station as I included in HHTLC. Thus I used in my last mission brushes for most of the stuff below the lake. Apart from that, there is the question whether certain modules should allow access into a single room or an entire building. I had lots of entry points in HHVF and thus did not use Springheels exterior modules, but used brushes with the respective exterior textures in order to receive snapped surfaces even with modules including windows/door frames for building access.

    4. The thought crossed my mind as well. When reaching 7,200+ entities in HHI, I tried to SEED certain entities as I learned from your map "Into the Black". Did not work on my end: after seeding only a small amount of identical entities (ten or so) I was not able to dmap anymore (=dmap never completed). I ended up deleting ca. 300 or 400 entitiy modules and replaced them with brush modules merging those then into func_statics. I guess SEED should be used long before the critical value of 7,000 entities (that is, 7,200 on my machine) has been reached?

    I once tried SEED for grass as described in the Wiki. As far as I recall it worked pretty well, but had a dramatic impact on fps. Don't know why: the "SEEDED" grass area was quite small, but maybe the rest of the area was too large in general. On the other hand, I do not really know how to apply SEED properly as I never completely understood the explanations in the Wiki.

    Hm...don't know if this is helpful. :(

    Jack

    • Thanks 1
  15. 1 hour ago, pwl said:

    Are you talking about note that said to look in locker I think Edmund's I did that but nothing in locker would highlight??

    Looked in locker again and nothing will highlight ?  my install is up to date 2.08

    Question:

     

    In Edmunds locker, there is a scroll. The inventory name is "Obstruction Note" or "Sabotage" (not sure about the name currently). Maybe you already removed it to your inventory and have not read it till now?

  16. 4 hours ago, hanmin said:

    So, I finished this mission. Excellent but parts are really difficult.

    The only thing I could not find out is how to get into

      Reveal hidden contents

    the radio room or on it's roof. I can't climb up the ballustrade.

     

     

    hint:

     

    In the basement (storage room) you can find a fuse. The fuse can be put into the console of the crane that does not work.

    With this crane it becomes possible to jump over the roof fence. When combining the function of both cranes, you are even able to reach the highest level of the area...

    • Like 1
  17. 3 hours ago, esme said:

    Anyone else getting performance issues with this, loving the game but the framerate is making it very difficult to play, I'm getting headaches with the screen stuttering

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    I got to the caves area with the zombies & the fire elementals, the game was stuttering so much I eventually noclipped to let the fire elementals out just to see what would happen then went back to stand on the big rock at the entrance looking at the doors, I'll go & do it properly if I can sort the stutter problem

    I got the console up & typed in "com_showfps 1", the number at top right varies between 8 & 12 fps depending on where I'm looking

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    The fire jets in the wall are around 8 fps, looking anywhere else is between 10 & 12

    I went to the game settings menu & went through every video & advanced setting but nothing changed the framerate, it persistently stuck between 8 & 12 fps, any suggestions ?

    My system info :

    CPU: Intel® Core™ i7-4770 CPU @ 3.40GHz × 8

    Graphics: Quadro K600/PCIe/SSE2

    Ram: 8Gb

    OS: Zorin 15.3, 64 bit

    @nbohr1more

    Could you please look if you can help?

  18. 4 hours ago, MrMunkeepants said:

    thank you, I forgot about that door. There is a chest in the office that doesn't open, but maybe I'll find a key.

    I made it into the chapel, saved, had to reload, and had another crash (program froze, had to use task manager to quit)

    https://drive.google.com/drive/folders/1zhROjrIeb5DpGG9BL2BkUdKoFWF2BWK2?usp=sharing

     

    edit: I did not find a key for the chest in the court office

    Do you play version 1 or 2 of the game? The problem has been fixed in version 2. However, the chest in question has no relevance on completing the mission.

    Quote

    there were several chests in the quarters that contained items I could not frob, were any of those

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    the missing books of the true believers? I have 1-3

    Locations of the books:

    - one can be found in one of the offices in the court area

    - two can be found in a room in the quarters

    - one can be found in the library

     

    Quote

    Also, before I leave, what do I do with the three special items for the 

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    scepter?

     

    Return to the caves and search for a flooded area with a skeleton patrolling it. Here you need the special items to complete an optional task.

     

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