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JackFarmer

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Everything posted by JackFarmer

  1. 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.
  2. 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
  3. @nbohr1more Could you please look if you can help?
  4. @Arcturus Thank you for sharing! Jack *howeverIpersonallyhateTheVerveasthesingerissuchanarrogantprick*
  5. 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. 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 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.
  6. Return into the basement and enter the storage room through the maintenance tunnel. There you can use the keys.
  7. J'espere que vouz continueres avec Vitalic Fever! P.S. Sorry for wrong grammar; trying to improve my skills, once again!
  8. Without your help, this would have not been possible. Thanks a lot for your help, once again! Jack
  9. That;s a bit vague, I am afraid. Thus please clarify:
  10. I just checked on both my notebook and my PC with version 2 and I could kill both of the revenants in the crypt without failing the mission. I really do not know what`s causing the problem on your end and I am very sad that in general it caused you so many problems.
  11. I just checked and it works fine for me. I take it you tried a savegame generated with ver1? If so, then I am afraid this does not work as I think the savegames contain specific settings (team settings included) from the mission version the savegame was produced with. Sorry, I forgot to mention that when announcing the release of ver2.
  12. The readable which triggers the new objective includes the following
  13. Version 2 includes a new command to stop music once and for all when you walk through the golden door. Can you post your darkmod.cfg and the savegame for @stgatilov This problem was fixed with version 2 as well.
  14. @stgatilov I made changes to enable: - custom main title picture - custom video briefing - custom main title music (sometimes also for in-game menu displays) - loading picture I did not change lines other than for the subjects mentioned above. Jack
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