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Posts posted by geegee

  1. 10 hours ago, Dragofer said:

    We were wondering for a while whether this user was a troll

    I didn't wonder about it for a second!  But an amusing troll. 

    I was hoping that his "item_respawn.ini" script, recoded as a .dll, would be workable so I could download it and use it in my WIP.  I'd like to use it on keys, which my WIP should have a shitload of.  I could set a random item respawn time on the keys, have the keys respawn in random and difficult to find places, and target the doors to relock when the keys are respawned!   

  2. On 10/23/2022 at 9:24 AM, gokudo said:

    that's gotta be the biggest key collection for a mission in TDM.

    22 keys.  That's a lot, yes, but it's a large mission and locking unpickable doors was one of the only ways available to control the players movements.  

    In comparison, Briarwood Manor, a much smaller mission, has 9 keys.  Imagine that!  

    The mission I'm currently working on has zero keys, so far.  It may not need any!  

    • Like 1
  3. On 10/11/2022 at 11:08 AM, boddah.the.taffer said:

    "needs junkroom key" message on my screen... but that message never went away


    My apologies!  I'd never have played on and completed the mission with that on my screen.  

    It's a known problem.  It's very similar problem to the one where a player opens a chest and can't frob the contents because, as the chest door is opening but before it's fully opened the player hit frob again, messing up the "target set frobable" entity put inside the chest to protect the contents being frobbed before the chest is opened.  On all the doors with a message "needs X key" I put a delay on refrobbing the door so the door can fully open before the player is allowed to frob it again.  This gives time for all the triggers and relays and so on to do their work, removing the message permanently. 

    However I missed putting the delay on the junk room door.  That'll be fixed when I get the motivation to do an update.  Thanks for your report on the problem.

    • Like 1
  4. 3 hours ago, Oktokolo said:

    how exacly our senses, thinking, intuition and creativity works - is exactly, what the AI research at its core actually is about.

    I don't think so.  It fits the desired conclusion while leaping right over any distracting ideas that the conclusion might not be right. What you describe is an emulator.  You look at it from a consumer perspective - as in a Turing test situation where the machine passes the test when in a short blind run an "evaluator" can't tell the difference between human and machine.  We have bots right now that can pass such a "test" as "evaluated" by millions of internet users. That doesn't make the bots capable of thinking, intuition, creativity or even anything in the same ball park.  Most bots seem to be run by assholes.

    So, who runs an authoritative test of that sort?  Beyond an "I think therefore I am" declaration, individual humans can't even prove that other consciousness's exist.  That's the nature of subjectivity, awareness, and ultimately of thinking, intuition, creativity.    Who decided that thinking, intuition and creativity (as emulated by a machine) should imitate e.g. Glenham Tower or some other human inspired art, perhaps pumping out thousands of similar FMs that all have (according to your desired conclusion, stated at the start) the same mark of inspiration and execution?  What's the motivation of the machine?

    I don't go along with the other conclusion OrbWeaver asserts as fact - that connections of neurons in the human brain are somehow similar to the hard electric connections of silicon chips flipping on/off and hence that the brain, and subsequently thinking, intuition,..., are likewise the same, or will be when the hardware and software is ramped up. I don't think so.  On the other hand, I'm not so dubious that bio engineering of the kind producing (thinking) Blade Runner replicants will soon enough be possible.  I think that's a different concept, though.




  5. On 9/9/2022 at 5:08 AM, OrbWeaver said:

    When humans create art, they do so by a process of generating ideas based on existing art styles they have seen or been taught, along with various sources of "inspiration" from their everyday life or past experiences.

    "There is no magic, there is no "soul"."

    Picasso's Guernica.  Anything by Klee.

    I agree with chakkman and I don't think he's making an argument for the existence of a "soul" or "magic", but rather for natural causes.  Humans are living creatures and product of eons of evolution and with it comes biological imperatives, to live, to propagate and to protect and provide for ones offspring and ones community.  Math logic is a wonderful invention but almost by definition it is mindless.  It's a tool.  A magnificent tool.

    A few days ago I replayed Sotha's Glenham Tower.  I played it years ago and forgot all the details - just a memory that it was good bookmarked in my skull as being an FM had "it".  My replay was just as immersive as the first playthrough even though my memory prompted me to anticipate as I played along.  I'm unsure if I used any of the ammo.  Anyway I rate this FM as being close to perfect.  I tend to be generous in my reviews and there are several FMs that I rate that high.  I think it shows a skill that's beyond my own abilities.  But what is that skill?  How can I know what it is, since it's beyond me?  I can deconstruct the map and recreate the gameplay along different lines, throwing in glitz like volumetric lights and so on, and come up with something unspeakable.  By proceeding that way, no matter what kind of glitz I throw in, what kind of diversions and filler, what kind of joy all this copy/pasting gives me, I'm not matching the "skill" that went into making Glenham. 

  6. 1 hour ago, CrisiusXIII said:

    she is just sitting there with a man doing nothing

    This is the problem, then.  She's sitting (at the table) at her first path corner which says to sit 7 seconds then get up and walk to the horse, wait 5 seconds then turn back to sit at the table 7 secs, then repeat.  

    Dropping the letter in the box will trigger the "follow Gwyneth" message and it will reset the path corner at the horse so it now points to a path corner at the box, which Gwyneth will now go to and then be directed on a new path sequence.

    Since Gwyneth is immobile at the table, she isn't following the horse/table path in the first place so can't be redirected.  

    You're well into the FM at this point having even completed some optional manor objectives (the skulls) so it bothers me that you're stuck here!  I haven't a clue how to fix your playthrough except you can try one thing.  Make sure to save your savegames!  Then delete your AT1: Lucy's quest FM folder and redownload the FM from the in-game updater.  Now load your savegames and see if Gwyneth is moving along the path.  If she's moving on her path, drop the letter in the box.  If you've already dropped it before the savegame, pick it up and drop it again.  

    That probably won't work, tho'.  My guess is that Gwyneth will still be immobile, the savegame saving that state.

    (the overwritten message "follow Gwyneth" is just bad timing for the message on my part)


  7. On 9/9/2022 at 4:19 PM, CrisiusXIII said:

    it just wont work. i dont use those special commands to peek through but if there is an variable that i can check, perhaps i have to restart????

    Dropping the "sealed" letter from Aeden to Gwyneth in the box should trigger the critical events.  The instruction "follow Gwyneth" appears after you drop it.  Gwyneth doesn't react instantly.  Her short patrol back and forth from the table to the horse in the barn will now be changed. When she next reaches the horse (which takes more or less time depending on where she was on the path when you dropped the sealed letter) she'll be redirected to go to the drop box, bend down to reach in and then stand for a second or two, after which she'll run out of the barn, through the kitchen area and out the back and then over to the fire near the gazebo.  She'll go through various animations, call several other farmworkers for a conference, and when the show is over some stuff will be left on the nearby table:  more water arrows, a key, a couple special "Airmid's water" (2 minute timespan - more powerful than "holy water" as it always kills undead with one hit), and a note.

    If this isn't happening after you drop the right note in the drop-box then there's a glitch of some kind that I haven't a clue how to fix.

  8. 35 minutes ago, hightide said:

    ...past a skeleton and down to another grill into a workshop which seems to be blocked.

    where am I supposed to go? did I miss a key?

    There's only one way to go after you rattled the blocked grate to that workshop (there's no way in there yet).  Turn around, there's an exit grate-door right there!!  Exit the ducts through that grate-door.

  9. 1 hour ago, High John said:

    how do I 'open the console',


    Open console with "CTRL + ALT + ~"

    When the console screen comes up type "noclip" and hit escape.  To exit noclip mode open console and type "noclip" again.

    To make this more automatic do this:

    Create a text file called "autocommands.cfg" in the TDM root folder and put in the line

    seta com_allowConsole 1

    Now when TDM starts the console can be opened by simply typing "~" (or without the shift just "`").

    Better yet, in autocommands.cfg also include the lines

    bind F7 notarget
    bind F8 noclip

    and then you can just toggle noclip and notarget on/off in game.

  10. On 8/28/2022 at 11:22 AM, High John said:

    I have the dungeon key.  However the dungeon door is not frobable

    That's odd.  Nobody else has reported that problem and I've never encountered it.  Are you sure the dungeon key is selected when you try to frob the door?  

    If all else fails and you don't have a good savegame to restart from (TDM has two quicksave backup slots) you can open the console and type 'noclip', clip past the door then type 'noclip' again to toggle it off.  For this one time use this cheat won't break the game - and since you did grab the key off Scarletbotham's belt it isn't really a cheat.

    Apologies for this but I don't know the cause of your problem and can't fix it.  

    What's the url of the video of the gameplay? 

    eta:  I found the video playthrough by Boy Lag.  It's brutal listening to the critique.  Yet I have to say, I think the critique is excellent.  It's also eye opening to watch someone else play the FM.  

  11. 3 hours ago, CrisiusXIII said:

    i can NOT jump up here again

    After exiting the vents to the Hoppie area you can't go back that way.  You can't climb back up the vents.  This shouldn't block your game as there's no reason to go back that way.   If you missed any loot, which is likely as some is well hidden, you can get it later by using other routes that open up.  But at this point in your playthrough I suggest just continuing to play the FM.  

  12. 4 hours ago, wesp5 said:

    That is more or less how the smaller map works ...

    You realize that you've hijacked both Kukutoo's topic and idea for a contribution? You've turned the discussion toward you and your patch, your new plans for in-game maps and whatever - even though this is a completely different idea than that originally explained?  I was discussing Kukutoo's map.  I agree with those who think you should start your own thread so you can talk about your idea for adding a map to your patch.

    • Like 2
  13. I think the original topic has been somewhat derailed.  Nothing is said about this being in the same ballpark as official or definitive or that anything about it should be included in game maps or rigidly adhered to by mappers.  

    For my part I was pleased to see that Scarletbotham's Manor was correctly located in an area near the "Celtic" land.  I consider "Celtic" to be a fictive word in these romanticized fictional settings.

    A lot of the problems "is Bridgeport in France?" etc. can be solved by erasing the larger Mediterranean from the map, including the distinctive boot of Italy.  And "Corsica".  Make the boundaries vague, like how dragons mark unexplored areas in some old maps.

  14. 1 hour ago, Frost_Salamander said:

    Maybe try closing and re-opening the safe door?

    The problem happens when there's an atdm:target_set_frobable inside a chest or drawer or whatever, targeted by the lid or drawer.  The contents can't be frobbed until the lid or door is fully opened and the atdm:target_set_frobable flips the switch on the loot from unfrobable to frobable.  If the door opening is interrupted before fully opening the player gets the glitch.  This happens very easily on stuff like desk drawers where the player is standing right in front and the drawer stops when it hits the player.  

    A way to avoid the glitch is to set the spawnarg "push_player" to "1" (default 0) so the drawer or whatever will push the player aside and continue opening.

    • Like 2
  15. It's been a long time since I played FC 3 and I remember little.  I did enjoy FC 3 but it seems to me that it added  an ugly crafting system and also little icons, which to me were distractions.  Nothing like the FC 1 binoculars, which were immersive.  

  16. I thought Far Cry 1 was an excellent game - and it still is - and it was groundbreaking at the time.  Any negatives I can think of are far outweighed by the positives.  The central characters, Jack and Val, were funny as hell and I was instantly immersed.  The game continued getting better right to the end.

    By the time Far Cry 5 came out I was pretty much done.  It felt like a by-the-numbers thing.

    It's like after the original Far Cry the "franchise" took a wrong turn, away from what made the original game spark.

  17. @Thiefette

    I think everyone has problems with keys, hidden switches, puzzles, machines where the player has to find all the parts then figure out what to do with them...  It's rare that I play a game and don't check out google at least once.

    I think a big part of it is the quasi-realistic 3D environment.  The player enjoys the newness of each area but after searching out a key or something it gets old fast and increasingly frustrating. 

    Your gameplay shouldn't be broken.  But you'd have truly been stuck if you hadn't asked for help because you did take a wrong turn that you shouldn't have been able to (have to fix that in an update).  Just drop the Airmid staff in the Hut dropbox to open the way and collect the all important note to Gwyneth (now on stump in front of Hut) and take it to her drop box in the barn.

    Oh, and remember there are teleport stations between grotto<->farm and farm<->hut, which makes going back and forth a bit quicker.

    • Like 1
  18. @Thiefette

    This is a long spoiler.  My intent in making the mission was more to tell a story than puzzle people to death. 


    Airmid's staff isn't in Helot's quarters, it's in the first area of the hall.  Once in the hall the only way forward is down the stairs, past the area where Helot is patrolling back and forth from his desk inside, out the door to the lectern and back again.  The key to Airmid's staff display is on Helot's right hip.  

    The staff itself is under Helot's lectern on a level with the four guards forced to listen to Helot's rantings.  You can't pick it up yet because that location is guarded by electric something-or-other. 

    There's a key "hidden" under a picture on Helot's desk down there, where you maybe KO'ed him.  It's for the desk drawers.  A note in one of the desk drawers has two pieces of information: 1.  It says touching the "gargoyle" switch behind Helots desk (where you're reading the note) has something to do with the staff (lowers the staff to the lower display room where the player can grab it after using the display key).    So:  KO or pickpocket Helot to get the display key,  and frob the gargoyle switch behind his desk, then go down and collect Airmid's staff.  2.  It says Helot has Scarletbotham's book on necromancy in his private quarters.  The key for that  is "hidden" in Scarletbotham's private rooms at the manor, above his dungeon.   So you'll have to return to the hall later, after you get the quarters key.  I put in a couple teleport back/forth locations to quicken the pace.

    You broke the mission by somehow entering through the portcullis and main entrance and bypassing Aiden's route.  The notes recommended you not do that - too well guarded.  That you could do it shows a serious mission design flaw!  Your playthrough should still be salvageable though.  So if you want to salvage it, listen close!

    Aiden's route past the hut opens only after you return Airmid's staff to the dropbox at Aiden's hut.  That was your only necessary task at that early point in the game.  A bit of magic happens and a safe route to the manor is opened.  This bit of magic becomes a recurring theme distinguishing the pagan way/world and it happens twice more, after the farm and after AIrmid's grotto.  Now careful, a part of the magic is a note appears in a puff of smoke on the stump near the strange plant at the Hut.  Picking up the note initiates your next major objective!  Which is simple:  get to the farm and drop that note "sealed for Gwyneth" in Gwyneth's drop box in the barn at the farm.  Then follow Gwyneth and magic magic magic after a little party near the fire at the gazebo magic happens and another note appears along with some supplies including an all important key.  Read the note.  It says "Return Smythe to the sickbed (a bed near the kitchen)."  It says that the key opens some doors in Scarletbotham's manor - your route to Smythe.  The note mentions other optional objectives. 

    So go get Smythe, do whatever optional objectives you want, maybe find Helot's private quarters key in Scarletbotham's private room up top there.  It's hardly hidden at all.  Pickpocket Scarletbotham for the dungeon key.  ->GET SMYTHE<-.  Drop him on the sickbed in the kitchen at the farm.  Mandatory objective achieved!  It triggers Gwyneth.  Follow Gwyneth from the sickbed through the kitchen front door.   She stops at a familiar magic plant.  Magic happens - a way forward is opened up.   A teleport back to Aiden's hut appears near the new opening.  You can put off the optional objectives for now - just ignore the teleport or maybe test it out but come back and follow the new route, collect the supplies in the opened passage.  Read the note with the supplies.  Nothing mandatory needs to be done now - just get past Bleakhouse and to the ... magic plant.  Check out the plant.  The plant opens a new way forward straight to Airmid's grotto.  Collect Airmid's herbs at the grotto.  Go forward from there - to the lab and alchemist Gray.  Drop the herbs in Gray's dropbox.  Wait for Gray.  Collect Gray's decoction and all mandatory objectives are done.  If you go forward from there you arrive at the inner courtyard of Weezil's buildings and the Ox.  Now, after grabbing the key from one of the guards at the gate the entire map is opened up.  Find a way back to the mission starting point and conclude the mission, or do the optional objectives and discover the value of newsrunners.


    • Like 1
  19. On 7/27/2022 at 2:26 PM, Frost_Salamander said:

    Does anyone known what causes this and how best to avoid it?

    I've run into that problem several times when working on my maps.  In a couple of cases for sitting AI I've moved the chair/bench further away from other geometry, walls etc., and it was fixed.  Seems that the AI bounces a bit when getting KO'ed and sometimes gets trapped in the geometry. 

    • Like 1
  20. 42 minutes ago, Dragofer said:

    I haven't heard of that warning.

    I updated my post with a .map file showing the cause is SEED targeting a 3x3 patch func_static with a 2-sided decal texture.  The patch func_static doesn't generate the error, Seed targeting it and distributing it does.

  21. Does anyone know what this console error warning is about?

    WARNING:Source with 2 surfaces. snapshot func_static, scaling: no, needFinish: no       

    Does this indicate a degenerate solid (made into func_static)?  Is there any way to trace the culprit?

    That's my more important question.


    WARNING:Couldn't load image: dds/textures/particles/arcturus_fire              
      [map entity: atdm_campfire_typical_1]                                        
      [decl: light_fireflames_typical in def/tdm_lights.def]                       
      [model: typical_campfire01.prt]                                              
      [decl: typical_campfire01 in particles/tdm_fire.prt]                         
      [decl: arcturus_fire in materials/tdm_particles.mtr]                         
      [image: dds/textures/particles/arcturus_fire]

    I checked, the dds image is there.  Perhaps the wrong format?

    That error attaches to atdm:campfire_typical
    It doesn't attach to atdm:campfire_small

    which to my eyes appears identical to atdm:campfire_typical

    So I suppose atdm:campfire_typical should be the same, but with an enhanced fire that doesn't render because not found.

    Anyway I use the error-free atdm:campfire_small to get rid of the warning.


    eta:  found the source of the 2 surfaces error.  I have a SEED targeting a simple 3x3 patch func_static.  In the attached map the patch is textured with a 2-sided tdm "ivy" vegetation decal.

    No error from the func_static alone, the error happens when I use SEED to generate a field of them.

    I figure it's harmless.


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