Jump to content
The Dark Mod Forums

i30817

Member
  • Posts

    454
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by i30817

  1. Yes it does, and yes it is enabled (you can use the ati control center). I had already disabled Catalyst. Is this in the FAQ?
  2. Ati driver (now AMD i suppose), Ati 4570 Mobility Radeon graphic card. fglrx driver (running on wine).
  3. Any way i can help debug the hangs? I'm seeing very serious hangs of the whole program and computer, (that is disturbing because i have a dual core anyway), and i have to power cycle the whole computer. Do you have some kind of logging debug version i can use to narrow it down?
  4. I've noticed black artefact's for fraction of seconds on the left side of the screen, but they don't appear in the bottom corner (more like distributed all over). I thought it was a consequence of the light gem hack you're doing.
  5. A tag system? But those tend to require a kind of search or akward guis (verb galaxy) that wouldn't look well at all. I don't think a rating system, or anything that requires two way communication is a good idea. Then the mirrors would have to periodically synchronize metadata or something silly like that.
  6. There is a save game attached in this very page that doesn't start (in the alchemist).
  7. The save while AI are alerted problem seems to be known for a long time, and yet is not on the release 1.04 roadmap. It's true that the lockpicking problem was found very fast, but this one seems much harder? Did you try more comprehensive logs? Are you using threads or something like that that could make the state interleaved and inconsistent even if the code appears fine? Also, damn, i thought that normal save would "save" me.
  8. Don't like that. Seem like giving up, and after all, the save thing makes the whole mod look bad whenever someone new comes to it. At the most extreme, i would prefer quicksave was disabled if it can't be reliable.
  9. "models/darkmod/furniture/seating/bech_set01_flat.lwo" "models/darkmod/furniture/seating/bech_set01_flat.lwo" Copy the whole line without the space. Any way, a question about a bug. Is there any hope of finding the save corruption bugs related to alerted AI (like in the alchemist save above)? I've read here that it was because the quicksave is actually different from the normal save in that it could (i presume) save corrupt in-progress state that can't be loaded. Wouldn't it be enough to find those parts of the code and disallow saving until a "safe point"? Quick save only at the end of a frame (if your AI code is organized like that) or something?
  10. I think it is more of a question of the way that notes are a crutch now. I've seen so many missions use readables for clues, that i know the "clues" are in the readables and not elsewhere. For instance instead of readables, a mural in a temple specifying the correct way to worship (or the wrong way) could be a "clue". Sound (sound of a opening for instance) could be a clue. Following a AI and watching what he does could be a clue. The movement of a AI, following another could be a clue. A conversation (is it possible already?) or eavesdropping on one could be a clue. A pattern in a tile could be a clue. Even a object in a incongruous place could be a clue (though that is pushing the limits of a acceptable ingenuity). "Problem" is, the thief gameplay is quite non-linear. There is the quite plausible notion the player will loose the thread if it ephemeral, unlike readables that are "obvious". In most cases it matters little since the player can recover from almost any setback if skillful enough. Room full of haunts? Climb somewhere and wait, or noisemaker up a corner and flee. The maps, although big, almost never get to the level of puzzle challenge of even a action-adventure, much less a "Dark Heart of Uukrul" (in this old rpg game, famously full of puzzles, all of the maps you moved around in was a clue/puzzle.) A suggestion: i like secret objectives. The secret objective in Ominous Bequest was brilliant for instance. Rewarding player ingenuity is very nice.
  11. I was thinking of making the initial jumping sound stronger if you have any such. Of course i think i realize that you don't have such a separate event i guess. In thief moving by jumping was a good way to suicide.
  12. You don't see a need to move silently and almost as fast as running in full marble? Well, actually, it has a use... It is the only way i found to pickpocket silently torch carrying AI's that don't pass through a niche (that could be a nice idea for a mapper to put on a mission - a niche for pickpocketing a torch ai that is). Still risky though, since you can't touch them. For a example, see the torch AI in the beleaguered fence.
  13. I've noticed the thief can bunny hop (crouch and repeat jump) to move over noisy floors almost silently, much faster than creep. This is quite silly. Other movement thing i think silly: the thief can mantle into basically everything that has enough space. Some things things that though it should be possible to mantle on, at least should be noisy to do so, like tables with things on it (it's probably a hard problem considering they are separate objects) and things he probably shouldn't, like wall lamps. I dunno, it's fun and kinda pointless, but i've been catching myself zooming in into the tables, chests and even chairs to mantle on because i know they are outside of the AI path routes and are perfectly safe in darkness (not to mention the wall lamps). They should be ideally at least noisier to mantle on. Add sounds to the mantle action? Make lamps fall down like the beams in "Glenham tower"?
  14. I think that guards should be suspicious of left open doors (possibly windows) if they find them on patrol routes. Specifically they should be suspicious of open doors "last_opened_by_player" so you can avoid some logical awkwardness like AI crossing at a door and becoming suspicious. It might need some specific or even new barks though. Also, it might be good to have two modes: suspicious of open door when they see it, or suspicious of open door when they try to open it, for mappers to use if it is a solitary guard/if he crosses the door or just performance.
  15. The wood stack above texture is: textures/darkmod/nature/wood/firewood_stack And it is the ambient shader. Any setting but normal makes it look like that.
  16. The furniture texture above is "models/darkmod/furniture/seating/bech_set01_flat.lwo" (dunno why the forum software is appending a space after the dot. I didn't put it there. (in blue letters bellow there is) desk1
  17. If you use wine the problem goes away. Pulseaudio configuration for sure (wine probably merits some additional config work from the distro).
  18. There are some wood piles surfaces on a shack in knighton manor that appear black unless the light is really really close. Normal map or just low enough light? Note that the upper pile is not solid black.
  19. Can anyone confirm that if you close a door just after a AI opens it, he will walk into it more or less forever and doesn't try to open it again (like i think happened in thief 2)?
  20. I wish there was a affordable technology for motion capture using rifid tags or something. Seems like a no brainer for animation.
  21. And "somewhere above the city 1.1" (i don't have all missions so i'm not sure that is all).
  22. Also happens in the heart of lone salvation. And Alchemist.
  23. Did you try it with the beleaguered fence? Some more people should chim in. Full disclosure: i'm playing on wine, so it's possible it's a bug there.
×
×
  • Create New...