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i30817

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Everything posted by i30817

  1. They copied the buggy briefing screen code from somewhere? Frankly i thought that the briefing screen code was included in the dark mod.
  2. I know you're pressed for animators, so this is going not be actioned upon most probably. I think the combat animations are quite unrealistic. I didn't notice at first since i ghost, and from first person, when they are fighting you it is not so noticeable, but, i had the opportunity to watch two guards fighting (they hit eachother), and it does look silly when watched from above; they get up as close as they can, and spend 3 seconds each being quiet, before unleashing a devastatingly fast blow, that has no visible effect on the opponent. It's almost like there is a missing part of the animation. Some completely unrealistic crazy animation ideas too: Group court dances! Entwined with a few greeting animations (bows) this could lead to wicked party missions.
  3. I wouldn't remove the saves commentary if it is helpful to debug corrupt saves.
  4. Don't know if it's the lighting or what (hell, it can be wine or the mission for all i know), but this texture looks wrong. (it's on the Alchemist mission, on the library on the large, unfortunately, unfinished mansion).
  5. This is a nice mission. Compact, and the way to go get the builder's priest crown was devious (i thought the guard wouldn't move, and the door bellow was the access point, so i was a little bit lost for a while. Very fine object placement.
  6. Got another hanging save with the "alchemist". Seems like it should be normal gameplay, upper mansion, just had stolen the rod in the upper mansion where we are supposed to steal some gems. This hang doesn't start the game though. The loading screen just stays after the loading bar fills up and disappears. http://www.megaupload.com/?d=EDLP2NDR
  7. There was quite a lot of time he was pushing against the chair "searching" but not moving. I alerted him again (just sound), and so he stopped moving against the chair, and ended up sitting like that (at least i think that is what happened). Maybe something like that? Or maybe it's some floating point error deep within wine or something.
  8. holy water? Fire arrow? On a memorable fan mission, cannon? (unless it is too much work to make the gibbing)
  9. With the beleaguered fence it happens, some others i've seen it not happen.
  10. Yes that's what happened. The mission is Beleaguered Fence again, the man is on the entrance of the prison door.
  11. Added one before i saw your message. Sorry.
  12. During a mission introduction, instead of waiting for it to end, or press the left mouse button to make it go to the equipment store, press ESC instead. You will be dropped to the main menu, but you don't have a mouse cursor no more, and can't do anything (i killed wine with another framebuffer console). Can be a wine bug, needs windows testing.
  13. If they could explode it would be nice.
  14. The guard animation has a "tap foot" part that when used on wood creates a horrible twack-twack-twack sound, as if you used a sword on wood but much faster. Can be seen on the guard at the entrance of the beleaguered fence police station prison when he sits down.
  15. I didn't see the zombies up close, but they definitely felt too buff/healthy. I would suggest holes in the mesh (custom creature i guess) and general decomposition, instead of what appears just a texture. Again i've not seen them up close, i only saw the back of one before reloading, but that was my feeling. Edit: Actually, let me paraphrase that If you look at this image: http://www.moddb.com/mods/the-dark-mod/images/the-glenham-tower-hdr-sneek-peek5#imagebox You see that they are not "buff" obvs, (except the lower legs i guess). But the no "holes" thing applies. In comparation, if you search for "mummies" in google images, you'll see plenty of holes and stages (how macabre). I dunno, it's probably a limitation of doom.
  16. Is there any setting in the tdm_updater to get code inbetween major versions?
  17. So, it is not the same problem (the others freezes were nowhere near a lock). If confirmed, it would appear that setting affinity fixes those).
  18. Well, how about instead of making it dismiss them, make it forbidden for them to affect the currently selected item while the readable is up? (i've noticed this on single page readables - maybe the others too).
  19. I have a dual core, 64 bits if it is important. "Linux XXXX 2.6.35-24-generic #42-Ubuntu SMP Thu Dec 2 02:41:37 UTC 2010 x86_64 GNU/Linux" And am using the Ati fglrx drivers.
  20. It was just one. It's the quick-save, there isn't any other in the zip. Before i set the core affinity, that lock up was happening without pattern. Now it appears to have happened after i saved (but it is the first time after i set core affinity, it might even not be the same problem). Notice that the save game loads (image appears, music starts, can move viewport for 0.2 seconds). It just locks up afterwards. Tried to go to the main menu, but it locks it up anyway.
  21. I was experiencing hardlockups sometimes, so i changed the affinity of the wine process to 1 processor only in the hope that it could solve it. It could be one of any: doom3, darkmod, mission or wine itself. So i played some more and didn't experience any crash, until now... Luckily (?) just after saving. The mission is beleaguered fence. Reloading crashes almost immediatly here. (1 second) I zipped almost all of the things in the mission folder except the mission itself, in the hope it is useful to you: http://www.megaupload.com/?d=978U2PK0 Hope it helps finding a bug.
  22. If you control the save game streams, zipping and unzipping is a case of wrapping the input and output streams (at least on the java/c++ paradigm for these things).
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