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ERH+

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Posts posted by ERH+

  1. Since the compass doesn't work, is there some other way to determine which way is South East? The 0 floor map doesn't really

    help, as there's no way to work out where I am on it. It all looks the same.

    Maps?

     

     

    There are three maps of the keep: one (the least detailed) in the cargo shaft room, where you find first note next to a lantern; the map is in one of the arched alcoves. More detailed map is in the south-west room of attic, on a round table next to an armchair. The third one is to the right from the entrance in the library (accessed from the first floor, southern west corner of the keep).

     

     

    I will add more detailed maps of the keep in the first post's walk-through.

    • Like 1
  2. New download link in the first post. Reduced number of entities, as I presume all dynamically spawned entities (like emitters) were causing the game to exceed its limits. At least I didn't had a crash during normal or quick save/loads, but maybe it can be related to the overall time the gameplay takes.

    Compass not working - I don't have that issue, but

     

     

     


    That is appears to be a driver issue, not all users are affected.

    See: http://bugs.thedarkmod.com/view.php?id=4986
    • Like 1
  3. Yes. Switching to TheDarkModx64 made a difference, although the most recent quicksave instantly crashed the same way. I switched to a slightly older save, and things are still working after a good bit of play. Thanks for the tip.

    Do you guys maybe are using saves between version 1.0 and 1.1? Because their objective structure have changed and objectives trigger different targets now. I'm not saying it in relation to quickload crashes, it may have something to do with entity limit and spawning new objects during gameplay - I will tinker with that.

    • Like 1
  4. i have a strange problem

    TDM crashes while loading quicksaves and savegames for this mission

    in version 1.0 it happend while i'm down in the cellar :wacko:

    now version 1.1 crashes even in the beginning eg. new game; quicksave ;quickload = crash

    i have tried other missions no issues there

     

     

    I hit the same problem: original release, 64-bit TDM, Win8.1. After it started crashing on load, I tried starting the mission anew and it still crashed. I switched to 32-bit and was able to restart the mission, but I can't say for sure that's what fixed it.

     

    You mean it crashes on quickload (f5) or on any load from the save/load menu?

  5. New version of the map in the first post.

     

    Tweaked errors in readables, fixed bugs, also few changes in the mission: now second floor have two more entries from the windows, there is more loot, one more secret. Added a short cutscene at the mission end, and a mainmenu custom screen.

     

    I will finish walk-through in the first post this evening.

    • Like 2
  6. I am about 6 hours into it.

    Got the task to

    exhume the 5 skulls and do a ritual.

     

    Made it to the

    cemetary, but found nothing but 5 candles.

     

    So, I concluded that I need a shovel and crept back to the workshop. To no avail as the equipment there is not meant to be picked up.

    What am I missing?

    6 hours?? I hope you enjoying it :blink: .

     

    bodies are in the cellars, if you got the key from the tree in the north-east corner of swamp, you can enter the cargo hatch. And there is a shovel too, but you supposed to decapitate the bodies and put the heads on the cementary.

     

  7. Thanks. The key never gets highlighted, I'm not able to pick it up. I could climb the tree.

     

    The mission looked promising and I liked the different approach. I might try later the bugfixed version if there will be one.

    The key become frobable when you will be told you should search for it, so maybe you need to fulfil some other objective before you can explore the cellars?

  8. Can I get some help?

     

     

     

     

    I read in the forum above the key to the cellar is at notheast from the castle. I found a halloween pumpkin there but no key yet. Do I need something before going there? I didn't find hints in the two books I have about the location of the key and the castle is too big to search randomly.

     

     

     

     

    Next to the pumpkin tree, there is another one with a horse skull, a shed snake-man skin, and on the high branch there is the key you need.

     

     

     

    Great mission thanks! I've managed everything except the loot total. Any hints please?

    Loot is scattered across whole building, mostly in the living quarters - often in chests, or on shelves in rooms of nobles. I will make the mission's file update tomorrow and increase value of some treasures, then post hints with their location.

    • Like 1
  9. bodies:

     

    maybe there are a bit too many plants around coffins, but right in the middle there is a shovel you can pick.

     

     

    second "lockpick":

     

    It is a driller, and you can find it down in the cellars, near the entrance - you have to go left behind the double metal doors.

     

     

    I'm glad you enjoying it. :)

  10. OK, now I'm stuck because I need a hint.

     

     

     

    I've reached the point in the plot where it tells me to find a key to the cellars and that the horseman went northwest. I found the horseman's trailer (with it's holy water potion) but no sign of a horse, a dead horseman, or a key. I've searched the immediate area, but haven't found anything else of interest. (I did find the graveyard farther away, and the guillotine farther north.)

     

     

     

    Help!

     

    - prjames

    Oh dear, it supposed to be north EAST, just in the corner of accessible area. I'm sorry for this misleading mistake :excl: .

    I make it harder that it should be, shame on me.

    • Like 1
  11.  

     

    I see a tunnel, the disembodied lantern and the pick axe go a short ways down the tunnel and then I see the shadows of whatever creature is right in front of my point of view go back and forth, back and forth, forever. I cannot click on anything to end the dream; eventually, I must CTRL-ALT-DEL and kill Dark Mod.

     

     

    It happens from time to time, I thought I've got rid of it. I will try to give "cinematic" "1" to few more entities - maybe the apparitions got in the way of the cutscene and something is going off the rails.

    • Like 2
  12. Now when we have working security cameras I was hoping to have a shooter bound to it, but it won't work (shooter don't shoot in other direction than starting one, also camera triggers its targets only when alerted, but not when resuming sweeping). Also there is a spotlight mentioned in camera's args, but I don't see any light coming out.

    Anyone trying to make a Thief2 style shooting turret maybe?

    • Like 1
  13. Is there anything I can do per AI class to override mines' detonate_on_actor behaviour, so ghosts can walk through/over them without setting them off?

     

    I can shoot broadheads through my ghost but he still triggers mines, even though they both seem to be technically projectiles. (Actually I don't mind being able to attack him directly, Thief-style; it's the idea of a ghost setting off landmines' sensors that makes him seem a bit too corporeal.) I've tried monkeying about with big_monster, clipmodel_contents, cylinder, mins, maxs, solid, use_combat_bbox, and also offsetModel in combination with these in hope of getting him to float above the mines. His materials (of those that aren't nodraw) are set to nonsolid (and noimpact). I'm guessing maybe his origin (at ground level) is involved.

     

    This may or may not be related to the problem Destined was having with splash damage:

     

    http://forums.thedarkmod.com/topic/17092-transparent-ai/page-3?do=findComment&comment=381645

    http://forums.thedarkmod.com/topic/17555-splash-damage/

     

    According to this wiki AI have a box defined by min/max in def file - but I couldn't find these values.

    http://wiki.thedarkmod.com/index.php?title=An_AI_consists_of_6_Models

     

    What partially resolved the problem was adding argument "size" "32 32 .1" and lifting doors. I will make a slightly shorter clipmodel for them, maybe someone will help me get better solution soon.

    • Like 1
  14. Made a fully nodraw skin for AI (and it's head), changed it's aas to aas_rat, lifted doors 32 units above floor. AI still is blocked by obstacle. "big_monster""1" + "nosolid" don't work nighter. How a collision model is created for AI? Maybe different material than nodraw will do?

    • Like 1
  15. I tried a bit this evening, but apparently it was moe complicated than I remembered. Apparently, you cannot simply use the spawnarg "solid 0" to make the AI passable by the player. I remember that I made custom skins with custom nonsolid, transparent materials that seem to be necessary to make the AI non-solid. Without the AI will collide with the wall. Do you want me to recreate this? If so it will take some time.

    I thought my AI at submarne at some point was passing through doors, but can't find that version. Could you make a fully nonsolid AI for me?

    • Like 1
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