Fidcal Posted March 22, 2010 Report Share Posted March 22, 2010 I never give anti-virus software authority to automatically deal with what it thinks are viruses. I always configure to get a report and then I decide what to do with it. On this PC I installed Antivir which promptly starting telling me my own programs (ones I had written myself) were trojans. I even re-compiled one and still it persisted. I reduced its so-called heuristics. If I given it freedom to do what it wanted it would have deleted several of my own programs. If you know how to take care with your computer, avoid graphic emails, internet explorer, and dodgy websites then modern anti-virus software is actually more agressive, intrusive, more bloody trouble in fact, than viruses themselves. Quote Link to comment Share on other sites More sharing options...
raymeld Posted March 22, 2010 Report Share Posted March 22, 2010 *head smack* FAIL. What a shoddy piece of software, that sucks! Glad you're back on track and had backups. Hope you didn't lose much. Yes thanks. All backed up on an external hd and discs , just a nuisance having to put it all back on ! Bye , bye Bullguard. Quote Link to comment Share on other sites More sharing options...
Trickster Posted March 22, 2010 Report Share Posted March 22, 2010 Great mission, very smooth gameplay. Well done visual appearance. But, being poor taffer, i need help with my progress... i have all objectives completed, got into that mayor´s room, there´s a book saying that key to private records is well hidden so it´s unlikely they find it... well, it realy is well hidden, even to me. Any clue ? Quote Link to comment Share on other sites More sharing options...
Chiron Posted March 22, 2010 Report Share Posted March 22, 2010 Great mission, very smooth gameplay. Well done visual appearance. But, being poor taffer, i need help with my progress... i have all objectives completed, got into that mayor´s room, there´s a book saying that key to private records is well hidden so it´s unlikely they find it... well, it realy is well hidden, even to me. Any clue ? Go to his writing desk on the right of the door.The key is between the books in the upper left compartment. Quote Link to comment Share on other sites More sharing options...
Chiron Posted March 22, 2010 Report Share Posted March 22, 2010 Again, great mission. Very Looking Glass feeling, good atmosphere. The story was well thought through !The AI patrol paths were excellent. And the loading screen background imagesare a nice touch But (don't know if its this FM or TDM):-crashes at the end of the mission-crashes at loading saves/quicksaves (at the beginning it worked fine) Quote Link to comment Share on other sites More sharing options...
Springheel Posted March 22, 2010 Author Report Share Posted March 22, 2010 -crashes at the end of the mission-crashes at loading saves/quicksaves (at the beginning it worked fine) Not sure why this would happen but you're not the first person to mention it. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
7upMan Posted March 22, 2010 Report Share Posted March 22, 2010 (edited) About raymeld's issues: The error lies mainly with BitDefender. BullGuard utilizes this antivirus vendor's scanning engine, obviously just passing the updates and not bothering to check them before deploying. Just so you know which vendor you should exclude from your list as well. Edited March 22, 2010 by 7upMan Quote My Eigenvalue is bigger than your Eigenvalue. Link to comment Share on other sites More sharing options...
fraten Posted March 22, 2010 Report Share Posted March 22, 2010 It has been mentioned that the FM is crashing upon loading quicksaves. But I'm not sure, if anyone experienced this error. The re-loading did work fine for me - up until now. It crashed right to the desktop, leaving a small window with the red flashing message: idPVS::FreeCurrentPVS: invalid handle. loaded collision model models/darkmod/loot/coins/purse_p_goldspilt.lwo loaded collision model models/darkmod/wearables/boot_large.lwo loaded collision model models/darkmod/weapons/dagger.lwo loaded collision model models/darkmod/wearables/shoe01.lwo loaded collision model models/darkmod/furniture/cabinet_set01_open.lwo loaded collision model models/darkmod/tools/household/broomstick.ase loaded collision model models/darkmod/tools/household/brush.lwo loaded collision model models/darkmod/tools/household/wash_bin.ase loaded collision model models/darkmod/tools/household/broom_01.ase loaded collision model models/darkmod/hangers/coatrack.ase loaded collision model models/darkmod/decorative/vases/pot_medium.ase loaded collision model models/darkmod/misc/ink_pot01.lwo loaded collision model models/darkmod/wearables/headgear/hat_straw.lwo loaded collision model models/darkmod/decorative/vases/pot_small.ase loaded collision model models/darkmod/loot/coins/coinsc.lwo loaded collision model models/darkmod/misc/ink_pot01_corked.lwo loaded collision model models/darkmod/loot/jewellery/amulet_round_g.lwo loaded collision model models/darkmod/loot/purse_gems.ase loaded collision model models/darkmod/furniture/woodenchest_main.ase loaded collision model models/darkmod/furniture/woodenchest_left.ase loaded collision model models/darkmod/furniture/woodenchest_right.ase loaded collision model models/darkmod/decorative/vases/emptypot.lwo loaded collision model models/darkmod/misc/ink_pot02.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo loaded collision model models/darkmod/misc/system/empty.lwo loaded collision model models/darkmod/readables/book_open1_small.lwo loaded collision model models/darkmod/nature/mushrooms_01.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_empty.lwo loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase loaded collision model models/darkmod/containers/openable/footlocker_wood.ase loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.lwo loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase loaded collision model models/darkmod/containers/openable/chest_metal.ase loaded collision model models/darkmod/furniture/seating/chair_simple01.lwo loaded collision model models/darkmod/containers/tray.lwo loaded collision model models/darkmod/architecture/ladders/ladder_16steps.ase loaded collision model models/darkmod/containers/openable/chest_wood_lid.ase loaded collision model models/darkmod/wearables/belt_buckle.lwo loaded collision model models/darkmod/misc/sagging_rope_01.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo loaded collision model models/darkmod/kitchen/food/garlic_long.lwo loaded collision model models/darkmod/kitchen/food/cheese_wheel.lwo loaded collision model models/darkmod/hangers/bar_simple01.lwo loaded collision model models/darkmod/junk/generic_shards/ceramicflind02.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind01.ase loaded collision model models/darkmod/tools/saw_hand.ase loaded collision model models/darkmod/wearables/armour/pauldron01_r_wearable.lwo loaded collision model models/darkmod/wearables/armour/pauldron01_l_wearable.lwo loaded collision model models/darkmod/wearables/headgear/helmet_round02_wearable.lwo loaded collision model models/darkmod/decorative/signs/sign_squarish01.lwo loaded collision model models/darkmod/furniture/seating/stool_padded.lwo loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short.lwo loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short_single.lwo loaded collision model models/darkmod/player_equipment/compass_open.lwo -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 662 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/lantern_oil_hand WARNING: Couldn't load image: textures/common/shadow_bak 0 purged from previous 239 kept from previous 1242 new loaded all images loaded in 116.4 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 204445k referenced 3821k purged ---------------------------------------- sound: missing efxs/builders_influence.efx ----------------------------------- 213371 msec to load builders_influence idRenderWorld::GenerateAllInteractions, msec = 171, staticAllocCount = 0. interactionTable size: 2415920 bytes 39643 interaction take 4440016 bytes ------------- Warnings --------------- during builders_influence... WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/lantern_oil_hand WARNING: Couldn't load image: textures/common/shadow_bak 4 warnings Equip called Dequip called Equip called Dequip called Equip called Dequip called Equip called Dequip called Equip called Dequip called Shutting down sound hardware sound: hardware reported unable to use multisound, defaulted to stereo sound: STEREO Equip called Dequip called QuickSave loaded collision model models/darkmod/weapons/longswordlow.lwo The ambient 'snd_basement' for location 'info_location_2' is now playing. The ambient 'snd_mansion' for location 'info_location_3' is now playing. Equip called Dequip called Equip called QuickSave Equip called Dequip called Equip called Equip called QuickSave Equip called Equip called Equip called WARNING: Cannot find sound snd_lockpick_lock_picked on door door40 WARNING: Cannot find sound snd_lockpick_lock_picked on door func_static_103 QuickSave Equip called QuickSave The ambient 'snd_basement' for location 'info_location_2' is now playing. --------- Game Map Shutdown ---------- WARNING: Door hatch is not within a valid AAS area WARNING: Door func_static_1000 is not within a valid AAS area WARNING: Door secret1 is not within a valid AAS area WARNING: Door MapDoor is not within a valid AAS area WARNING: Door bureau_drawerC3 is not within a valid AAS area WARNING: Door atdm_mover_door_2 is not within a valid AAS area WARNING: Door atdm_mover_door_5 is not within a valid AAS area WARNING: Door FootlockerLid3 is not within a valid AAS area WARNING: idClipModel::FreeTraceModel: tried to free uncached trace model -------------------------------------- reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. reloading guis/takeNotes.gui. reloading guis/intro.gui. reloading guis/netmenu.gui. reloading guis/map/builders_influence.gui. reloading guis/tdm_hud.gui. reloading guis/pda.gui. reloading guis/cursor.gui. reloading guis/readables/sheets/sheet_paper_hand_andrew_script_smaller_world.gui. reloading guis/readables/books/book_hand_andrew_script_world.gui. reloading guis/readables/books/book_hand_ellianerelle_smaller_world.gui. reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui. reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui. reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui. reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui. reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui. reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui. reloading guis/readables/scrolls/scroll_calig_summertime_world.gui. reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui. reloading guis/readables/scrolls/scroll_hand_ellianerelle_world.gui. reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui. reloading guis/readables/scrolls/scroll_hand_ellianerelle_smaller_world.gui. reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui. reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui. reloading guis/readables/sheets/sheet_paper_print_stone_smaller_world.gui. reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui. reloading guis/readables/books/book_calig_carolingia_smaller_world.gui. reloading guis/map_of.gui. reloading guis/playertools/spyglass.gui. reloading guis/map_of.gui. reloading guis/scoreboard.gui. reloading guis/spectate.gui. reloading guis/chat.gui. reloading guis/mpmain.gui. reloading guis/mpmsgmode.gui. --------- Map Initialization --------- Map: builders_influence idRenderWorldLocal::InitFromMap: retaining existing map ------- Game Map Init SaveGame ------- map bounds are (2831.2, 3326.0, 2480.0) max clip sector is (176.9, 207.9, 155.0) 4 KB passage memory used to build PVS 8 msec to calculate PVS 54 areas 128 portals 12 areas visible on average 432 bytes PVS data [Load AAS] loading maps/builders_influence.aas48 [Load AAS] loading maps/builders_influence.aas96 Keeping maps/builders_influence.aas32 [Load AAS] loading maps/builders_influence.aas100 [Load AAS] loading maps/builders_influence.aas_rat -------------------------------------- ----------------------------------- 4346 msec to load builders_influence idRenderWorld::GenerateAllInteractions, msec = 169, staticAllocCount = 0. interactionTable size: 2426256 bytes 38794 interaction take 4344928 bytes The ambient 'snd_basement' for location 'info_location_2' is now playing. QuickSave The ambient 'snd_mansion' for location 'info_location_3' is now playing. --------- Game Map Shutdown ---------- WARNING: Door hatch is not within a valid AAS area WARNING: Door func_static_1000 is not within a valid AAS area WARNING: Door secret1 is not within a valid AAS area WARNING: Door MapDoor is not within a valid AAS area WARNING: Door bureau_drawerC3 is not within a valid AAS area --------- Game Map Shutdown ---------- WARNING: Door atdm_mover_door_2 is not within a valid AAS area WARNING: Door atdm_mover_door_5 is not within a valid AAS area WARNING: Door FootlockerLid3 is not within a valid AAS area --------- Game Map Shutdown ---------- WARNING: idClipModel::FreeTraceModel: tried to free uncached trace model -------------------------------------- ******************** ERROR: idPVS::FreeCurrentPVS: invalid handle ******************** 0 0 1280 1024 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- -------------------------------------- Shutdown event system -------------------------------------- idPVS::FreeCurrentPVS: invalid handle Hope that helps. Even so this FM rocks! Quote Link to comment Share on other sites More sharing options...
Ladro Posted March 22, 2010 Report Share Posted March 22, 2010 Brillant mission!:laugh: Congrats for this great creation! I really ejoyed playing, very linear and classic flow, BRAVI!:D Quote Link to comment Share on other sites More sharing options...
PranQster Posted March 23, 2010 Report Share Posted March 23, 2010 So the guard was not *inside* the record room? No other guard had any sitting behaviour. And no guards should be just standing around not patrolling either. You didn't happen to see a message about "AAS 32" when the mission started, did you? Apparently some linux users are having that problem, which would affect pathfinding. I got no messages, no errors, nothing out of the ordinary.As for the sitting guard... No, he was not inside the records room, no guard was. There was one guard standing by the two statues in the hall, not patrolling, and the one that kept sitting was just outside the records room. He never patrolled either... would just stand up and turn around, then turn back and sit again. Come to think of it... The only guard which I can remember to be actively patrolling was in the basement patrolling the hallway near the room with the window where you can enter. All of the rest would stand in place and sometimes rotate a bit. A few of them changed locations after I had explored a room nearby, but none were actively patrolling. Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to comment Share on other sites More sharing options...
PranQster Posted March 23, 2010 Report Share Posted March 23, 2010 BTW, I played on the medium difficulty... not sure if that would make a difference. Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to comment Share on other sites More sharing options...
PranQster Posted March 23, 2010 Report Share Posted March 23, 2010 So the guard was not *inside* the record room? No other guard had any sitting behaviour. And no guards should be just standing around not patrolling either. You didn't happen to see a message about "AAS 32" when the mission started, did you? Apparently some linux users are having that problem, which would affect pathfinding. OK, I started the mission all over and yes, I did get the "AAS32" error. I did not see it the first time I loaded the mission, but I may have had my attention on TV on my second monitor. Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to comment Share on other sites More sharing options...
PranQster Posted March 23, 2010 Report Share Posted March 23, 2010 OK, I started the mission all over and yes, I did get the "AAS32" error. I did not see it the first time I loaded the mission, but I may have had my attention on TV on my second monitor. The error said that aas32 was out of date. Could this be because the map 'builders_influence.aas32' was started with the older version of darkradiant, and finished with the new version? Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to comment Share on other sites More sharing options...
Mortem Desino Posted March 23, 2010 Report Share Posted March 23, 2010 No, AAS goes out of date whenever world geometry changes since the last map compile. It's got nothing to do with the version of DarkRadiant, but rather the time each dmap file was generated. It's fixable with a fresh dmap. Quote yay seuss crease touss dome in ouss nose tair Link to comment Share on other sites More sharing options...
Fidcal Posted March 23, 2010 Report Share Posted March 23, 2010 What happens sometimes is that doom does not update the aas files even with a dmap. I've seen that a lot but repeatedly with the spider pathfinding aas48 which is not used in this. Try deleting the following files in the map folder and then dmap: builders_influence.procbuilders_influence.cmbuilders_influence.aas32 But I am also uncertain about having the pk4 present while this is done. Ah! I've just done this and even though I deleted the above files it did not re-create the cm. I'm sure this is because it detected it in the pk4 and decided it was uptodate. The way to do it is delete those files in the pk4 first as well or even extract everything and delete the pk4. Better leave it for me to fix... Meanwhile, I'll do that and upload so if you want to leave it an hour then download again instead then that should fix it hopefully. Better wait until I post here again as there are two mirrors and I can't be certain I won't be delayed by something. Quote Link to comment Share on other sites More sharing options...
Fidcal Posted March 23, 2010 Report Share Posted March 23, 2010 OK, now updated. Anyone having the pathfinding problem, please download the FM again. I am not certain but I think it unlikely that you can still use your old gamesaves without error. Quote Link to comment Share on other sites More sharing options...
Springheel Posted March 23, 2010 Author Report Share Posted March 23, 2010 Well hold on. Is *everyone* having a problem with the aas32 being out of date (what an epic fail of playtesting that would be if so)? My understanding was that only linux users were having that problem, for some undetermined reason. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
Ladro Posted March 23, 2010 Report Share Posted March 23, 2010 Well hold on. Is *everyone* having a problem with the aas32 being out of date (what an epic fail of playtesting that would be if so)? My understanding was that only linux users were having that problem, for some undetermined reason. I get too the "AAS32" error, at the beginning of the first load. But i finished normally the mission, i presume without any strangeness. Quote Link to comment Share on other sites More sharing options...
Springheel Posted March 23, 2010 Author Report Share Posted March 23, 2010 I get too the "AAS32" error, at the beginning of the first load. Are you using linux? Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
New Horizon Posted March 23, 2010 Report Share Posted March 23, 2010 Are you using linux? Yup, it's in his signature. Ubuntu Linux 9.10 Quote Link to comment Share on other sites More sharing options...
Springheel Posted March 23, 2010 Author Report Share Posted March 23, 2010 Heh. I guess I'm not used to looking for pertinent information in people's sigs. So we're still assuming this is a linux-specific problem, then? I haven't seen any windows users mention it. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
aidakeeley Posted March 23, 2010 Report Share Posted March 23, 2010 Well, I did experience... the guard down by the lower records room just making love to the door... as I think was mentioned somewhere back. I think that relates to the aas thing, right? I'm XPx86. I'll figure out how to turn on the console pre-load and then load it up and look for the aas thing... brb... Quote "A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696 Link to comment Share on other sites More sharing options...
Springheel Posted March 23, 2010 Author Report Share Posted March 23, 2010 I think that relates to the aas thing, right? Not necessarily. Sometimes guards get hung up on doors. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
PranQster Posted March 23, 2010 Report Share Posted March 23, 2010 (edited) OK, now updated. Anyone having the pathfinding problem, please download the FM again. I am not certain but I think it unlikely that you can still use your old gamesaves without error. I deleted the mission directory from the fm directory, downloaded the pk4 again and reinstalled it. I just launched it and got the Warning AAS32 is out of date! message upon loading. I looked at the first two guards who stood there in front of the building, shuffling their feet on occasion... same as before... nobody patrolling. I'll try the pk4 from the mirror site and see if there's any difference. Edited March 23, 2010 by PranQster Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to comment Share on other sites More sharing options...
Springheel Posted March 23, 2010 Author Report Share Posted March 23, 2010 Are you on linux? Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
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