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Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)


Moonbo
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Poll: Requiem (by Gelo "Moonbo" Fleisher)  

126 members have voted

  1. 1. Appearance

  2. 2. Gameplay

  3. 3. Story



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6 minutes ago, Moonbo said:

Hey Duzenko,

The only thing I can think of is that there is a hidden room under that carpet - possibly something in there is causing the glitch?

-Gelo

Looks like the curtain shadow to me

Can you see the glitch?

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59 minutes ago, Moonbo said:

Yes, but very barely. Feel free to turn off shadows on the curtain and see what happens :-).

-Gelo

I did just that - turned them off on curtain01_blue and it worked

Looking at the map file

// entity 2105
{
"classname" "func_static"
"name" "func_static_1889"
"model" "models/darkmod/decorative/wall/curtain01right.lwo"
"noclipmodel" "1"
"origin" "-1546 1727 -33"
"rotation" "0 -0.8 0 0.8 0 0 0 0 0.8"
"skin" "curtain_blue"
}

You can't do that - use the rotation matrix to scale stuff

At least disable shadows on entities on which you do that :(

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  • 1 year later...

I must say, this is an awesome mission!! ;) Back in 2013 I was not playing Zombie missions at all. Took years to get they're scary shit out of my head. Now I just target with water arrows to torches. Got all 4 holy water left, probably more around somewhere.

So, I got as far as the colored torch fountains. Got the tome, thought that would say something. Is there a

Spoiler

color code sequence in lighting them? & what happens?

Any hints please. Gotten so far without help...

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6 hours ago, Acolytesix said:

I must say, this is an awesome mission!! ;) Back in 2013 I was not playing Zombie missions at all. Took years to get they're scary shiThe clue isn't in the tome, it's in the old scroll. If you light the 4 torches, it opens the cage with the objects needed to be able to finish the mission.t out of my head. Now I just target with water arrows to torches. Got all 4 holy water left, probably more around somewhere.

So, I got as far as the colored torch fountains. Got the tome, thought that would say something. Is there a

  Hide contents

color code sequence in lighting them? & what happens?

Any hints please. Gotten so far without help...

Spoiler

The clue isn't in the tome, it's in the old scroll. If you light the 4 torches (see symbols on the fontains to light the right ones), it opens the cage with the objects needed to be able to finish the mission.

 

Edited by Zerg Rush
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Sys Specs Laptop Lenovo V145 15AST, AMD A9- 9425 Radeon R5 - 5 cores 3,1 GHz  RAM 8Gb, GPU 1+2 Gb -Win10 64 v21H2

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  • 1 year later...

I should have addressed this sooner, but in more recent versions of TDM, there's a common dmap problem with stairs which is present inside the City Watch station. I've attached the screenshot to show what I mean. Also, maybe add in-game subtitles for this mission and A House of Locked Secrets.

requiem_2022-10-10_13.25.22.jpg

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"Let me guess - little blue men with three heads stole your sweetroll?"

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  • 3 months later...
On 10/9/2022 at 10:38 PM, Cambridge Spy said:

I should have addressed this sooner, but in more recent versions of TDM, there's a common dmap problem with stairs which is present inside the City Watch station. I've attached the screenshot to show what I mean. Also, maybe add in-game subtitles for this mission and A House of Locked Secrets.

requiem_2022-10-10_13.25.22.jpg

I played the crap out of that mission, never saw that.

Did you try deleting and redownloading the mission?

I always assumed I'd taste like boot leather.

 

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I believe dmap bug was introduced in 2.07 or later and was fixed in 2.10. Someone probably dmapped it when updating the mission to fix asset compatibility but caused this artifact...?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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2 hours ago, nbohr1more said:

I believe dmap bug was introduced in 2.07 or later and was fixed in 2.10. Someone probably dmapped it when updating the mission to fix asset compatibility but caused this artifact...?

This also existed with 2.05 and 2.06. As far as I can remember, it always occurred when stairs were created from brushes.

The workaround was to simply convert everything to Func static. Since 2.07, however, I haven't observed this anymore and don't currently see it in my work with Beta 4 in similar constructions.

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16 minutes ago, Moonbo said:

I think I mentioned it before, but I'm 100% fine if someone wants to re-dmap and upload the corrected version of the map :-).

I think the version is fine (sort of) if you don't dmap before play, or dmap with 2.10 or later. I'm investigating subtitle software, so if I understand how to do that I could give that a shot. And I see the mission has no EFX yet?

Edited by datiswous
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2 hours ago, Moonbo said:

I think I mentioned it before, but I'm 100% fine if someone wants to re-dmap and upload the corrected version of the map :-).

All set! The fixed mission is now in the downloader. :)

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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1 hour ago, nbohr1more said:

Sub-titles need to be manually created. If @Moonbo gives the go-ahead, I suppose a team member could create them for him?

Moonbo already consented to having subtitles created. ;)  It's a go :)

On 10/10/2022 at 4:38 PM, Moonbo said:

If anyone wants to re-dmap the file and upload it to the official server you have my blessing :-). Same w/ subtitles.

Edited by Daft Mugi
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