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Cleighmoor  

62 members have voted

  1. 1. Gameplay: Enjoyment, fun duration, smooth flow, etc. vs Bugs, boredom, frustration, frame lag

  2. 2. Appearance: Visual pleasure, lighting, visual style, deduct for bad texturing, etc.

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    • Tolerable
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    • Good
    • Excellent
    • Near Perfect
  3. 3. Story: Story and text, briefing, graphic storytelling

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Posted

Apparently linux savegames load okay on Windows TDM. I wasn't sure.

Unfortunately, I couldn't reproduce the crash or the freeze. After the 2nd conversation, both actors walked away as they should.

It's going to be a few days before I can look at it again. If it never freezes or crashes, I'm afraid there's nothing else for me to look at.

  • Like 1
Posted (edited)
18 hours ago, nbohr1more said:

Can you reproduce this in 2.09 beta:

 

?

Hi nbohr1more: I've just made a fast upgrade to version beta209-02 and speed played through the sewer, and so far it hasn't frozen or crashed, at the spot after the second conversation in the Compound.

I'm going to finish the mission and report back with the result.

Off topic: Is beta209-02 supposed to have a more bright interface and option screen? I did say yes to regenerate the old darkmod.cfg.

I have not read the complete list of bug fixes and new features at the link provided.

Do not regenerate the old darkmod.cfg, like I did, it will probably produce anomalies.

Edited by Woodsie69
Added info
  • Like 1
Posted

@nbohr1more

@grayman

So I finished this brilliant Fan Mission from the likewise brilliant William Steele series using the 2.09beta version of TDM.

I wasn't able to reproduce any crashes or freezing of the game.

I did start out with the darkmod.cfg from version 2.08, but decided to delete it, and let TDM recreate it.

And I restarted for the second time with the 2.09beta version.

@grayman:

A question about the

Spoiler

well key. I was in possession of the well key, but couldn't find anywhere to use it. The electric main door and the next door, leading to the crypt area, were both working without the use of any key(s).

Was it meant to be used anywhere else?

 

  • Like 1
  • 1 year later...
  • 2 weeks later...
  • 1 year later...
Posted (edited)

I'm finally getting around to playing the William Steele series. Reached the 3rd part which is this FM. It appears one of its scripts makes it incompatible with the latest TDM Beta (2.13).

ws3_cleighmoor(2025-01-2503-09-17)(000).thumb.jpg.63e8a41cd8c4f0896d1750a538ccfa31.jpg

Fix: Create the directory fms/ws3_cleighmoor/maps and in it extract ws3_cleighmoor.script from ws3_cleighmoor.pk4. Open it in a text editor; At lines 129 and 178, change the word "endTime" to something else, I edited it to "endTimes" and that works.

Chances are a builtin script started using that name at some point: When the FM defines the variable it finds it already declared. Adding my change to the mission database package should solve it.

Edited by MirceaKitsune
Posted
13 hours ago, MirceaKitsune said:

I'm finally getting around to playing the William Steele series. Reached the 3rd part which is this FM. It appears one of its scripts makes it incompatible with the latest TDM Beta (2.13).

ws3_cleighmoor(2025-01-2503-09-17)(000).thumb.jpg.63e8a41cd8c4f0896d1750a538ccfa31.jpg

Fix: Create the directory fms/ws3_cleighmoor/maps and in it extract ws3_cleighmoor.script from ws3_cleighmoor.pk4. Open it in a text editor; At lines 129 and 178, change the word "endTime" to something else, I edited it to "endTimes" and that works.

Chances are a builtin script started using that name at some point: When the FM defines the variable it finds it already declared. Adding my change to the mission database package should solve it.

I wonder if this is because of the new slowfall/invisibility script. I'll take a look at this soon

Posted (edited)
7 hours ago, Amadeus said:

I wonder if this is because of the new slowfall/invisibility script.

Why? It's not using that.

Edit: Well I don't know how this works internally. I guess core scripts are preloaded?

Indeed tdm_invisibility_potion.script has endTime in it. In tdm_slowfall_potion.script there is endTimeSlowfall .

Maybe endTime inside tdm_invisibility_potion.script should be endTimeInvpo or something, to not conflict with existing uses?

Edited by datiswous
Posted
4 hours ago, datiswous said:

Maybe endTime inside tdm_invisibility_potion.script should be endTimeInvpo or something, to not conflict with existing uses?

yeah, that's exactly it. I'll fix the script tomorrow, test it, and it should be good to go after that

  • Thanks 2
  • 1 year later...
Posted

That dream world was trippy. Was concerned about how I was going to get out of that place. Already used the one breath potion to get there and I was worried about how to get back but I had enough health potions to keep me from drowning. The tunnel area where you entered at the start of the mission and then leave from had so many guards it was hard to sneak past them since they almost seemed to have super hearing and night vision  so I had to use my gas arrows to put them down since you are not allowed to kill them. All the patrolling guards in this mission had helmets on so knocking them out with the blackjack was out of the question. Forget the sword too. They are undefeatable.

 

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