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No Honor Among Thieves by Goldchocobo, 3.0 update by bikerdude (2015/05/30)


Bikerdude

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Strange (TDM?) lighting taffin' bug!

 

With engine screenshot function (no contrast vertical line):

nhat3_2015_06_04_14_14_17.jpg

 

With RivaTuner SS+Afterburner screenshot function (here's the bug, as I see it in-game):

The_Dark_Mod_2015_06_04_14_21_10_054.jpg

 

Which half is the correct one? :D

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Maybe it's a shader bug. Here's another issue, with the water reflection/refraction:

 

Engine Screenshot (no problem)

nhat3_2015_06_04_14_32_31.jpg

In-Game screenshot (problem)

Wolf2_MP_2015_06_04_14_36_32_906.png

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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  • 1 month later...

Got a better screenshot so I can get it fixed.

 

 

It's in the cabinet in Lord Cloist's room. It turns frobable/unfrobable seemingly at random every time I load the saved game.

 

(I tried to take it out with an arrow in the screenshot, which is why you see the broken tip. I have already thrown out the book and the candle holder.)

I downloaded it via the /Missions page. The release date is the latest and the pk4 is named nhat3, but the ingame title is 'No Honour Among Thieves"

 

 

Edited by Agent Jones
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You need to uninstall the local version and then down load the latest which is v3.0, you can confirm this in more info via the in-game downloader.

They were in separate folders. Deleted both to be sure and downloaded the latest.

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OK, proper rundown of who did what, when.

 

I created about 83% of the actual mapping. I wrote the story, did most of the voice overs, scripting, etc.

 

Mortem Desino wrote custom AI scripts for "A Night Out On The Town". MD also created the briefing videos, and performed a MASSIVE amount of optimization, bugfixing, and TONS of odds/ends. MD, please chime in if I'm missing anything here.

 

Railgun created the mansion in "Forest", accounting for another 15% of the mapping. The "Broken Broadsword" pub (1%) in anoott was created by another mapper... oh gosh, I forget his name. He should chime in somewhere. Finally, Biker mapped the hotel (1%) you start off in in anoott.

 

For NHAT 1.0 , Biker helped beta test, and he mapped the hotel in anoott. I'm pretty sure this was all he did back then - correct me if I'm wrong Biker.

 

For NHAT 2.0, Fall of 2013 I believe, Biker and I did a minor overhaul of the NHAT campaign, including re-recording all the voice overs, a major bugfix overhaul, various performance updates, a few new areas (mapped by Biker), plus strung the campaign together using the newly introduced campaign stringing feature of DR.

 

For NHAT 3.0, Biker literally did everything new you see in this update. This is a VERY major update. I had zero involvement.

Whoa, no mention of STiFU doing the vertex blending for the forest in NHAT 1?? :-P Haha, just kidding. Don't need the recognition THAT desparately. ;-)

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I downloaded it via the /Missions page. The release date is the latest and the pk4 is named nhat3, but the ingame title is 'No Honour Among Thieves"

I downloaded & played the latest version thats available via the in-game downloader and I was able to grab the key just fine, but have tweaked it to make it easier.

They were in separate folders. Deleted both to be sure and downloaded the latest.

Done. Updated version uploaded.

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Is this a bug or glitch in my installation:

 

 

 

 

The Guard patroling in the lower north hallway of the forest mission (I believe its Guard5), has a purse attached, but it does not appear on his belt but rather inside him, so its not frobable/lootable.

 

 

 

 

I did take a screenshot, but it seems, I am not allowed to post any images here (or I am too blind to see how.)

 

(Besides: I've started the forest mission twice making quicksaves running into segfaults. Now I use the regular save-option, stable so far.

Edited by hanmin
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  • Is this a bug or glitch in my installation:

(Besides: I've started the forest mission twice making quicksaves running into segfaults. Now I use the regular save-option, stable so far.

  • please post a link to a screen shot of the guard in question please.

I belive this is a known issue, what version of tdm are you running?

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  • please post a link to a screen shot of the guard in question please.
  • I belive this is a known issue, what version of tdm are you running?

 

http://postimg.org/image/5zbafej11/

 

Taken just outside the library.

 

TDM 2.03 on 3.13.0-57-generic #95-Ubuntu SMP Fri Jun 19 09:28:15 UTC 2015 x86_64 x86_64 x86_64 GNU/Linux

 

glxinfo

 

 

 

name of display: :0.0

display: :0 screen: 0

direct rendering: Yes

server glx vendor string: SGI

server glx version string: 1.4

server glx extensions:

GLX_ARB_create_context, GLX_ARB_create_context_profile,

GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,

GLX_ARB_framebuffer_sRGB, GLX_ARB_multisample,

GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB,

GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info,

GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,

GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig,

GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_swap_control

client glx vendor string: Mesa Project and SGI

client glx version string: 1.4

client glx extensions:

GLX_ARB_create_context, GLX_ARB_create_context_profile,

GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,

GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample,

GLX_EXT_create_context_es2_profile, GLX_EXT_fbconfig_packed_float,

GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context,

GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating,

GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,

GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer,

GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,

GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,

GLX_SGIX_visual_select_group, GLX_SGI_make_current_read,

GLX_SGI_swap_control, GLX_SGI_video_sync

GLX version: 1.4

GLX extensions:

GLX_ARB_create_context, GLX_ARB_create_context_profile,

GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,

GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample,

GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB,

GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info,

GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer,

GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer,

GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,

GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,

GLX_SGIX_visual_select_group, GLX_SGI_make_current_read,

GLX_SGI_swap_control, GLX_SGI_video_sync

OpenGL vendor string: Intel Open Source Technology Center

OpenGL renderer string: Mesa DRI Intel® Ivybridge Mobile

OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.1.3

OpenGL core profile shading language version string: 3.30

OpenGL core profile context flags: (none)

OpenGL core profile profile mask: core profile

OpenGL core profile extensions:

GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth,

GL_AMD_draw_buffers_blend, GL_AMD_performance_monitor,

GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_trinary_minmax,

GL_AMD_vertex_shader_layer, GL_ANGLE_texture_compression_dxt3,

GL_ANGLE_texture_compression_dxt5, GL_APPLE_object_purgeable,

GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, GL_ARB_base_instance,

GL_ARB_blend_func_extended, GL_ARB_clear_buffer_object,

GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_debug_output,

GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_draw_buffers,

GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex,

GL_ARB_draw_indirect, GL_ARB_draw_instanced,

GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions,

GL_ARB_fragment_shader, GL_ARB_framebuffer_object,

GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary,

GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,

GL_ARB_instanced_arrays, GL_ARB_internalformat_query,

GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,

GL_ARB_map_buffer_range, GL_ARB_multi_draw_indirect,

GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, GL_ARB_point_sprite,

GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading,

GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,

GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding,

GL_ARB_shader_objects, GL_ARB_shader_texture_lod,

GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing,

GL_ARB_sync, GL_ARB_texture_buffer_object,

GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range,

GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map_array,

GL_ARB_texture_float, GL_ARB_texture_gather,

GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_multisample,

GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels,

GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg,

GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_storage,

GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,

GL_ARB_timer_query, GL_ARB_transform_feedback2,

GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,

GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,

GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding,

GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev,

GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array,

GL_ATI_blend_equation_separate, GL_ATI_texture_float, GL_EXT_abgr,

GL_EXT_blend_equation_separate, GL_EXT_draw_buffers2,

GL_EXT_draw_instanced, GL_EXT_framebuffer_blit,

GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled,

GL_EXT_framebuffer_sRGB, GL_EXT_packed_depth_stencil, GL_EXT_packed_float,

GL_EXT_pixel_buffer_object, GL_EXT_provoking_vertex,

GL_EXT_shader_integer_mix, GL_EXT_texture_array,

GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_rgtc,

GL_EXT_texture_compression_s3tc, GL_EXT_texture_filter_anisotropic,

GL_EXT_texture_integer, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode,

GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm,

GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback,

GL_EXT_vertex_array_bgra, GL_IBM_multimode_draw_arrays, GL_KHR_debug,

GL_MESA_pack_invert, GL_MESA_texture_signed_rgba,

GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_packed_depth_stencil,

GL_OES_EGL_image, GL_OES_read_format, GL_S3_s3tc

 

OpenGL version string: 3.0 Mesa 10.1.3

OpenGL shading language version string: 1.30

OpenGL context flags: (none)

OpenGL extensions:

GL_3DFX_texture_compression_FXT1, GL_AMD_conservative_depth,

GL_AMD_draw_buffers_blend, GL_AMD_performance_monitor,

GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_trinary_minmax,

GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5,

GL_APPLE_object_purgeable, GL_APPLE_packed_pixels,

GL_APPLE_vertex_array_object, GL_ARB_ES2_compatibility,

GL_ARB_ES3_compatibility, GL_ARB_blend_func_extended,

GL_ARB_clear_buffer_object, GL_ARB_color_buffer_float,

GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_debug_output,

GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture,

GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend,

GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,

GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions,

GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,

GL_ARB_fragment_shader, GL_ARB_framebuffer_object,

GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary,

GL_ARB_half_float_pixel, GL_ARB_half_float_vertex,

GL_ARB_instanced_arrays, GL_ARB_internalformat_query,

GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,

GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture,

GL_ARB_occlusion_query, GL_ARB_occlusion_query2,

GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,

GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading,

GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,

GL_ARB_shader_atomic_counters, GL_ARB_shader_bit_encoding,

GL_ARB_shader_objects, GL_ARB_shader_texture_lod,

GL_ARB_shading_language_100, GL_ARB_shading_language_420pack,

GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_sync,

GL_ARB_texture_border_clamp, GL_ARB_texture_compression,

GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,

GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add,

GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,

GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather,

GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,

GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,

GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,

GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,

GL_ARB_texture_storage, GL_ARB_texture_storage_multisample,

GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2,

GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,

GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object,

GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object,

GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object,

GL_ARB_vertex_program, GL_ARB_vertex_shader,

GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,

GL_ARB_window_pos, GL_ATI_blend_equation_separate, GL_ATI_draw_buffers,

GL_ATI_envmap_bumpmap, GL_ATI_separate_stencil,

GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_EXT_abgr,

GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_equation_separate,

GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,

GL_EXT_compiled_vertex_array, GL_EXT_copy_texture, GL_EXT_draw_buffers2,

GL_EXT_draw_instanced, GL_EXT_draw_range_elements, GL_EXT_fog_coord,

GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,

GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,

GL_EXT_framebuffer_sRGB, GL_EXT_gpu_program_parameters,

GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,

GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object,

GL_EXT_point_parameters, GL_EXT_polygon_offset, GL_EXT_provoking_vertex,

GL_EXT_rescale_normal, GL_EXT_secondary_color,

GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color,

GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side,

GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,

GL_EXT_texture_array, GL_EXT_texture_compression_dxt1,

GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,

GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,

GL_EXT_texture_env_add, GL_EXT_texture_env_combine,

GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,

GL_EXT_texture_integer, GL_EXT_texture_lod_bias, GL_EXT_texture_object,

GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode,

GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm,

GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback,

GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,

GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,

GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, GL_KHR_debug,

GL_MESA_pack_invert, GL_MESA_texture_signed_rgba, GL_MESA_window_pos,

GL_NV_blend_square, GL_NV_conditional_render, GL_NV_depth_clamp,

GL_NV_light_max_exponent, GL_NV_packed_depth_stencil,

GL_NV_primitive_restart, GL_NV_texgen_reflection,

GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_OES_EGL_image,

GL_OES_read_format, GL_S3_s3tc, GL_SGIS_generate_mipmap,

GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp,

GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays

 

20 GLX Visuals

visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav

id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat

----------------------------------------------------------------------------

0x020 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x021 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x08f 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

0x090 24 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

0x091 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x092 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

0x093 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 4 1 None

0x094 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 8 1 None

0x095 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None

0x096 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None

0x097 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

0x098 24 dc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

0x099 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x09a 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x09b 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

0x09c 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 4 1 None

0x09d 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 8 1 None

0x09e 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None

0x09f 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None

0x062 32 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

 

44 GLXFBConfigs:

visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav

id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat

----------------------------------------------------------------------------

0x063 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None

0x064 0 tc 0 16 0 r . . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None

0x065 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

0x066 0 tc 0 16 0 r . . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

0x067 0 tc 0 16 0 r y . 5 6 5 0 . . 0 24 8 0 0 0 0 0 0 None

0x068 0 tc 0 16 0 r . . 5 6 5 0 . . 0 24 8 0 0 0 0 0 0 None

0x069 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

0x06a 24 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

0x06b 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x06c 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x06d 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

0x06e 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 16 16 16 0 0 0 Slow

0x06f 32 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x070 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

0x071 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 4 1 None

0x072 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 8 1 None

0x073 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 4 1 None

0x074 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 8 1 None

0x075 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 4 1 None

0x076 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 8 1 None

0x077 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None

0x078 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None

0x079 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None

0x07a 0 dc 0 16 0 r . . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None

0x07b 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

0x07c 0 dc 0 16 0 r . . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

0x07d 0 dc 0 16 0 r y . 5 6 5 0 . . 0 24 8 0 0 0 0 0 0 None

0x07e 0 dc 0 16 0 r . . 5 6 5 0 . . 0 24 8 0 0 0 0 0 0 None

0x07f 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

0x080 24 dc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

0x081 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x082 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x083 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

0x084 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 16 16 16 0 0 0 Slow

0x085 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

0x086 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

0x087 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 4 1 None

0x088 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 8 1 None

0x089 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 4 1 None

0x08a 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 8 1 None

0x08b 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 4 1 None

0x08c 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 8 1 None

0x08d 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 4 1 None

0x08e 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 8 1 None

 

 

Edited by hanmin
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  • 2 weeks later...

Not all the pagan skulls are the same, therin lies the first clue..

Really? They all look the same to me. By tedious trial and error I navigated myself to the centre of the room, clearly you have to

follow the gaze of each skull in turn

but I have to say I hugely dislike this puzzle. Is there really some subtle distinction I'm missing? I was looking for the gem in each skull to light up or something like that, but no, they're all the same all the time.

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