Jump to content
The Dark Mod Forums

Crucible of Omens: Behind Closed Doors - by Bikerdude & the Crucible Team (updated 18/12/2015)


Recommended Posts

Posted

If your seeing the wrong loading screen, then you need to uninstall SirTalbots and also run tdm_update to make sure you dont have any corrupt game giles in the darkmod folder.

bhm_banner.jpg

Posted

 

Okeedokee.

 

If AH gets me a savegame showing the exit problem, I just need to know which version he's using.

 

I had no problems finishing the mission. Once I got 5500+ loot, I went out the exit. Are you guys going all the way to the top of the stairs? My mission didn't finish until I went all the way to the door at the top of the stairs.

I always assumed I'd taste like boot leather.

 

Posted

PS: How can you end the mission manually? Never needed to do so before.

There are console commands useful for debugging or to get around a bug. Some people would rather not know because they're not good with temptation. But if you get this bug:

 

type "tdm_set_mission_completed 1" and "tdm_end_mission 1" in the console to manually end the mission.

 

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

I had no problems finishing the mission. Once I got 5500+ loot, I went out the exit. Are you guys going all the way to the top of the stairs? My mission didn't finish until I went all the way to the door at the top of the stairs.

I spent a lot of time at that door seeing if there was a way to get it open.

 

Did you get all the optional and bonus objectives? I did, so my first guess is one of them might have broken the end-game objective logic. Just a guess though.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

I did not get all the optional objectives as I was trying to get to the exit to see if it would fail.

I'll have to go back to my save game and finish them all then see if I get the same error.

I always assumed I'd taste like boot leather.

 

Posted

Curious. Take an F12 screenshot. Are they blacked out for the non-endable versions? (What would make that happen anyway?) I'm wondering if that's relevant or just a coincidence on my end. For the record, someone got the bug without doing the optional objectives in the TTLG thread.

 

Edit. The other theory is that it fails if you visit it before finishing the other objectives and get the voice over, which is true for me.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted (edited)

Screenshot works fine

 

EDIT

 

 

The other theory is that it fails if you visit it before finishing the other objectives and get the voice over, which is true for me.

 

This has always been the case for me which is why I could create the appropriate saves

Edited by Oldjim
Posted

I guess some of my "decorative read-ables" are too close to being historically accurate.

Some of the patrons of Darkfate forums accused me of "being lazy and copying and pasting from old documents or wiki entries" :laugh:

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...)

Posted

You have a PM with links to several save games where Mission Ending fails and when it doesn't

 

Can I get them also? I might be able to debug what's going on.

Posted

 

Can I get them also? I might be able to debug what's going on.

Hey I sent you some more screenshots, are you going to put them up on moddb too? :)

I always assumed I'd taste like boot leather.

 

Posted

 

Edit. The other theory is that it fails if you visit it before finishing the other objectives and get the voice over, which is true for me.

 

I visited the exit and got the voice over before finishing the main objectives and it still worked for me.

Now I didn't go all the way up to the top of the stairs mind you.

 

I also just completed all optional objectives and I was able to exit the mission just fine. I can't get it to fail to finish.

I always assumed I'd taste like boot leather.

 

Posted

Looking at DR (obj14) the one thing I see different from other FMs is how the loot is handled. The way I've typically seen is "...AND (8 OR 9 OR 10)". But changing it in a test didn't fix it, unless I can't test with the same save game.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

Looking at DR (obj14) the one thing I see different from other FMs is how the loot is handled. The way I've typically seen is "...AND (8 OR 9 OR 10)". But changing it in a test didn't fix it, unless I can't test with the same save game.

 

I noted this in the beta thread. It's one of the things I plan to look at. I'm not sure how the mission code applies precedence to AND and OR, but a requirement that reads 1 AND 2 OR (3 OR 4 OR 5), on the easy difficulty, is going to be 1 AND 2 OR 3. In coding, precedence rules say this is read as (1 AND 2) OR 3, which means all you have to do is collect all the loot and you're done. But, again, I'm not sure how the mission code reads it.

Posted

ok finished, took me 1:45, amazing mission, definitely going in my top 10.

I'm not sure what I did though, I'm almost 3000 short on loot, I'll have to go back in there and scour the whole map...

Posted

An excellent mission, I love it!

 

A question:

 

 

At the inn, I've found a diary in the basement referencing a coat rack and an attached mechanism. I've found the rack and frobbed the proper part of it, but nothing seems to happen in the immediate area other than a sound effect. The phrasing of the diary suggests that whatever was opened or changed might be directly above or below, since there's a cavity in the wall, probably for the mechanism. However, searching the other levels of the building yield nothing. Could someone please give me explicit directions to the spot where the mechanism changes something?

 

Posted

An excellent mission, I love it!

 

A question:

 

 

At the inn, I've found a diary in the basement referencing a coat rack and an attached mechanism. I've found the rack and frobbed the proper part of it, but nothing seems to happen in the immediate area other than a sound effect. The phrasing of the diary suggests that whatever was opened or changed might be directly above or below, since there's a cavity in the wall, probably for the mechanism. However, searching the other levels of the building yield nothing. Could someone please give me explicit directions to the spot where the mechanism changes something?

 

 

 

 

 

That coat rack opens a door a nearby secret door.

 

 

 

 

Stronger hint:

 

 

 

 

At the back of the closet near the entrance of the main pub room.

 

 

 

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...)

Posted

At the portcullis at the power station, all objectives including optional ones finished, mission won't end. Something's fucky.

 

Also, trippy:

FloatingLock_zpskbrfiedg.jpg

I've heard of remote locking systems, but this is ridiculous. :P

Posted

At the portcullis at the power station, all objectives including optional ones finished, mission won't end. Something's fucky.

 

 

Did you arrive at the end before completing objectives, go back to finish off the ones you hadn't gotten to yet, then once again go to the end?

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • datiswous

      So on a regular basis I try to start building something in Darkradiant but very quickly I loose interest and give up.
      I tend to
      create a room, position an ai in it (or first ai, then room, probably better) put a light in it Put some stuff in it test the room in tdm Now I had this new idea:
      Start of with a gigantic room. To skip the importance of sealing for the time being and to think broader than one room. Then just use ground without wall, just to visualise the structure of the level.  Then just use prefab walls and other elements (arches, etc.). Just building area's that aren't enclosed. I can always close them at a later point. Maybe this is all very logical from a mappers perspective, but tdm is the first game where I have done any kind of real mapping and I always stop at the start. It just takes too long to make something exciting.
      I want to build something at some point, because over time I accumulated lots of ideas.
      · 14 replies
    • MayheM

      It would be nice to have a link to the forum thread of a mission in download section, rather than having to search for it manually, like on Thief Guild.
      · 1 reply
    • taffernicus

      Anaglypta , floral and damask wallpaper look great in older homes 
      It’s rare to see anyone using “shader not found” wallpaper in their house

       
      · 0 replies
    • Ansome

      Terribly difficult juggling map designing with work, but I'm still alive and chipping away at something very special. I'm actually making a collaboration of sorts with a friend, I make the map itself and he acts as my "Chief Scope Creep Consultant" that checks in every so often to make sure this project isn't getting out of hand. It's a good system!
      · 1 reply
    • JackFarmer

      We don't need artificial intelligence; we need artistic intelligence. 
      Ralf Hütter, Kraftwerk
      · 6 replies
×
×
  • Create New...