Chiron on 16/7/2015 at 12:50
Quote Posted by voodoo47
I find it extremely unlikely that there would be a place from where it would be possible to mantle out under oldDark, and not possible to do it under NewDark with newmantle enabled, so unless you know for a fact that you are supposed to be able to do that, I'd say it's intentional.
Fibanocci confirmed that you are supposed to be able to climb out of this hole. But due to the design of the mechanism that opened it (Sliding Door) it was pretty much impossible with 1.18, and it still is with 1.23. So no NewDark problem indeed :p
Apiai on 17/7/2015 at 06:18
For mantling issue, I personnaly use the new command unstick_player :
Add this to your user.bnd file : bind p unstick_player
Against a wall, hold the p key, and it's like you're flying.
It helps when you get stuck or when you can't get out of a hole.
Ricebug on 21/7/2015 at 15:51
Warehouse 51 has a footlocker, that when you frob it, the game crashes. (You don't need a savegame, since it's out the door where you begin the mission and to your right.)
EDIT: Never mind. Did a clean install via TP1.23 but elected NOT to install the Dromed Toolkit, which was apparently causing this and other FMs to crash.
voodoo47 on 21/7/2015 at 17:45
you should report this in the TP topic.
Apiai on 23/7/2015 at 06:31
Hi, I've finished the FM 'The Last Lighthouse Keeper' but I had a bug.
Ricebug walkthrough says : "Wind around into the farther room until you find a gate with blood stains on the floor. Walk through the gate."
For me the gate stay closed, I don't know if there anything specific to do to open it ?
(I had to lean forward and use command unstick_player to pass this gate...)
(
http://dl.free.fr/e2GMmhSus) Savegame
Ricebug on 23/7/2015 at 12:53
The gate works when the player approaches it, and they are teleported into the hallway, on the opposite side of the gate. I looked at the links for Garrett, and you have no links to any Teleport Traps. There are 12 TTraps in the mission. The strange thing is, that particular TTrap is not one that is linked to the player. It's activated by a blue room lever.
Again, your savegame file has no such lever. Bottom Line: It looks like we have different versions of the same FM. The filename should be
TTLK v1.1.
Here's your (
http://www.bogadocious.com/temp/quick.sav) savegame file, with the gate unlocked.
Apiai on 24/7/2015 at 06:05
It's weird, the version I have is V1.1.
Anyway, thank for replying.
fortuni on 27/7/2015 at 08:42
Hi Voodoo...Lorgan's Web
So I have another objective that fails to work correctly (tehe....don't you just luv me :laff:)
Having correctly completed all the objectives in the mission and entered the finishing area, the mission fails to finish on hard difficulty setting (it finishes correctly on normal and expert)
The author states that he pushed DromEd to the limits with a rather complex AI movement / triggering sequence and accepts the mission was a bit buggy under OldDark, but when playing via NewDark this is the only bug i came across (i played on all 3 settings)
i tried to get you an OldDark save on hard to compare the finishing objective fail, but on 2 playthroughs i came across one of the other bugs, in which Cudget did not regain consciousness and so did not return to the north gate so i can only offer a quicksave on hard (objective fails) and a quicksave on normal (objective checks off correctly)
If a solution can be found superb, if not so be it
thanks in advance for looking :thumb:
Newdark q/s hard setting (
https://drive.google.com/file/d/0B7UExWqHXPI2UGc0YmJvSGRoVGs/view?usp=sharing)
Newdark q/s normal setting (
https://drive.google.com/file/d/0B7UExWqHXPI2bzNSX0dxUU9aUkE/view?usp=sharing)
Edit: here's a olddark hardsave on normal difficulty setting (there are different objective between normal and hard) but in this save the mission does finish correctly (
https://drive.google.com/file/d/0B7UExWqHXPI2Z21DcmctV3gtSDg/view?usp=sharing)
if you need a olddark save on expert (same objectives as hard) let me know
Apiai on 2/8/2015 at 15:17
Hi, in Strife Campaign by Ricebug, I have a bug in mission 'Borderlands' with the last door. There's a lock on the wall. When I use the Brass Key, I hear the unlocking sound, but the lock and the doors stay closed.
(
http://dl.free.fr/bQYyi687e) Savegame
voodoo47 on 2/8/2015 at 18:18
no script duplication as far as I can see, so no idea. can edit the save to allow you to continue if you want.
//ok, I think I know what is going on - 710 (the lock) is proxy frobbing 439, but the lock links are on 710, and not 439. reading the description of how (
http://thief.wikia.com/wiki/DromEd/Properties/Links/FrobProxy) frobproxy should work, it looks like a mission bug. if this has ever worked under oldDark, then probably just by sheer luck. maybe Ricebug can comment.