mgeorge on 7/4/2010 at 05:04
Quote Posted by Fidcal
mgeorge: The only situation I can think of is if you are obstructed from dropping. I'm not even sure of that. Try making sure you are not too close to anything at the centre of your view screen. Also try dropping a readable. Most of them, probably all, can be dropped. They need to be in the inventory not being read when you drop them to the carry position.
What keys have you tried? I don't think any of the shift keys work on their own. And are you using the settings menu or doomconfig.cfg manually? If you mistype eg, apostrophe then that's about the only other thing I can think of that would stop a key working.
Thanks for the response Fidcal. I noticed when going back to the garden area, there was a hoe, and I don't mean a female harhar, that was still obstructing the door so that was my own fault. All the keys in the game are working fine.
As to the not being able to light the match, that could be my stupidity as well. Ended up using the fire arrow. But either way, I'm using the game settings in the menu. Do I need to do something to the config file? because I noticed that I reconfigured the F3 key to a flash mine and it doesn't seem to be working.
BTW; Finished the mission. Fantastic. Absolutely fantastic!!! And on a strictly selfish basis, I sincerely hope we'll see more missions from you. Like tomorrow haha.
Fidcal on 7/4/2010 at 06:48
Glad you enjoyed it mgeorge. :) Yes, that's encouraging me to do another.
You don't need to change doomconfig for settings that are on the menu such as 'drop' but only special customisation.
Note that if you change DoomConfig.cfg manually you should:
Always exit TDM
Change the config in the current FM folder, eg, doom3\heart
If there is no FM current then change the config in the darkmod folder
Not tried the flashmine but I think to select it with a hot key you would put in Doomconfig.cfg...
bind "F3" "inventory_hotkey Flashmine"
If that doesn't work, then select the flashmine manually and enter in the console...
inventory_hotkey
Again, I've not tried but I think that tells you the correct hot key name so if it's not Flashmine it might be flash mine or something. But my money's on Flashmine. :)
Fidcal on 7/4/2010 at 17:37
I've done a lot of fixes today and will test later. Hopefully I can upload a new version tomorrow.
A player reported some keys missing from other FMs. After updating TDM again it fixed it. It occurs to me that this may be the cause of the missing interrogation room key in Heart and maybe even (some of) the crashes.
It is crucial that everyone run tdm_update.exe again and again until you see the message: "All done, your TDM installation is up-to-date. Enjoy!"
Old and Cunning on 8/4/2010 at 06:41
Quote Posted by Fidcal
Old and Cunning: Yes, your Dark Mod is definitely not up to date. Try the updater again. If it still will not work you may have to do this: Copy the tdm_update.exe from the darkmod folder to another spare empty folder and run it there to get the full download again. Then copy all those files including the tdm_update.exe back to the darkmod folder. Sorry I don't know any other way or why this happens. Two other players have had this same problem.
That did it! I'm happily thieving away.
That child is SO creepy looking.
quakis on 10/4/2010 at 02:03
I'm not finished with this one yet, been playing through very slowly and exploring every nook and cranny, being patient and pretty much immersing myself into the mission. I'm pretty impressed so far. Despite some of my nitpicks with the AI, there is still plenty of space and shadow to make use of, it's not as fustrating as I first perceived once I found a good route indoors to get myself started. Good work so far. ;)
Fidcal on 10/4/2010 at 05:59
Good to hear you're enjoying it quakis.
I've finished the update and hopefully a little more testing and I can upload it in a day or so. A few less keys; some small fixes and changes from the feedback.
mazzortock on 11/4/2010 at 01:32
Quote Posted by Fidcal
I've finished the update and hopefully a little more testing and I can upload it in a day or so. A few less keys; some small fixes and changes from the feedback.
I'm very happy about this news :thumb:
I just would like to re-play all this beatiful mission!
Fidcal on 11/4/2010 at 05:22
mazzortock: Would you be willing to test play this update for me - as a kind of informal beta test - before I release it? Just in case I have overlooked something.
quakis on 11/4/2010 at 13:17
Just another post to say I'm 2/3 through, got the Heart, still have a lot of side objectives left to do. Been able to ghost it (Expert+) all the way through and I'm still very impressed with the mission. I'm sure it'll stick for the last 1/3. I love finding the secrets in this one, especially manipulating objects to find things.
Fidcal on 12/4/2010 at 09:00
I've now updated and uploaded version 2 with some fixes and changes. You must UNinstall the original first before installing this. ([edit] NOTE: Previous gamesaves will NOT work with this.) Nothing special so probably not worth replaying for the changes alone (you decide!). Only read the following if you have already finished the original and are curious what got changed:
[spoiler]DONE:
Added clue to interrogation room key to Lords Log summary.
Hole in armoury wall fixed again! This time covered with a wood panel and hanging static sword.
Removed fire arrow on expert+ - Use that slow match!
Added 'needs release 1.01' to darkmod.txt. Not tested but I believe this only rejects when installing not running.
Slow match default 'beep' sound when dragged against surfaces. I have no way to test this but I have changed the impact sound. It always worked before for me so do not know if this is fixed for anyone that had the problem.
If you can get Sam out from above by wedging open the pit then the objective should now check when you take him to the chapel. I was unable to test this because it is SO difficult that even by cheating I could not figure out a way to do it.
Office now has a sign on the door to avoid confusion with library.
Keys removed; can lockpick:
Office
Lord Edridge's bedroom
Bathroom
Rear hall from bedrooms
Lord Rodney now listens if Eleanor is OK and does not go to rear hall so does not get stuck there.
Ruth's diary now states special room (chapel) opposite so helps to indicate where it is.
The guardian spider was spawned and empowered because the Heart was misused, withheld. Now, once you take the Heart then the spider loses its strength and fades to a pale white. You can then kill it if you want but be careful because it still has normal strength. Spider animation, shoulderability etc is still not perfected in Dark Mod.
There was a logic problem in that if the player destroyed the Heart before using it then he could not escape the trap. I could not block the destroy until after the Heart was used because the player might never see that objective so escaping and destroying were legitimate. So what I did was...
So that the Heart cannot be destroyed before it is used:
The Heart can now only change ownership or be destroyed after it has brought the owner good fortune. The summary in the research log now states that.
There is now a new objective to find info about the Heart (Lord Edridge's Research log.) This forces the player to get it and trigger the Find Sam objective. The player is now likely to use the Heart and so can later destroy it. But if he manages to get Sam out back into the interrogation room without using the Heart then he cannot cast it away. In fact, does not need to because it is still 'lucky'. He can complete the mission and keep the Heart.
The Book of Rogues is now moved to a new location partly because there was too much critical in one place and also finding it you might overlook the research log.
Fixed the potion objective bug where it remained checked even if you took it away. The potion objective now requires a special holy healing potion which you have to find; an ordinary health potion will not work.
No interrogation room key; only scroll and stone. Someone else reported some missing keys in other FMs. I even tested with a fire arrow but could not duplicate. Eventually this was found to be caused by the updater not being full up to date. You MUST run tdm_update.exe again and again until you see the message: "All done, your TDM installation is up-to-date. Enjoy! "
NOT DONE:
Clipping problems on roof over balcony and wood beam. I simply overlooked this somehow.
If some 'new' objectives are done before they are visible then you will have to redo, eg, drop and pick up again. Seems to be a bug where some 'new' objectives checked off automatically so I had to UNcheck them as they appeared even if you had actually done them![/spoiler]