baeuchlein on 20/6/2020 at 12:28
Jax seems to be right. For me, it was the DML fix for "Heartcliff Islands" (T2FMDML\dbmods\miss_all\hci_miss20.mis.dml) that caused Thief (and later DromEd) to crash. The monolog.txt file showed that the crash occurred around the time when an object with ID 5319 should be checked for whether the fingerprint matches or not. Commenting this line out and putting another line for a non-existent object in "solved" the problem - the crashes in "Patriot" stopped (at least for starting the first mission and loading the last one, miss31.mis, into DromEd - didn't check anything else), but the modified DML fix was still loaded for "Heartcliff Islands" (because 7 of the 8 required objects for fingerprinting still matched). And inserting a correct line for the object with ID 5320 into the DML fix made it crash with "Patriot" again.
The only thing that doesn't fit is that another fingerprint line in the DML fix for "Heartliff Islands" does use an object with an ID even above 7000, and that line does not bother Thief 2 or DromEd with "Patriot". Some other things I noticed also do not fit exactly what Jax says. My guess is that sometimes, the crashes do not happen despite having objects with IDs above 5000 in "Patriot".
fortuni on 20/6/2020 at 13:18
Thanks for the info, let's see if we can amend the dml for Heartcliff Island and at least get that one fixed.
baeuchlein on 21/6/2020 at 01:25
Quote Posted by Jax64
Patriot's
fm.cfg specifies a maximum of 5000 objects. This particular configuration file takes priority over most others. Some DMLs included in T2FMDML query objects with IDs greater than 5000 for fingerprinting. While T2Fix with T2FMDML installed configures appropriate object counts in
cam_ext.cfg to account for this, the configuration variables in Patriot's
fm.cfg will override these settings.
Object counts can also be defined in
User.cfg. The order of priority for the files mentioned is:
User.cfg >
fm.cfg (in a FM archive) >
cam_ext.cfgThus,
fm.cfg overrides any setting in
cam_ext.cfg, and
User.cfg overrides any setting in
fm.cfg and
cam_ext.cfg. Indeed, putting the line
into
User.cfg also prevented crashes in "Patriot" for me, despite the problematic
hci_miss20.mis.dml being present in
T2FMDML\dbmods\miss_all.
Whether it would be a good idea to put any such limits in a configuration file that overrides any other setting, even the one made by a FM author in an
fm.cfg tailored to the author's FM, is another question, though. However, it could serve as a temporary fix until another solution is there.
Another possible fix would be to change the
hci_miss20.mis.dml file. Maybe use only objects with IDs below 4000 for fingerprinting? When I looked through the DMLs in
T2FMDML\dbmods\miss_all earlier, I noted that only a few fingerprint sections used object IDs above 3000, and none above 4000 (except for
hci_miss20.mis.dml, the one for "Heartcliff Islands").
Jax64 on 21/6/2020 at 04:48
While it is difficult to determine the reason for this behavior, it is entirely possible that it is an unintended consequence of the way the fingerprinting system was implemented. This having been said, I will clarify that
all object IDs above or equal to the specified maximum included in a fingerprint block will not result in a crash, but all observed crashes have occurred while evaluating an object ID above or equal to the specified maximum. My apologies for not making that point clear.
Quote Posted by baeuchlein
Object counts can also be defined in
User.cfg. The order of priority for the files mentioned is:
User.cfg >
fm.cfg (in a FM archive) >
cam_ext.cfg...
Whether it would be a good idea to put any such limits in a configuration file that overrides any other setting, even the one made by a FM author in an
fm.cfg tailored to the author's FM, is another question, though. However, it could serve as a temporary fix until another solution is there.
Another possible fix would be to change the
hci_miss20.mis.dml file. Maybe use only objects with IDs below 4000 for fingerprinting?
Yes, the configuration file hierarchy is implemented as such. While including and defining such configuration variables globally would probably not cause any problems if set properly, ignoring the FM-specific configuration in this regard is bad practice. A better solution, I think, would be to simply change the fingerprints. Choosing 4000 as a cutoff is fairly arbitrary, however. Selecting 2400 would be more appropriate, as it is the default object maximum that the game shipped with.
nightchild on 9/7/2020 at 14:00
I am currently at mission 3. The thing that I want to ask since mission 1 is : what gives with the intro music you choose Zontik? :confused: :confused:
Is it supposed to be a joke of some sort? Choosing a soft porn music theme is, from my point of view, a bit awkward and unfit to the general mood and steampunk universe. Not to mention how freaking loud it is.. :eek:
Just curious.... I was partly expecting to see Emmanuelle passing through the story line. :p
About the crashes issue, I also have them for every mission so far, every time I load a save for the first time...it takes maybe up to 10 times for the save to properly load. But, after the initial loading, no matter how many times I save and load again, there are no more crashes. Until, say, the next day that I will start playing again... then, the same routine starts again.. 8-10 attempting loading and after that, all is good for hours of gameplay. (I read the previous comments, understood nothing at all and so I keep my routine of the reloading repetition until perfection is mastered..����)
trudnicki on 18/7/2020 at 13:11
Hello any walkthrough available ?
The video walkthrough is kind of useless for me. Very chaotic.
I am having problems in m3 spy tower area. How to use lever without being noticed but old mechanist ?
Interesting mission btw. Thank You.
baeuchlein on 21/7/2020 at 02:11
The Mechanist must be killed in a way that looks like an accident. One or two readables in the mission hint at the Mechanist's weak heart as well as a weak point in the structure holding the large "Angel" statue near the roof, above the Mechanist. So, you have to do some sabotage. And yes, you have to ignore the objective saying that you may not hurt the Mechanists - right after you have done it, the objective should suddenly be marked as cancelled.
Look for a ladder in a niche on the side of the room that is far away from the Mechanist and the statue. Climb it up and see whether you recognize a weak point at the structure where the "Angel" is attached to the roof.
The weak point is the location where a cable, wire or chain, coming from the roof, is attached to a metal bar between the "Angel's" wing tips. You have to shoot an arrow at this point, and you have to do it from the walkway running along the walls near the roof. Some people prefer to use a broadhead arrow, but I found it easier to use a fire arrow instead. I believe that your aim does not have to be extremely accurate if you use the fire arrow; perhaps the explosion damage spreads far enough that you do not have to hit a very small "sweet spot".
If you do this, the large statue will come crashing down and kill the old priest. Once again: The objective telling you not to harm any Mechanist may now be ignored by you, and it will even be cancelled automatically once you have ignored it.
What I wrote here I experienced on the easiest difficulty level. Whether it is different on higher levels I cannot say.
Acolyte6 on 3/11/2020 at 04:37
I still don't think I solved the floodgate house entry in mission 1 the right way: I ended up mantling onto a street lamp, breaking the window with an arrow, the doing a flying leap to frob the switch that opens the gate below ...oops
Is there another way of up there? I tried a rope arrow onto the wood looking frame, but it keeps bouncing off after smashing the window with a broad arrow.
Where is the gardner? It seems every public member is dead at this point. The ones the guards killed are non-frobbable. Been to all kinds of gardens, but I can't find him???
At the start, how do I get into the building with the red X? Actually how do I get into all the buildings with the red X?? Been all all over.
Over by the cathedral do they ever kill each other? There's 3 left. It's been almost 5 hours now. Got 3 of 5 secrets. 1200 something in loot. Killed 12. All but 1 Bot destroyed
I'm pretty patient, but I need some help here.