potterr on 18/9/2005 at 19:33
Finally,
[SPOILER]I got the bird statue...took about 6 reloads though, however I am still 3% loot short :(
EDIT: now got all 100% loot :D [/SPOILER]
I have to say the potential with the physics in this FM is really good, a little sparse but I can see your ideas being used more.
Although I have to say:
[SPOILER]the room with the platform and chest up high and the other platform across from it with the wine bottle...I jumped across to it....and it all came tumbling down to the floor with me at the bottom, wasn't expecting that :eek: [/SPOILER]
GlasWolf on 18/9/2005 at 21:50
That one's a lot of fun, there's a good late-night ambience to it. My List o' Bugs:* The guard in the room with the long stair round the edge had got lost, and kept falling off at about the 3rd step. Funnily enough, by the time I'd cleared upstairs I almost walked straight in to him at the top of the stairs again.
* Basket in the same area opens into wall
* Locked cellar door cuts into the doorframe
* Guard in the large hall outside the master bedroom was walking into the walls
* Misaligned torch in room leading to courtyardApart from that, the only things I noticed were lights shining through walls and objects, making things look odd. For example:* The cup on the mantel in the dining room casts a single shadow on the ceiling
* Chairs in same room cast shadows, but not tables
* Fireplace also lights the E. wall in the upper atrium
* Ambient from the balcony is too bright and casts G.'s shadow along the corridor
* Hard line of light across middle of... little boys' room
* Light ouside storeroom (where grate is) lights wall inside
* The screens in master bedroom don't cast
* Bright under bed with sleeping woman, and sleeper casting shadow thereAll fiddly stuff no doubt, but all in all the architecture is pretty smart.
Quote Posted by Gonchong
Getting the bird statue-
[SPOILER]You can jump on the waterwheel from the pipe to the right. It's difficult to stay on though, you have to keep running, like a hamster wheel, and align yourself with the statue whilst trying to grab it ;) [/SPOILER]
Crates can be handy things too, but that method sounds like much more fun! I've got about 96% loot but only with 2 special items - where is this
horn of which you speak? Am I missing something completely obvious? Also, you can count me in with the
collapsing platform - thanks for that!
potterr on 18/9/2005 at 22:41
[SPOILER]Horn is upstairs, down the passage to the right of the master bedroom, room on the left (where the secret passage with the grate is), look up in that room. It took me a while to knock it down, but by luck I got the sandbag stuck under it on the left and threw a box up on the right and it came down....it had been hanging slightly over the edge for a while. I thought it was a dead body to begin with. :eek: [/SPOILER]
doctormidnight on 18/9/2005 at 22:44
This crashes with Garrett Loader 1.12 right after it starts loading. I'm assuming there are some system changes that need to be made, would someone mind telling me what they are?
potterr on 18/9/2005 at 22:56
Doctormidnight, Sounds like the vertex pools, you may want to set your user.ini to have
[PCVertexPools]
DynamicVertexPool0=31457280
StaticVertexPool=26214400
StaticShadowVertexPool=15728640as with that it works fine through GL (note the zip contains a replacement user.ini file so any changes GL made to your USER.INI file to allow you to play schism (impurities in the mix), and other T3 FMs would have been wiped (see info below as well), although GL would have backed your own user.ini file first and it would be restored again when another FM is installed).
Gonchong, you need to have a read of
(
http://www.ttlg.com/forums/showthread.php?t=99890) http://www.ttlg.com/forums/showthread.php?t=99890
as it explains how to do the ini files for GL (rather than send out your own user.ini file overwritting other peoples tweaks, you just add a user_patch.ini file in (in the same location as the user.ini would be) which would contain the bolded stuff above. GL will then pick this up when the PLAY button is pressed and takes the info out of it and temporarily adds it to the players user.ini file leaving any other changes intact (there will be some stuff in the WIKI later in the week about this, (
http://www.ttlg.com/wiki/wikka.php?wakka=Distribution) HERE :thumb:)).
Jadon on 18/9/2005 at 23:01
if you try to stand in the middle of the grate next to the water wheel, you can't, you slide left or right. my guess is the collision hull of the water wheel is causing the problem.
also how big is this mission compared to the OM's?
doctormidnight on 18/9/2005 at 23:14
Quote Posted by potterr
Doctormidnight, Sounds like the vertex pools, you may want to set your user.ini to have
[PCVertexPools]
DynamicVertexPool0=31457280
StaticVertexPool=26214400
StaticShadowVertexPool=15728640as with that it works fine through GL (note the zip contains a replacement user.ini file so any changes GL made to your USER.INI file to allow you to play schism (impurities in the mix), and other T3 FMs would have been wiped (see info below as well), although GL would have backed your own user.ini file first and it would be restored again when another FM is installed).
I'm assuming you mean Default.ini located in the non-editor thief directory, which was already changed. I haven't played any other FM's except my own, and this is the first time I've installed GarrettLoader.
ascottk on 18/9/2005 at 23:22
user.ini overrides anything in default.ini
GlasWolf on 18/9/2005 at 23:25
Potterr, thanks for the loot hint, 100% and finished. :thumb:
potterr on 18/9/2005 at 23:27
doctormidnight nope, user.ini in the root of the play install. When you set up the T3 game location in GL it would have updated your user.ini to include the vertext pools adjustments (as this seems to be the minimum requirements to play most of the FMs so far). Checking the original_backup.zip also located in the same place will show you your original user.ini file backed up.
The user.ini in the FM zip file is missing bits, where as the original one edited by GL should contain the extra vertext pools stuff.
I have a user_patch.ini file set as default in my T3 root folder which would be backed up if the FM zip contained one, but as it didn't it remained and when GL went to load the FM up it found the user_patch.ini, and rewrote the user.ini file that was extracted from the FM zip (other people would not have this setup which is why I am writting the wiki info on the use of ini files at the moment).