Garrett's Shadow on 1/12/2009 at 04:18
Saved it to desktop and dropped it in a folder for next time! :thumb:
jiansonz on 20/7/2010 at 13:36
I have no idea why I haven´t played this one before, but now I have. I have to say it´s a GREAT mission overall.
Things I really liked:
* Pre-mission shopping. (I think most missions benefit from this - it seems to be overlooked these days)
* The whole 'wrecked city with undead' scenario. Very 'The Haunted Cathedral'-esque! But unlike that mission, you can actually enter a cathedral...
* Figuring out 'how do I get into this place?' was a lot of fun on several occasions.
* Loot placement. Not too easy, not too insanely difficult. Just right for this picky taffer veteran...
* Gunfight with mages!
I needed help from this forum to find both levers in the cathedral, and to find the door to the roof. The door was a bit embarassing to miss, but I blame the low gamma setting I was playing on. :cheeky:
Thanks for a very cool mission, and one I am sure I´ll replay (and try to score a no-reloads win).
Manzanita on 22/1/2011 at 18:53
Hi there John
Really fun mission, as usual. But what's going on - are the mages making the zombies? I assume so because you get to the fire mages area via the place that looks like a zombie factory.
How did the treebeast get on the roof? Did those mages put it there too? What do they have against the townsfolk?
Incidentally, while it was a really good mission I prefer ones without too many undead. Not cos I'm scared of them (spiders however...) but cos they move too slowly. Boring :)
john9818a on 28/4/2017 at 08:15
Thanks jiansonz!
Manzanita No actually the mages are incidentally a separate issue. Its been years since I released this FM, and I didn't specify why the zombies were taking over. :p The people in the town were turning into zombies but I see that there is much to be added to this story. I might follow up with a re-release or a sequel.
fortuni on 2/3/2019 at 09:43
dml fix for a few bug, courtesy Unna.
1. Fixes missing a loot item. (tiara out of map)
2. Stops you mantling over a portcullis with Newdark.
3. Stops Katie leaving her hut if alerted which could mean you may accidently fail to trigger a hidden objective.
4. Cleans up a buggy finish.
Code:
DML1//Undead Reckoning//Fixes//Loot//A gate//Final goal//miss27.mis.dml
+Link 1161 584 "Contains"
{
}
-ObjProp 356 "PhysType"
-ObjProp 393 "PhysDims"
+ObjProp 393 "PhysDims"
{
"Size" 0.19, 3.95, 10.82
"Radius 1" 0.00
"Radius 2" 0.00
"Offset 1" 0.00, 0.00, 3.00
"Offset 2" 0.00, 0.00, 0.00
"Point vs Terrain" FALSE
"Point vs Not Special" FALSE
}
+ObjProp 1440 "Scripts"
{
"Script 1" TrigRoomPlayer
}
-ObjProp 356 "PhysControl"
+ObjProp 356 "Position"
{
"Location" -224.04, 121.05, 24.1
"Heading" 4000
"Pitch" 0
"Bank" 0
}
+ObjProp 356 "PhysControl"
{
"Controls Active" Location, Rotation
}
+ObjProp 356 "PhysType"
{
"Type" "OBB"
"# Submodels" 6
"Remove on Sleep" FALSE
"Special" FALSE
}
+ObjProp 356 "RenderType"
{
"" "Not Rendered"
}
+ObjProp 1015 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 1015 "TrapQVar"
{
"" =1:goal_state_4
}
+Link 1440 1015 "ControlDevice"
{
}
+ObjProp 1737 "AI_Hearing"
{
"" Null
}
john9818a on 25/4/2025 at 12:42
Zappenduster as always... Thank you for your translations! \o/