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Maxrebo Ree-Yees
Joined: 14 Jul 2008
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Posted: Apr 21, 2009 23:48 Post subject: boba fett assassination question |
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I have no idea where to go.
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Apr 22, 2009 02:32 Post subject: |
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Yeah, it's a pretty big and open level . . . I'd help you out, but I haven't gotten very far myself due to crashes. See if the briefing helps.
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Maxrebo Ree-Yees
Joined: 14 Jul 2008
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Posted: Apr 22, 2009 03:13 Post subject: |
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I read the brefing and didn't help me at all I found the yellow key but it goes to nothing.
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: May 07, 2009 16:25 Post subject: |
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You know the small elevator that brought you down to the area where you found the yellow key? Well that has 3 stops. After you take it up, press space again, and it will take you to a higher room. I'm sorry that this isn't very clear.
As for the continual crashing, I'm sure I posted an updated version of this level with fixed bugs at some stage, but it doesn't seem to be available for download. I'll see if I can find it on my old pc and upload it again.
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: May 28, 2009 07:24 Post subject: |
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The updated level is not available.
I followed the above-mentioned link which points to a message where Barry talks about his 1.5 version and Jackson wrote he would update the download and post an announcement.
When you go to the download page, the available packages is not assassin15.zip. And indeed, the level still crashes. Each time I try it.
Then I went to the announcements archive section and saw that Jackson indeed posted something about it, including a link to that assassin15.zip file but when I try get it straight in my browser's URL box, it says the file is not available.
Can you fix this please, as I realize I never had the opportunity to play this great level to the end. Thanks! 
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: May 28, 2009 23:09 Post subject: |
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Strange, the one I have (assassin.zip) says it's 1.5 in the readme, and it still crashes.
I'm guessing maybe Jackson replaced assassin.zip on the server with the new version instead of uploading it under assassin15.zip and the crash we're getting isn't the same one that you fixed. You wouldn't happen to have a copy of the 1.5 zip somewhere on your computer, would you?
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Jun 13, 2009 03:01 Post subject: |
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I do have a copy. Assassin 1.5 is still crashing for you? Hmmm. I'll have to take another look at it. I was sure i'd gotten rid of any potential crash-causing elements, but one can never be too sure.
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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: Jun 13, 2009 13:13 Post subject: |
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I think I just beat the record for seeing Assassination crash.
It crashed at the very beginning of the level, during the Jabba holonet communication...
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jun 13, 2009 16:04 Post subject: |
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Did it for me too. Are you using the new version of DOSBox, Lionel? I vaguely remember it working on version 0.72.
_________________ I don't think outside the box... I customize it. |
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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: Jun 13, 2009 20:08 Post subject: |
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The crash that occurred during Jabba's transmission indeed was under DosBox 0.73 on Mac. but the level always crashed, whether I use DosBox or not, and whichever version of Windows I use (even Windows 98 ). Actually I was never able to play the level entirely unfortunately, which frustrates me a lot...
I'll install DosBox 0.72 and check it out. Will post further about it afterwards.
Editing ------
Actually I tried again with 0.73 on Windows 7. It crashed at the very same moment. So it was Windows 7, not MacOS. I just tried again on MacOS. Of course it crashed, but agian at a new moment: while walking on the slope 3DO, also at the beginning of the level, after the 2 "door locked". I will try again now on Windows 98 without DosBox. Who knows. I may be lucky this time...
Editing -------
So far it didn't crash. I'm staring at 3 big doors which won't open because it's only for authorized people. After getting the red key, I could reach a room which seems to control those 3 doors but I'm confused as how to use all those switches. Couldn't get the doors open, definitely... 
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jun 15, 2009 09:56 Post subject: |
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I didn't play for very long (since my friend who had moved away last week came back to do some stuff, kinda like an encore of sorts), but I played it on my Windows XP partition with no problems under DOSBox 0.72
It did crash after a certain period under DOSBox 0.73 under Vista though, it kept giving me a memory issue of sorts. And I for some reason am unable to create a config file to make alterations to memory output that may be needed.
_________________ I don't think outside the box... I customize it. |
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Fenwar Admiral Ackbar

Joined: 15 Sep 2003
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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: Jun 19, 2009 11:23 Post subject: |
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Fenwar wrote:
Unless there was more than one issue of 1.5, or Barry put the wrong version number in his original text file... 
Or the wrong GOB in the package
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Jun 23, 2009 18:08 Post subject: |
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No way. Ok I'll have to go back and take a look.
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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: Jun 23, 2009 19:55 Post subject: |
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Barry,
Open the level (from the distributed GOB) in WDFUSE and launch the consistency checking tool to see if it says something interesting.
Other than that, I'd say you brought the lvel to the limits of what the engine can take, maybe sometimes trespassing the limits. And sometimes it works, sometimes it doesn't when we play it.
Anyway, as stated above, it hasn't crashed anymore when I play it through DosBox 0.72. I just had to abort playing because I couldn't figure out where to go
Cheers,
Lio
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jun 23, 2009 21:18 Post subject: |
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I just find it strange that it'll work okay on Windows XP using DosBox 0.72 but not work at all on Vista using v0.73. I must have it tweaked differently in 0.72 or it's a vista thing.
_________________ I don't think outside the box... I customize it. |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Jun 24, 2009 17:59 Post subject: |
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Well, I'll try it out on these two computers sometime this week. One's Windows XP with DosBox 0.72 and the other is Windows 98. I hope it works
Otherwise, hopefully it'll work in DarkXL eventually. It's fun pushing limits, but we'll see if this level can make DarkXL crash 
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Jun 24, 2009 19:24 Post subject: |
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sheepandshepherd wrote:
Well, I'll try it out on these two computers sometime this week. One's Windows XP with DosBox 0.72 and the other is Windows 98. I hope it works
Otherwise, hopefully it'll work in DarkXL eventually. It's fun pushing limits, but we'll see if this level can make DarkXL crash 
I'll be trying this level in the upcoming build. It may not be completable (yet) but it should not make the app crash - and if it does then I'll fix it. 
_________________ DarkXL....http://darkxl.wordpress.com |
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Jul 08, 2009 19:24 Post subject: |
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Ok I finally went through the level today and I'm pretty sure I've gotten the bug. In fact I'm certain. It turns out I had about 900+ objects in the level. DF Specs recommends that a level should contain no more than 500 objects. well I got it down to about 750 and I tested it. One big improvement - the game no longer crashes when you press 'abort mission'. I'm hoping to whittle down the objects some more and then hopefully we will have a fully playable, crash free version. Finally!
And to anybody who has played this mission before and gotten really pissed off at it for crashing - I'm sorry! I didn't mean to waste your time!
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Jul 08, 2009 19:34 Post subject: |
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Oh and Lionel here is a walkthru I wrote earlier on:
WALKTHRU
This level is quite large and non-linear. I designed the level to be like a city and as a result there are a lot of non-essential areas and dead ends. Whereas some people like the open-ended nature of the mission, some people have complained about getting lost. So here is a bit of a guide that should help if you find yourself lost and fed up.
Start the game. Continue along until you reach an big open area with a bar. Opposite the bar is a small platform elevator that goes both up and down. Take it down to the bottom floor, through the door at the end. Chase the speeder and shoot the rodian. Take his key. Go back to the elevator and go to the very top. Now open the locked door and hit a switch. This opens the door on the floor below. Go through this door and along the corridor.
Head west and then north along the large curved hallway. Head north through a couple of doors. Eventually you should come to a lift that takes you to a lower level. On this level there are a few shops. you can buy things in these shops, but don't use any weapons inside. Behind these shops are a few buildings. One of them contains an officer with a code key. Pick it up and return to the elevator.Head back to where you were earlier. Just right of the long curved corridor is a small imperial station. Go in here and use the code key on the door. Take the elevator up. Kill the officers and take the red key.
Now return to the lower level you were at a small while ago. After getting off the elevator take the stairs down, but head to your left. You will find a door. Open the door with the red key. There is a small puzzle inside. Very easy to solve. Once you have solved it head through the opened door and up the ladder. Press the button. Now the 3 service elevators have been activated. Objective competed.
Go back down the ladder and outside. Head east, and then north to the lobby with the 3 elevators, which is just west of the shops. The left elevator leads to the rooftops, the middle elevator leads down to a lower level of the city while the right elevator leads to a higher level of the city, and the entrance to Priga's citadel. Feel free to explore but in order to progress you'll need the blue key which can be found on the lower level (middle elevator)
On the lower level there is an apartment block on the left. Take the small elevator to the upper floor and enter the toilet. The man in the stall has the blue key. Exit the apartment block. If you've spent all your credits there is a sector in this area where Jabba can be called for more. There are also a couple of shops on this level. Return to the elevator lobby and take the right lift to the upper city level.
On the left side of this area is a cargo room. Push the crate in this room west and north and jump up it to enter a vent. The vent leads to the entrance area to the oil refinery. Open the door with your blue key. Take the elevator inside up to the next level. In this area you will find the main oil tank. Press the switch to drain this tank. You will see the tank being drained. Next you must get in to this tank. This is done by entering an oil pipe at the other end of the area. The door at the other end is controlled remotely by a switch and is only opened for a few seconds, so this requires good timing. Note: the northern end leads to your destination, the southern end leads to a chamber with a revive and extra life.
Once you're though kill the commandos and press the switch. Go through the door, climb the ladder. Go down the corrider and jump in to the (mostly) empty oil tank and blow up the weakened section of the wall (don't worry this oil isn't flammable)
Continue along the corridor until you reach a place where your path is blocked by pillars. One of the pillars can be lowered by pressing <space>. You are now at the entrance to Priga's lair. The door on the right also leads back up to the top level from earlier just in case you want to go and buy some ammo for yourself as this will be your last chance.
Once inside take the elevator down to the lower level. Continue algon the corridor until you reach the throne room. Priga will flee and leave you to fight off his guards. Use the concussion rifle and it will only take moments. After a minute Priga's throne will return again. This acts as an elevator. Use it to reach the rooftop of Priga's lair. Continue along the corridor fighting off his guards. The corridor leads directly on to his ship. Enter the ship. Priga will say something to you and then unleash his 'toy'. Destroy the toy and open the door to the cockpit. Press the button to disable Priga's blast shield. Now return to the main part of the ship and assassinate Priga. Exit the ship and go back through Priga's throne room and exit his layer. Take the door to the south which leads to the upper level of the city. Take the main elevator back down to the lobby.
Now take the left elevator up to the rooftops. Fight off the troopers. Mission complete!
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Jackson Dark Trooper Phase 2
Joined: 24 Sep 2003
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Jul 09, 2009 17:55 Post subject: |
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No problemo. Forget about 1.5 anyway. I'll be uploading 1.6 hopefully some time next week. This will be bug-free and, I might even shorten it a bit as well. any thoughts on that?
Also I;m making a sexy new 3do for Priga the Hutt, the last one was way too fugly.
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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: Jul 09, 2009 18:24 Post subject: |
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Barry, thanks for posting the walk-through. I'm looking forward to being able to play the fixed version from one end to the other. 
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: Jul 09, 2009 18:35 Post subject: |
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Well, thanks for looking through it again, I'm looking forward to playing it when I have time
If you wanna shorten it, that might lighten the load on DF's ancient engine, but if I may make a suggestion: keep the original "uncut" version for DarkXL. I like big levels 
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Jul 09, 2009 19:32 Post subject: |
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No worries. The only shortening I was planning was to cut out some of the back and forth step re--tracing tat goes on, but sure I might leave it in.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Jul 09, 2009 21:22 Post subject: |
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I thought it might have been much easier to devide it between two levels. Maybe after you gain access to the elevators the level ends and the next level begins from where you left off. Might make things easier.
_________________ I don't think outside the box... I customize it. |
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Fish Gamorrean
Joined: 29 Sep 2003
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Jul 10, 2009 16:52 Post subject: |
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Yeah I wouldn't be up for doing that. It would take away from the sandbox, city element.
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