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Re: New Maps and Mods.

Posted: Fri May 25, 2018 4:20 am
by prospero
I never noticed before that it encroached on the inventory widgets. :?

I've moved it down a bit.

There are a few refinements I've made here and there and one or two minor faults fixed.

I'll be uploading V1.1 shortly. :D

Peasants Revolt

Posted: Mon Jun 04, 2018 4:14 pm
by cieply
This is minor problem but as we talk about that after taking 4 grenades you cannot take more although inventory says there is space for 6.

And silly question #2: I get to the point where there are 4 (actually 3 after some deeper digging) conspirators left and don't know what to do next.
I thought I was everywhere but still there are guys to find and this is rather frustrating, going through labyrinth and not going anywhere.
Any hint?

Re: New Maps and Mods.

Posted: Wed Jun 06, 2018 12:38 pm
by prospero
I have fixed the inventory thing. :D

At present I am making a few refinements to fix a few things I have found.

As for where the agitators are, no spoilers. :lol: They are all there. :D

Re: New Maps and Mods.

Posted: Mon Jul 16, 2018 8:48 pm
Hello friends :D
Greetings, Master Prospero. :wink:

Well, I am glad to say: I love this map. I have finished it 3 times. :D 8)

I make a Textures pack, 24bits: ... mmp-24bits

And, I make a translate to spanish: ... nloadsform

- And that is all, enjoy! :)
Congratulations and many thanks to Prospero, Masklin and to everybody who was make possible those amazing masterpieces! :mrgreen:

Re: New Maps and Mods.

Posted: Tue Jul 17, 2018 5:51 am
by prospero
Thanks for the kind words. :D

I have been going though the map with a fine-tooth comb and fixed a few things. Also added a few bits.
I've been busy the past few weeks. Just need to run though to test a few things and then I'll upload V1.1.

Re: New Maps and Mods.

Posted: Wed Sep 12, 2018 1:48 pm
by Sryml
Hi, guys! :)
I don't know if anyone has encountered the same problem. When I used "D3d" to load this mod, something went wrong(Menu error, Some textures missing), but in the case of "OpenGL" everything worked fine. :shock:
My game version: US version 1.01

Re: New Maps and Mods.

Posted: Fri Sep 14, 2018 10:29 am
by prospero
Last time I played using D3D the game kept crashing. So I have been using OGL and it seems to cope
better. Still have the odd crash and there are a few strange effects like lights shining though thin walls
but otherwise not too bad. :D

re: d3d glitches

Posted: Sun Sep 30, 2018 11:12 pm
by cieply
Well, I had the same issue and after some "fighting" with the game decided that if it doesn't want to like d3d then I'll use OpenGL, even if (normally) on my laptop d3d works better. It's not something you can solve - its seams be related to rather big memory requirement for this map. I have no problem with standard maps only with this one and it seems to be a memory related problem.
There is nothing you can do about that - use OpenGL with this mod.

Re: New Maps and Mods.

Posted: Mon Nov 19, 2018 1:41 pm
by Sryml
I spent almost 3 hours last night and finally completed all the tasks of this map. :mrgreen: :mrgreen:
Too many doors, I admit that I am lost! :roll: When I killed 8 agitators, I could not find the ninth until I broke the signal light.


Re: New Maps and Mods.

Posted: Sat Oct 26, 2019 2:51 pm
by prospero
:D Updated version of The Peasants Revolt. ...

Took a while to iron out the bugs and test it. There are a few more clues put in to make it slightly less confusing.

Just uninstall any previous versions and put the folder in BODLoader/Mods.