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I think we should create a thread where you can put requests and suggestions for Orbweaver. This thread should be NOT a discussion thread. If you want to discuss a proposal, create a specific thread for it. I want it to be only for collecting proposals, so we have an overview of what people might want to have. I guess this might also help Orb to decide what he should focus on once he gets productive. BTW: I really appreciate your effort, because we can really use this. So my personal wishlist proposal is that I would like to see a group handler. Similar like in Blender, where you can select several objects and put it in a group. When you select one or more of these groups, the objects are visible. If the group is not selected, it's invisible. In Blender and other 3D apps this is called layers (forgot the name before so I had to look it up).
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Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
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Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
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If like me you scour the web looking for inspiration for your next TDM mission then look no further.. Now... talking of images have you guys seen the latest from the master that is DrK from his Rocksbourg4 campaign. We need more dirty texture in TDM me thinks...
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@XolvixFollowing on from the conversation in the share your status thread... Its recommended to fun most missions with LOD set to normal, and afaik most are built with said setting on normal. IN my current WIP for example, I have deliberately set two LOD levels normal and better. Normal for regular players and better higher end players Regarding the issue with the Training mission, which light/s were you observing with an issue..? as I was the last person to work on that.
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I kind of miss our old status-bar on the right, where you could casually share what's on your mind or what is happening in your life right now. So, I figured, let's just start a thread for that. Let's get this started...
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On a lighter note (and because my holiday started today, oh yeah!), let's have a new thread for music, that you just enjoy and probably is not so well known...or somehow obscure but does not sound as strange as the songs we report in @STiFU's progessive music thread. Here is one of my new favourites, a similar recording of this track by other artists has been used in an US show broadcasted last year ( @Amadeus: What is the name of the show? )
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Darkmod underutilizes, in my opinion, capabilities for procedural animation. We already do some, like the random head and torso turns that are added on top of existing animations. There's also possibility for separate animation for top and bottom of the character as well as head. There's a missing opportunity for varied facial expressions. I talked about animation blending in this thread. Here's something that for example Thief: Deadly Shadows did. It's swaying side to side while turning. I used Gemini to add code to the tdm_ai_base.script. I don't know if this is the most efficient way of doing it, probably not. Here are the parts added: Gemini came up with the term "banking" which is used in car racing. I don't know if that's what it's called in animation or games. There's a lot of variables that can be tweaked. You can rotate this way any bone you wish. I use 'Origin', 'Spine_Dummy' and 'Neck' bones: You can tweak amount of rotation for each bone. setJointAngle(m_bankingJointHandle, 1, jointRotation * 1); setJointAngle(m_bankingJointHandle1, 1, jointRotation * 0.6); setJointAngle(m_bankingJointHandle2, 1, jointRotation * -1.5); There's also global intensity: (targetBanking = deltaYaw * 1.4;) and attenuation: m_bankingCurrentValue = (m_bankingCurrentValue * 0.95) + (targetBanking * 0.05); modifiers. Gemini also proposed to add an LOD system, which I thought was a great idea. So currently at a distance of 1500 from player the swaying will be disabled. Here are examples, each with slightly different values: And here's comically exaggerated one:
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would ? perhaps " Angel-Loader " fix this Problem I think it starts Tdm from " Path to game executables " and choose Fms from a : " FM archive paths " P.S.: if that works (and if you use different TDM versions -> don't forget to indicate in the comments which TDM versions (and mods) you played the FM in ! otherwise the saves will probably not be available --- but you might only be able to address one tdm-exe, so you might also need multiple Angel loaders
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Cralon - new dungeon crawler by former Gothic creators
datiswous replied to JackFarmer's topic in Off-Topic
I tried it myself and got it working. What I ran into: The default Archiver/unzip tool has issues unzipping the rar archive. It results in an error somewhere during unzipping. I had the 7zip command line utility installed (maybe it is installed by default). You might also need the rar package for it. I made a new folder, put the archive into it and renamed it to arx.rar Then in a console window I did this command: 7z x arx.rar This unzips the file without errors. Then I copied all data in the Steam install folder. Then it works. If you have the cd version, you might have to follow the guide I linked. You at least also need to install the patch. This is already included in the Steam version. Btw. there's also this HD-patch mod: https://www.moddb.com/mods/arx-neuralis Edit: I have to say, I like the textures from the HD-patch a lot more than the ones from Arx Insanity mod. At least from my early test. -
@datiswous, yeah, my explanation was possibly gobbledygook to non-devs. I cross-posted here, cuz I just wanted to give a heads-up to anyone interested, to look at the screen shots and see the noticeable but minor visual impact of the proposed change. I admit there's not enough eye-candy involved for this thread.
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(For some reason I couldn't find any topic like this) I fired up Dark Mod with mild enthusiasm; it's a mod, afterall. But after having played through Tears of st Lucia, it left me almost shaking afterwards. This is Thief, pure and simple. Thief with Crysis-like graphics. It's an amazing piece of work you have done! It's what T3 should've been right from the start. Dark Mod feels just like Thief. This is Thief!
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Hey, everyone. I'm proposing a change in how text red "glow" background in the TDM main menus would appear, to save me considerable effort in wrapping up an upgrade to the Carleton 24pt font. Please visit here in my "Improvements to Carleton 24pt Font" thread to see visual examples and details, and to tell me what you think. Thanks
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For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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I don't know how it works for Radeon but for NVidia there is a setting in the control panel called Power management mode, it's is also possible to change it for any game individually. Also Windows has its own power management settings. Here is the thread on Dolphin forum about it(but it's pretty old and some things most probably changed): https://forums.dolphin-emu.org/Thread-unofficial-laptop-performance-guide
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https://sourceforge.net/projects/cbadvanced/files/DS9TheFallen-textures-AI-upscaled.7z/download previous one was a bit bugged but you should have noticed some changes ?. seams are fixed now all textures have been converted to 32 bit with alpha channel. the previous one was 24 bit and was lacking a proper alpha channel looks downright purty now imho. theres a small bug with jadzia where her ears have heavy z-fighting in the first map playing as sisko this however also happens without the upscaled textures so bug is somewhere else. make sure you are using the dx 11 renderer the old renderer does not support external textures at all. just copy over the texture folder from the archive into the game dir do not delete any .utx files !!! in the games texture folder. i can make a screenshot so you can see how it should look.
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Hello, all. This thread is meant as a follow-up companion piece to my previous thread listing royalty-free music by Kevin MacLeod that could be usable for new missions for The Dark Mod. In this thread, I take a slightly different approach. Instead of focusing on one author and his royalty-free music, I'll be writing an ever-expanding list of songs, compositions tracks and ambients by various musical artists that could come in useful for mission makers working on FMs for TDM. Aside from ambient music for background atmosphere, I'll also be listing some historical music and compositions from the real world's ca 14th-17th century that are in the public domain and could be used as background music in your missions, provided that someone does a royalty-free recording of them (i.e. not released on some payed-for album, but at most a royalty-free album or online collection/archive). Please note that, though I will try to provide you with links to royalty-free versions of historical compositions in particular, I sometimes might not be sure of the status of some of these recreations/recordings and you'll have to snoop around for their royalty-free status on your own. However, if you do confirm that, e.g. some freelance artist recorded a well-known 16th century piece of music, and is giving it away royalty-free, possibly with the only necessity being attribution, then please let me know and I'll include any download links and the details concerning necessary attribution. Thank you ! And now, it's time to begin... ---- Royalty-free ambients As in "free to distribute and use (though possibly with attribution)", not necessarily "free of the TDM universe royalty". Free Music Archive (FMA) From his particular website, I'll only be including tracks that have broad Creative Commons licenses or free licenses, and tracks that are suited to both Non-commercial and Commercial use. In other words, largelly CC BY 4.0 and CC BY 4.0 Deed. It's better to search for ambients and tracks that are more lenient with their licenses. Lee Rosevere - All the Answers - Awkward Silences (B) - Baldachin - Betrayal - Compassion (keys version) - Delayed Reaction - Edge of the Woods (kind of too modern sounding in parts, but maybe you could find a use for it á la some of the old grungy-sounding ambient tunes in Thief) - Expectations - Everywhere (sounds like a calm but moody mansion ambient to me) - Gone - Her Unheard Story - It's A Mystery - Not Alone - Old Regrets - Reflections - Slow Lights - Snakes - Something To Fill The Space - Thoughtful (especially the first half to first two thirds, before the more electronic beat kicks in) - The Long Journey - The Nightmare - The Past - Time to Think - Under Suspicion (maybe the bit between 2:26 and 2:48 would be the best for a tension sting, the rest sounds a bit too modern spy-fi for the TDM setting) - What's in the Barrel ? - You're Enough (A) - Maarten Schellekens - A Bit of Discomfort - Daydream - Deliverance - Free Classical Theme (arguably more like for an SF film with classical music portrayed electronically, but not bad) Salakapakka Sound System - Aiti, joku tuijottaa meita metsasta - Holle - Kadonnut jalkia jattamatta - Privatomrode i Vasteros - Syttymissyy tuntematon 1 - Syttymissyy tuntematon 2 Sawako albums - 098 (ambient for background humming and buzzing, perhaps machinery, electricity, industrial ambience, etc.) - Billy Gomberg Remix - If You're Ther (odd city ambience, between moody music and city background ambience, mild background thumping) - Lisbon ambience (maybe usable as background ambience in some mission set at a more Mediterranean city) - Mizuame (Sawako Sun) (could work as ambience for a larger baths or spa hall, with the sound of water, and human voices occassionally heard in the background) - November 25, 2007 - Snowfall - Spring Thaw - Tim Prebble Remix - UNIVERSFIELD - A Beatiful Sky (this track would actually be good for a church or cathedral interior) - A Calm Soulful Atmosphere For A Documentary Film (calm but somewhat mysterious ambient, reminds me of some of the Dishonored ambients) - A Grim Horror Atmosphere - A Music Box With A Tense Atmosphere - Atmosphere for Documentaries (rather suspensful ambient with an undertone of woodwind instruments) - Background Horror Tension - Beautiful Relaxing Ambient (a calmer ambient that's good for a location with some degree of grandeur or one that provides relief to the player) - Blood-chillingly Creepy Atmospheres - Bloody - Cloaked in Mystery - Corpse Rot - Crime City - Dark Background - Deep Space Exploration (has a nice atmosphere of mystery and exploration) - Drifting in Harmony (calm but suspensful ambient) - Embrace of the Mist - Exoplanet (mysterious ambient, could work for various environments) - Exploring the Cursed Cemetery (short, fifteen second tension sting with piano) - Evening Meditation In The Open Air (could work for a number environments during evening hours) - Fading Memories - Gloomy Atmosphere for Documentaries - Gloomy Reverie - Grim Atmosphere - Horror Atmosphere (Version 2) - Horror Background Atmosphere 6 - Horror Background Atmosphere for Horror and Mystical - Horror Background Atmosphere for Scary Scenes - Horror Background Atmosphere for Suspensful Moments (1) - Horror Background Atmosphere for Suspensful Moments (2) - Horror Dark Atmosphere (Version 1) - Horror Music Box - Intergalactic Ambience (good calm theme of mystery and wonder) - In the Embrace of Darkness - Mars (suspensful ambient for a suspensful location, with a metallic undertone in its melody) - Meditation in Nature (aside from outdoor environments, could work in a number of other environments as well) - Melodies of Fear - Midnight Secrets - Mild Heaven (a calm ambient, maybe could work for night time city streets and city rooftops) - Moment of a Dream (suspensful theme, hopefully not too electronic in undertone) - Mysterious Passerby - Mystery Atmosphere - Mystery Horror - Mystery House - Mystical Dark Atmosphere - Nebula Soundscape (sounds like a good ambient for outdoor or cave environments or maybe even churches and city rooftops) - Ominous Criminal Atmosphere - Sad Emotional Piano for Documentary Films - Scary Dark Cinematic For Suspensful Moments - Scary Horror Atmosphere - Sinister Mystery - Sinister Piano Melodies (short, fifteen second tension sting with piano) - Siren's Call (I feel this one has more limited uses, though maybe it could work for suspense in an industrial environment) - Soothing Serenade (calm, soothing ambient, with a slight hint of mystery, could work for several types of environments) - Soothing Soundscapes (calm, soothing ambient, with a slight hint of mystery, could work for several types of environments) - Spooky Hallway - Suspense Atmosphere Background - Tense Dark Background - Tense Horror Atmosphere - Tense Horror Background Atmosphere - The Box of Nightmares - This Sunset (good for an evening or night time ambient, even includes subtle cricket chirping sounds) - Tropical Escapes (good for an outdoor environment with a waterfall, flowing stream or falling rain) Many of these tracks by UNIVERSFIELD are quite short, about a minute or slightly under a minute, but good as tension-building themes or as suspensful ambients. ---- Historical background music - lute and similar string instruments La Rossignol ("The Nightingale"} - a Renaissance era piece, anonymous composer. This one was written as an instrumental duet for two musicians. So, if you'd use this for a scene of AI characters playing their instruments, you should use two such characters for added believability. Here's what the composition sounds like when played as a duet on: - lute (obviously the most medieval/Renaissance instrumentation) - acoustic guitar (example 1) and acoustic guitar (example 2) - 11-string guitar what it sounds when played as a duet on an 11-string guitar - licensed album version (presumably lute) If you find any royalty-free version in good quality, let me know. Lachrimae ("Tears", sometimes known as "Seven Teares") by John Dowland - another Elizabethan era piece, by a 16th-17th century composer. Various reconstructions: - on lute (example solo performance at the Metropolitan Museum) - on lute, with vocal accompaniment (lutist and female soprano) - on lute, violas, and other (six musician ensemble performance) - on viola da gamba (five musician ensemble performance) Lachrimae Pavan ("Teary Pavane / Pavane of the Tears") by John Dowland - a variation on the previous composition, for the Renaissance pavane style dance. Various reconstructions: - on lute - on acoustic guitar (example 1), (example 2), (example 3) Again, I'd like to find a royalty-free version of these two compositions. Frog Galliard - one more by Dowland, for now. Another composition for a Renaissance dance style, the galliard. Reconstructions: - on lute (solo performance) - on lute, deeper sound (solo performance) - on acoustic guitar (example 1), (example 2), (example 3) Royalty-free version would be appreciated. Greensleeves - by an anonymous 16th century author, quite possibly a folk song of the era. Trust me, you know this one, even if you don't know the name. It's one of the most well-known bits of Renaissance secular and courtly music in the popular imagination. (Trust me, it's been referenced in everything. Even the first Stronghold game from the early 2000s had an in-game character sing a made-up ditty to the tune/melody of this song.) Reconstructions: - on lute (solo performance) - classical guitar (solo performance) - acoustic guitar (solo performance) I bet there's a royalty-free version of this one somewhere. I'll snoop around, and if you find one before I do, let me know. In taberna quando sumus ("When we are at the tavern") - anonymous period song from the 14th century, of Goliard origin. Written and sung entirely in Latin (so if you can explain Latin within the TDM setting or use only an instrumental version, go for it). An unabashed drinking song, you could use this for more rascally Builder priests/monks or for various commoners and lower-ranking noblemen while they're having a good time at the inn. A pretty well-known song even nowadays (though the most famous melody for it might be the more recent arrangement). Reconstructions: - example performance 1 - example performance 2 Again, an entirely royalty-free version of this one could come in handy. Historical background music - by Jon Sayles Jon Sayles is a musician who runs the Free Early and Renaissance Music website. His recordings are in .mp3 format (so you will need a conversion to .ogg) and Sayles has made them all freely available. The instrument he used for his musical reconstructions is the classical guitar. Some examples of Sayles' reconstructions of period music by anonymous or known authors: Saltarello, based on the late-medieval and Renaissance dance tune from Italy Madrigal by Anthony Holborne Al fonsina by Johannes Ghiselin Ich weiss nit by Ludwig Senfl So ys emprentid by John Bedyngham, mid-1400s Riu, riu, chiu, famous 15th century Spanish Christmas carol Fantasia, by Orlando Gibbons, late 16th and early 17th century Die Katzenpfote, German-speaking lands, anonymous author, 15th century A gre d'amors, 14th century, anonymous French author Nightengale (unrelated to La Rossignol), by Thomas Weelkes El Grillo, 15th to early 16th century composition by Josquin des Prez The Witches' Dance, by anonymous, Renaissance English composition Ma fin est mon comencement, by 14th century composer Guillame de Machaut In Nomine, late 15th and early 16th century composition by John Taverner Ricercare ("ricker-caré", nothing to do with rice or care), by Adrian Willaert Fantasia by Thomas Lupo, 16th-17th century English composer The Nite Watch, composed by Anthony Holborne - appropriate for TDM Plenty more where these came from... Historical background music - from the A-M Classical website This website offers plenty of freely available, royalty-free .mp3s of early and classical musical compositions and instrumental songs. The only thing you need to do is provide attribution, as everything on the site is via a Creative Commons license (this is noted on every page). Counting Christmas songs from the Middle Ages and Renaissance alone, I was able to download loads of them already years and years ago. Though they're far from epic recordings, if you're just looking for a competently done free version of these compositions, this is an excellent site. A few examples of medieval music from the A-M Classical site: Angelus ad Virginem (played quietly on organ), Diex soit en cheste maison by Adam de la Halle (organ and other instruments), Greensleeves (this is for a carol version of the lyrics, but the melody is the same as standard Greensleeves) Historical background music - by Vox Vulgaris The Swedish band/ensemble Vox Vulgaris aren't very active nowadays, but they did plenty of early music recording in the early-to-mid 2000s. From what I've read about their song releases, they're okay with others using the songs from their 2003 album and other material they've done. I don't know if their website is still around (there's an archived version) and whether you can still contact the band members, but if you'd like to be extra sure and ask, go ahead. I don't think they've changed their copyleft stance to their own works, but it pays off to be sure. So, here are some of VV's own takes on period music: Cantiga 166 - based on the eponymous song (full title "Cantiga 166 - Como póden per sas culpas (os homés seer contreitos)"), by Spanish composer Alphonso X from the 13th century (yes, king Alphonso X ! They didn't call him Alphonso the Learned for nothing). To provide you with a point of comparison, here, here and here are versions by other artists. (If I remember correctly, this particular VV song was also used by moonbo in his Requiem FM, as part of an inn's muffled background music. I did a real double-take when I played the mission for the first time and recognised it.) Cantiga 213 - based on the eponymous song (full title "Cantiga 213 - Quen sérve Santa MarÃa, a Sennor mui verdadeira"), again by Spanish composer, king Alphonso X from the 13th century. To provide you with a point of comparison, here and here are versions by other artists. Saltarello - based on the well-known melody for the Italian late-medieval Renaissance dance, the saltarello (also the saltarello trotto specifically in this case). To provide you a point of comparison, here and here are versions by other artists. La Suite Meurtrière - I can't quite source this one, it might be their own original composition, though "in the style of" some particular period music. Rókatánc (Fox Dance) - this is a really wild bit of period dance and festive music, possibly Hungarian-inspired, given the name. I think this would fit both a tavern environment or some public event for the nobility and patricians, including an armed sparring tournament or similar. Historical background music - various artists, Wikimedia Commons sound files Wikimedia commons has a rather rich and generous supply of recordings of various early music by various authors and ensembles, including medieval, Renaissance and Baroque era compositions and music. Audio files of early music Audio files of medieval period classical music Audio files of Renaissance period classical music Audio files of Baroque period classical music Always check the licenses of every individual track, since their royalty-free licenses might differ in the particular details. Virtually all of the tracks should be good to go for any FM creators. Final note from me New suggestions are always welcome as I expand this thread. For any suggestions concerning Kevin MacLeod's royalty-free music, please use the other thread I've already made, purely for listing MacLeod's stuff.
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mircea@linux-qz0r:~> objdump -p /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/darkradiant /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/darkradiant: file format elf64-x86-64 Program Header: PHDR off 0x0000000000000040 vaddr 0x0000000000400040 paddr 0x0000000000400040 align 2**3 filesz 0x0000000000000268 memsz 0x0000000000000268 flags r-- INTERP off 0x00000000000002a8 vaddr 0x00000000004002a8 paddr 0x00000000004002a8 align 2**0 filesz 0x000000000000001c memsz 0x000000000000001c flags r-- LOAD off 0x0000000000000000 vaddr 0x0000000000400000 paddr 0x0000000000400000 align 2**12 filesz 0x0000000000085048 memsz 0x0000000000085048 flags r-- LOAD off 0x0000000000086000 vaddr 0x0000000000486000 paddr 0x0000000000486000 align 2**12 filesz 0x000000000036b7b5 memsz 0x000000000036b7b5 flags r-x LOAD off 0x00000000003f2000 vaddr 0x00000000007f2000 paddr 0x00000000007f2000 align 2**12 filesz 0x00000000000b0a4a memsz 0x00000000000b0a4a flags r-- LOAD off 0x00000000004a3a30 vaddr 0x00000000008a4a30 paddr 0x00000000008a4a30 align 2**12 filesz 0x00000000000369f0 memsz 0x000000000003e310 flags rw- DYNAMIC off 0x00000000004d6c38 vaddr 0x00000000008d7c38 paddr 0x00000000008d7c38 align 2**3 filesz 0x0000000000000360 memsz 0x0000000000000360 flags rw- NOTE off 0x00000000000002c4 vaddr 0x00000000004002c4 paddr 0x00000000004002c4 align 2**2 filesz 0x0000000000000044 memsz 0x0000000000000044 flags r-- EH_FRAME off 0x00000000004108dc vaddr 0x00000000008108dc paddr 0x00000000008108dc align 2**2 filesz 0x000000000000f1e4 memsz 0x000000000000f1e4 flags r-- STACK off 0x0000000000000000 vaddr 0x0000000000000000 paddr 0x0000000000000000 align 2**4 filesz 0x0000000000000000 memsz 0x0000000000000000 flags rw- RELRO off 0x00000000004a3a30 vaddr 0x00000000008a4a30 paddr 0x00000000008a4a30 align 2**0 filesz 0x00000000000345d0 memsz 0x00000000000345d0 flags r-- Dynamic Section: NEEDED libwxutil.so NEEDED libxmlutil.so NEEDED libxml2.so.2 NEEDED libscenegraph.so NEEDED libmath.so NEEDED libwx_baseu-suse.so.3.0.4 NEEDED libwx_gtk2u_core-suse.so.3.0.4 NEEDED libwx_gtk2u_stc-suse.so.3.0.4 NEEDED libwx_gtk2u_adv-suse.so.3.0.4 NEEDED libwx_gtk2u_gl-suse.so.3.0.4 NEEDED libwx_gtk2u_xrc-suse.so.3.0.4 NEEDED libsigc-2.0.so.0 NEEDED libftgl.so.2 NEEDED libGLEW.so.2.2 NEEDED libX11.so.6 NEEDED libGLU.so.1 NEEDED libGL.so.1 NEEDED libdl.so.2 NEEDED libstdc++.so.6 NEEDED libm.so.6 NEEDED libgcc_s.so.1 NEEDED libpthread.so.0 NEEDED libc.so.6 NEEDED ld-linux-x86-64.so.2 RUNPATH $ORIGIN/../lib/darkradiant INIT 0x0000000000486000 FINI 0x00000000007f17a8 INIT_ARRAY 0x00000000008a4a30 INIT_ARRAYSZ 0x0000000000000548 FINI_ARRAY 0x00000000008a4f78 FINI_ARRAYSZ 0x0000000000000008 HASH 0x0000000000400308 GNU_HASH 0x0000000000404a00 STRTAB 0x0000000000414da8 SYMTAB 0x0000000000406480 STRSZ 0x000000000001b9a2 SYMENT 0x0000000000000018 DEBUG 0x0000000000000000 PLTGOT 0x00000000008d9000 PLTRELSZ 0x0000000000004b78 PLTREL 0x0000000000000007 JMPREL 0x00000000004804d0 RELA 0x0000000000431d68 RELASZ 0x000000000004e768 RELAENT 0x0000000000000018 VERNEED 0x0000000000431ab8 VERNEEDNUM 0x000000000000000d VERSYM 0x000000000043074a Version References: required from ld-linux-x86-64.so.2: 0x0d696913 0x00 30 GLIBC_2.3 required from libwx_gtk2u_stc-suse.so.3.0.4: 0x0cdb2640 0x00 25 WXU_3.0 required from libgcc_s.so.1: 0x0b792650 0x00 22 GCC_3.0 required from libpthread.so.0: 0x09691a75 0x00 18 GLIBC_2.2.5 required from libm.so.6: 0x06969189 0x00 28 GLIBC_2.29 0x09691a75 0x00 17 GLIBC_2.2.5 required from libwx_gtk2u_gl-suse.so.3.0.4: 0x0cdb2640 0x00 16 WXU_3.0 required from libwx_gtk2u_adv-suse.so.3.0.4: 0x0cdb2640 0x00 11 WXU_3.0 required from libwx_gtk2u_xrc-suse.so.3.0.4: 0x0cdb2640 0x00 10 WXU_3.0 required from libc.so.6: 0x06969194 0x00 26 GLIBC_2.14 0x0d696913 0x00 21 GLIBC_2.3 0x09691a75 0x00 09 GLIBC_2.2.5 required from libdl.so.2: 0x09691a75 0x00 06 GLIBC_2.2.5 required from libwx_baseu-suse.so.3.0.4: 0x0cdb2640 0x00 04 WXU_3.0 required from libstdc++.so.6: 0x0bafd178 0x00 31 CXXABI_1.3.8 0x0afd17f1 0x00 29 CXXABI_1.3.11 0x0bafd172 0x00 27 CXXABI_1.3.2 0x0bafd173 0x00 24 CXXABI_1.3.3 0x0297f864 0x00 23 GLIBCXX_3.4.14 0x02297f89 0x00 20 GLIBCXX_3.4.9 0x0297f872 0x00 19 GLIBCXX_3.4.22 0x0297f870 0x00 15 GLIBCXX_3.4.20 0x0bafd179 0x00 14 CXXABI_1.3.9 0x0297f861 0x00 13 GLIBCXX_3.4.11 0x056bafd3 0x00 12 CXXABI_1.3 0x0297f865 0x00 08 GLIBCXX_3.4.15 0x08922974 0x00 07 GLIBCXX_3.4 0x0297f871 0x00 05 GLIBCXX_3.4.21 0x0297f876 0x00 03 GLIBCXX_3.4.26 required from libwx_gtk2u_core-suse.so.3.0.4: 0x0cdb2640 0x00 02 WXU_3.0 mircea@linux-qz0r:~> ldd /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/darkradiant linux-vdso.so.1 (0x00007ffcec1e6000) libwxutil.so => /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/libwxutil.so (0x00007fa5ad06e000) libxmlutil.so => /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/libxmlutil.so (0x00007fa5ad063000) libxml2.so.2 => /usr/lib64/libxml2.so.2 (0x00007fa5ace9a000) libscenegraph.so => /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/libscenegraph.so (0x00007fa5ace60000) libmath.so => /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/libmath.so (0x00007fa5ace52000) libwx_baseu-suse.so.3.0.4 => /usr/lib64/libwx_baseu-suse.so.3.0.4 (0x00007fa5acc80000) libwx_gtk2u_core-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_core-suse.so.3.0.4 (0x00007fa5ac6e0000) libwx_gtk2u_stc-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_stc-suse.so.3.0.4 (0x00007fa5ac56d000) libwx_gtk2u_adv-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_adv-suse.so.3.0.4 (0x00007fa5ac3b4000) libwx_gtk2u_gl-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_gl-suse.so.3.0.4 (0x00007fa5ac39c000) libwx_gtk2u_xrc-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_xrc-suse.so.3.0.4 (0x00007fa5ac2db000) libsigc-2.0.so.0 => /usr/lib64/libsigc-2.0.so.0 (0x00007fa5ac2d2000) libftgl.so.2 => /usr/lib64/libftgl.so.2 (0x00007fa5ac29a000) libGLEW.so.2.2 => /usr/lib64/libGLEW.so.2.2 (0x00007fa5ac1e1000) libX11.so.6 => /usr/lib64/libX11.so.6 (0x00007fa5ac09c000) libGLU.so.1 => /usr/lib64/libGLU.so.1 (0x00007fa5ac046000) libGL.so.1 => /usr/lib64/libGL.so.1 (0x00007fa5abfba000) libdl.so.2 => /lib64/libdl.so.2 (0x00007fa5abfb4000) libstdc++.so.6 => /usr/lib64/libstdc++.so.6 (0x00007fa5abdd1000) libm.so.6 => /lib64/libm.so.6 (0x00007fa5abc8b000) libgcc_s.so.1 => /lib64/libgcc_s.so.1 (0x00007fa5abc70000) libpthread.so.0 => /lib64/libpthread.so.0 (0x00007fa5abc4e000) libc.so.6 => /lib64/libc.so.6 (0x00007fa5aba83000) /lib64/ld-linux-x86-64.so.2 (0x00007fa5ad1d6000) libz.so.1 => /usr/lib64/libz.so.1 (0x00007fa5aba69000) liblzma.so.5 => /usr/lib64/liblzma.so.5 (0x00007fa5aba34000) libgtk-x11-2.0.so.0 => /usr/lib64/libgtk-x11-2.0.so.0 (0x00007fa5ab5d7000) libgdk-x11-2.0.so.0 => /usr/lib64/libgdk-x11-2.0.so.0 (0x00007fa5ab51a000) libpangocairo-1.0.so.0 => /usr/lib64/libpangocairo-1.0.so.0 (0x00007fa5ab509000) libcairo.so.2 => /usr/lib64/libcairo.so.2 (0x00007fa5ab3d4000) libgdk_pixbuf-2.0.so.0 => /usr/lib64/libgdk_pixbuf-2.0.so.0 (0x00007fa5ab3ab000) libpango-1.0.so.0 => /usr/lib64/libpango-1.0.so.0 (0x00007fa5ab358000) libgobject-2.0.so.0 => /usr/lib64/libgobject-2.0.so.0 (0x00007fa5ab2fe000) libglib-2.0.so.0 => /usr/lib64/libglib-2.0.so.0 (0x00007fa5ab1cc000) libSM.so.6 => /usr/lib64/libSM.so.6 (0x00007fa5ab1c1000) libpng16.so.16 => /usr/lib64/libpng16.so.16 (0x00007fa5ab178000) libjpeg.so.8 => /usr/lib64/libjpeg.so.8 (0x00007fa5ab0f2000) libtiff.so.5 => /usr/lib64/libtiff.so.5 (0x00007fa5ab06f000) libnotify.so.4 => /usr/lib64/libnotify.so.4 (0x00007fa5ab065000) libwx_gtk2u_html-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_html-suse.so.3.0.4 (0x00007fa5aaf9b000) libwx_baseu_xml-suse.so.3.0.4 => /usr/lib64/libwx_baseu_xml-suse.so.3.0.4 (0x00007fa5aaf88000) libfreetype.so.6 => /usr/lib64/libfreetype.so.6 (0x00007fa5aaec4000) libxcb.so.1 => /usr/lib64/libxcb.so.1 (0x00007fa5aae97000) libGLX.so.0 => /usr/lib64/libGLX.so.0 (0x00007fa5aae65000) libGLdispatch.so.0 => /usr/lib64/libGLdispatch.so.0 (0x00007fa5aadad000) libgmodule-2.0.so.0 => /usr/lib64/libgmodule-2.0.so.0 (0x00007fa5aada7000) libXfixes.so.3 => /usr/lib64/libXfixes.so.3 (0x00007fa5aad9f000) libatk-1.0.so.0 => /usr/lib64/libatk-1.0.so.0 (0x00007fa5aad73000) libgio-2.0.so.0 => /usr/lib64/libgio-2.0.so.0 (0x00007fa5aab90000) libpangoft2-1.0.so.0 => /usr/lib64/libpangoft2-1.0.so.0 (0x00007fa5aab77000) libfontconfig.so.1 => /usr/lib64/libfontconfig.so.1 (0x00007fa5aab2c000) libXrender.so.1 => /usr/lib64/libXrender.so.1 (0x00007fa5aab1f000) libXinerama.so.1 => /usr/lib64/libXinerama.so.1 (0x00007fa5aab1a000) libXi.so.6 => /usr/lib64/libXi.so.6 (0x00007fa5aab05000) libXrandr.so.2 => /usr/lib64/libXrandr.so.2 (0x00007fa5aaaf8000) libXcursor.so.1 => /usr/lib64/libXcursor.so.1 (0x00007fa5aaaeb000) libXcomposite.so.1 => /usr/lib64/libXcomposite.so.1 (0x00007fa5aaae6000) libXdamage.so.1 => /usr/lib64/libXdamage.so.1 (0x00007fa5aaae1000) libXext.so.6 => /usr/lib64/libXext.so.6 (0x00007fa5aaacc000) libpixman-1.so.0 => /usr/lib64/libpixman-1.so.0 (0x00007fa5aaa1f000) libEGL.so.1 => /usr/lib64/libEGL.so.1 (0x00007fa5aaa0d000) libxcb-shm.so.0 => /usr/lib64/libxcb-shm.so.0 (0x00007fa5aaa08000) libxcb-render.so.0 => /usr/lib64/libxcb-render.so.0 (0x00007fa5aa9f8000) libfribidi.so.0 => /usr/lib64/libfribidi.so.0 (0x00007fa5aa9da000) libthai.so.0 => /usr/lib64/libthai.so.0 (0x00007fa5aa9cf000) libharfbuzz.so.0 => /usr/lib64/libharfbuzz.so.0 (0x00007fa5aa8fd000) libffi.so.8 => /usr/lib64/libffi.so.8 (0x00007fa5aa8f1000) libpcre.so.1 => /usr/lib64/libpcre.so.1 (0x00007fa5aa862000) libICE.so.6 => /usr/lib64/libICE.so.6 (0x00007fa5aa844000) libuuid.so.1 => /usr/lib64/libuuid.so.1 (0x00007fa5aa83b000) libzstd.so.1 => /usr/lib64/libzstd.so.1 (0x00007fa5aa786000) libjbig.so.2 => /usr/lib64/libjbig.so.2 (0x00007fa5aa776000) libmspack.so.0 => /usr/lib64/libmspack.so.0 (0x00007fa5aa761000) libexpat.so.1 => /usr/lib64/libexpat.so.1 (0x00007fa5aa72d000) libbz2.so.1 => /usr/lib64/libbz2.so.1 (0x00007fa5aa70c000) libbrotlidec.so.1 => /usr/lib64/libbrotlidec.so.1 (0x00007fa5aa6fe000) libXau.so.6 => /usr/lib64/libXau.so.6 (0x00007fa5aa6f9000) libmount.so.1 => /usr/lib64/libmount.so.1 (0x00007fa5aa6b4000) libselinux.so.1 => /usr/lib64/libselinux.so.1 (0x00007fa5aa688000) libresolv.so.2 => /lib64/libresolv.so.2 (0x00007fa5aa66e000) libdatrie.so.1 => /usr/lib64/libdatrie.so.1 (0x00007fa5aa665000) libgraphite2.so.3 => /usr/lib64/libgraphite2.so.3 (0x00007fa5aa642000) libbrotlicommon.so.1 => /usr/lib64/libbrotlicommon.so.1 (0x00007fa5aa61f000) libblkid.so.1 => /usr/lib64/libblkid.so.1 (0x00007fa5aa5ec000) mircea@linux-qz0r:~> find /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/debug.xml /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchthickendialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchcreatedialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/readableeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectiveconditionsdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/lightinspector.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/fonts /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/fonts/FreeMono.ttf /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/fonts/FreeSans.ttf /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/lightinspector.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/camwnd.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/exportasmodeldialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/particleeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectiveconditionsdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/overlaydialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/aboutdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/addpropertydialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/findandreplacedialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/addpropertydialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/renderpreview.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/filterdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationcmdeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectivecomponentsdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/camwnd.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/missioninfoeditdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/modelselector.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/missioninforeadmedialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/stimresponseeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/exportasmodeldialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/difficultyeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationcmdeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/missioninforeadmedialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/difficultyeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/aboutdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/findandreplacedialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/particleeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchinspector.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectiveseditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectiveseditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/filtereditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/modelselector.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectivecomponentsdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/entityclasschooser.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/missioninfoeditdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/stimresponseeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchthickendialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/readableeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchinspector.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/overlaydialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/entityclasschooser.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/filtereditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/renderpreview.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/filterdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchcreatedialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/commandsystem.xml /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/input.xml /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/menu.xml /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/darkradiant.desktop.in /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/gl /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/gl/zfill_vp.glsl /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/gl/zfill_fp.glsl /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/gl/interaction_fp.glsl /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/gl/interaction_vp.glsl 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/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/lib64/darkradiant/modules/libsound.so /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/lib64/darkradiant/modules/libradiantcore.so /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/lib64/darkradiant/modules/libscript.so /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/lib64/darkradiant/libmath.so /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/darkradiant.pot /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/Makefile.in.in /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/de /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/de/LC_MESSAGES /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/de/LC_MESSAGES/darkradiant.mo /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/de/LC_MESSAGES/darkradiant.po /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/Makevars /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/LINGUAS /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/POTFILES.in /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/lib /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/darkmod.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/quake3.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/prey.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/doom3.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/doom3-demo.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/quake4.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/xreal.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/darkradiant /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/user.xml mircea@linux-qz0r:~/Games/Quake/TheDarkMod/DarkRadiant_GIT/build> cat config.h /* Core module file, e.g. "libradiantcore" */ #define CORE_MODULE_LIBRARY "libradiantcore" /* Project version */ #define PACKAGE_VERSION "2.10.0" /* Defined if this is a relocatable build */ #define ENABLE_RELOCATION /* Locale directory */ #define LOCALEDIR "/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/share/locale" /* Package library directory (e.g. /usr/lib/darkradiant) */ #define PKGLIBDIR "/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/lib64/darkradiant" /* Package data directory (e.g. /usr/share/darkradiant) */ #define PKGDATADIR "/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/share/darkradiant" /* HTML directory (e.g. /usr/share/doc/darkradiant) */ /* #undef HTMLDIR */
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I think it is actually quite weird that we don't have a thread on graphics technology, yet. So, I would like to encourage you to share awesome new demos, talks, articles or papers about graphics technology here. I recently came accross this brilliant analysis of the rendering pipeline of "Rise of the Tomb Raider". I would love to see something like that for Doom Eternal, but so far, I could only find this rather superficial (but nevertheless interesting) review by Digital Foundry. Epic revealed Unreal Engine 5 today, which looks absolutely stunning. That Nanite-Technology will probably save game developers quite a bit of time. I do wonder, 'though, how the actually do it? Do they dynamically generate LOD-models? Also, does their Lumen technology require RTX?
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How about adding the following config-line to your darkmod.cfg file, so you can store the FM folder somewhere else: set fs_ModSavePath "h:\darkmod/fms" More info: https://forums.thedarkmod.com/index.php?/topic/20991-using-system-wide-file-locations/#findComment-462471 Or just move the whole TDM folder to the H-drive. Because the TDM folder is "portable", it keep all the files inside it, as stgatilov posted. (unles you change things in the darkmod.cfg file)
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The community patch packs have some gameplay and graphics mods. Thief Mods and Utilities https://www.ttlg.com/forums/forumdisplay.php?f=174 TFix https://www.ttlg.com/forums/showthread.php?t=134733 T2Fix https://github.com/Xanfre/T2Fix There are a few mods here for Thief and System Shock 2. Keyring Ghost Mode Minion Summoner Fairy Light Radar https://github.com/saracoth/newdark-mods Upscaled textures and paintings https://www.moddb.com/mods/thief-gold-esrgan-pack https://www.moddb.com/mods/thief-ii-esrgan-pack
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False. Images inside WAD are stored in a sequential order just like in any file archive except compression is not used, that's why it's called FILE CONTAINER. Table of content has the offset, size and name for each file, you can't overlap anything inside WAD, it would corrupt headers of the stored files.
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Cralon - new dungeon crawler by former Gothic creators
JackFarmer replied to JackFarmer's topic in Off-Topic
@Filizitas: A little bit off topic (but this is my thread, thus frack it!), any chance you go back to work on Delyghtful? -
============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== Beta Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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There is no player shadow in TDM. You can add one via the console, but, AFAIK, it has no effect on A.I. And, in the past, some developers have pointed out that having it, and A.I. reacting to it would open a whole new can of worms, and would be too complex and complicated for the player to figure out. See this thread, for example: