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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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haha I come by every now and then I like forums. Social media was a mistake.
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Lemmy seems to be a Reddit alternative. I think it overlaps with what our forum does and has the same disadvantages as the forum regarding delay between messages. I do think what we need in addition to the forums is a chat room where you can see & write with others and exchange files in real time.
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How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
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I'm making this thread to pick up on JackFarmer's recent status update asking where to go after letting Discord go. For those who might not be aware yet, Discord has the intention to roll out age verification (read: identity verification) for its users through uploading government identification or face scans to vendors like Persona, which is backed by Peter Thiel who can be described as "post-democratic" (PCGamer article from February, Wikipedia on Thiel). The public backlash appears to have delayed their plans for now, but it would appear wise for anyone who would not accept such a policy to make plans in good time for when Discord eventually does follow through. Back in February a small group of mappers and I looked into Discord alternatives and tried out Matrix on a public server. We ran into some technical & user experience issues with Matrix, and ultimately are still mostly on Discord after they walked back their plans and our acute need to migrate went away. I can only imagine that the landscape has improved since then and will continue to do so, and we can make our choice again. Personally I've gotten into selfhosting a couple years ago, so I have a strong bias to something that is open source and can be hosted on a rented virtual server, since I think that's a solution we can trust and control. I run various self-hosted services internally on various Linux devices with a focus on security and networking, and will eventually take over system admin of the TDM server from taaaki, so I think I would be a in a good position to step up to offering our own chat service. The big "if" I see in this plan, however, is the risk of an EU-wide law coming into force that forces all public chat services to verify age, but in that case we could try to see whether we can select a more benign method (like hand gestures) or whether we can shift responsibility to someone outside of EU jurisdiction. A publicly hosted service would also be an attractive option since it could have significant advantages when it comes to availability, performance, cost, bus factor, handling legal requirements etc. But then we are reliant on what that entity does, and the question is whether we can actually find such a public service. Let's start discussing here. Suggestions for, recent releases or significant updates of alternatives to Discord, which route to take, etc.
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============== -= 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 2.13 -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== 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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So it's clear there are a lot of possibilities, each with strengths and weaknesses. It doesn't seem like anything replicates Discord completely right now. By my own experience, we mainly need Discord for 1) mappers as a place to bounce ideas, exchange files and work together in private channels, and 2) users as an easily accessible place to meet and chat about TDM. Right now we have the forum for anything that needs to be persistent and findable in the future, but discipline is not perfect in this regard, so sometimes important chats take place in Discord and get forgotten. Also, forum latency between messages is too long for easy chatting or co-mapping. I would place our priorities as follows: Must-haves: No requirement to prove identity. Multi-user text chat. Easy to partition into subchannels, either public or private. Easy to join and use. A lot of people can't or don't even want to install a VPN client, so it should not be much harder than signing up for Instagram. Made by programmers, not vibe-coders, and steadily developed. This ties into how secure and well-functioning the software is likely to be. Everyone uses AI these days to code, the question for me is what the skill level of the ones wielding it is. Nice to have (as a tiebreaker): Mature. We can expect projects to become more mature after initial teething problems. Similar UX to Discord. Has a mobile app for iOS and Android Easy to maintain for hosters Can be selfhosted. If we choose a public hosted service, we should check how likely it is for the makers to join the identity verification movement. Completely free. Paid products with a free tier tend to progress in a bad direction eventually because of greed, putting us in a similar situation again. However, the reality seems to be that this narrows our choices a lot and will require compromises elsewhere. Not important: Voice chat, video streaming, webhooks, bots. Not my impression these are commonly used features. We use youtube/twitch for streaming and sharing playthroughs. Federation. This would allow users to join other interesting communities with the same app/login, but narrows our choices down a lot for a relatively minor gain imo. End-to-end encryption. This causes operational complexity to manage, i.e. new users joining encrypted channels in Matrix couldn't see old messages. Also, the question is what our threat model is. I think what this mainly achieves is being able to hide messages from server admins and hackers, which isn't a feature we have had in Discord. Most of our messages are public. A risk of not having E2E could be a hacker leaking private chats and community members finding them (probably only if actively looking for them). I think we could reframe it not only as a Discord alternative, but also as a Microsoft Teams alternative given our collaboration needs for mappers. Could also be an idea to use forum software that has inbuilt chat rooms, which Discourse seems to be, but that would be a pretty big migration (AI helps, but can we replicate all the forum features we want and/or need?) and a big change from what we are used to. I have my doubts whether our forums need to be replaced. Also, most of the examples I found look a bit bare and like long scratchpads, especially if you don't figure out that you need to filter by category (examples, an example). If we can work around that, we would win 1) chat and forum being in one place and 2) currently free. From what I see so far, Zulip seems to be a good match for the priorities I put up, except for TaffingTaffer's objection that it is getting slop-heavy. Alternatively, we could migrate the whole forum to Discourse and use its inbuilt chatroom feature, hopefully without the new forum feeling unfamiliar or old content getting broken. But it could be a good idea to intentionally keep forums and chat separate so we can still communicate if one of them has a problem.
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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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It would be nice to have a link to the forum thread of a mission in download section, rather than having to search for it manually, like on Thief Guild.
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Indeed. Although the wiki page links to both. But still
https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod
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I'm surprised I could find any thread here for chat-GPT. Version 4 is outstanding from all reports I saw and I can't wait to get my hands on. It's not just a chat-bot (though it can discuss anything with you in great depth.) It can grasp the MEANING of sentences and write its own. In future games, you'll be able to talk to NPC's like you would any human. Search for video: Unbelievable AI Breakthrough Interactive AI Characters in a Videogame for the First Time! This demo is outstanding. GPT will be WRITING games! It can write meaningful stories. It can fill in your tax form, prepare your business/wedding speech and discuss its merits with you, and organise your professional work rapidly It can understand humour It can teach! Efficently! Sensibly! Find the Khan Academy video. It can write code/script good enough to frighten a senior programmer who can see it already is as good as junior coders and some seniors. He's afraid because it is certain to take over HIS job in due time, possibly only months away. An AI bomb has been dropped with GPT-4 and many do not yet realise how life-changing it will be - greater even than the advent of the internet. I give it 5 years to change the efficiency of almost everything tenfold, a hundredfold.
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I think there's something here that isn't being mentioned about using forum instead of chat which is when someone wants to ask a simple question or just something random that doesn't need its own thread and cluttering the forum with duplicated questions and stuff like that. I know this could be done by creating a thread called random that one could post anything in it but still. This is why i don't see harm in creating a chat server that can be used side by side with this forum. First you could try XMPP public server instead of creating your own to test how it will work. If things turn out alright then you could go ahead to create your own. I'm pretty sure some of them offer a way to create your own group.
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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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Ooh how did this thread turn into a retrocomputing thread i dont know why i am so obsessed with pentium D lol The AMD Athlon 64 X2 was released in the same year tho The onky advantage of the Pentium D sticker currently on my PC is that it prevents Altman from asking how much RAM I have and what my RAM utilization is. it's become a worldwide meme now Netburst was memorable , let's commemorate its long staged pipeline + pipeline stall , bad branch prediction, high l1d latency and so on older pentium like pentium pro ? i like how tomasulo algorithm was included in pentium pro or p6 architecture https://stackoverflow.com/a/58370390 found nice writeup and core 2 duo review from very old anandtech article : AnandTech | Intel's Core 2 Extreme & Core 2 Duo: The Empire Strikes Back - Print View (2006) you can see the the evolution from pentium d to core 2 series got some interesting nuggets of info and keyword from there : the first is "Memory Latency: No Integrated Memory Controller Necessary" , L2 shared cache , "wider front end, aggresive prefetcher " Intel wide dynamic execution on core 2 is the main benefit in the fight against AMD at that time " Rather than 3 execution pipes, core CPU's have 4. This allows the Core Architecture to process 4 simultaneous instructions per clock cycle. This reduces the amount of clock cycles needed to execute a program, reducing power consumption as the CPU is at load for less time. With Wide Dynamic Execution comes another feature built into the pipeline called "Macro Fusion". When the instructions are loaded into the decoder, if a common pair of instructions are found in the decode buffer, Macro combines the 2 and sends them down to the Execution stage in a single packet. This doubles the data that is sent allowing 2 instructions to be sent simultaneously. Increasing the amount of data processed per clock cycle." (source from tweaktown). IIRC, did amd only have 3 instruction ? Another fascinating story is that when many DEC Alpha engineers joined AMD to work on Athlon, AMD adopted the EV6 front-side bus protocol, which was directly inspired by DEC. If you look more closely at its structure, it features a separate memory link, peripheral interface, and interconnect between cores. However, this front-side bus seems to have become a point of contention among the cores. It's limited by its speed, and this may affect the maximum throughput. The DEC Alpha 21264 DNA obviously was there HyperTransport and QPI (if I’m not mistaken, Intel hired the engineer who created HyperTransport) emerged later.
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@CyPuckI would start with confirming you are on the full release version of 2.14 - many of these assets were added to the core game towards the end of the beta period and then subsequently removed from the mission archive, which a likely explanation for why it cannot locate the model (if it’s neither in the base game, or the mission archive)
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This is just an imagination thread. Taff. I've been having some thoughts on why this setting captures my imagination. I think it's that, as parallel worlds go, it feels really intensely like it's in a "lost corner." Between seeming like it's the post-post-apocalypse, or some moment of deep amnesia in a historical period that has been unable to change virtually for eternity, the seemingly endless underground layers, the wildly overbuilt urban infrastructure, monstrously tall townhouses and skyways. Supposedly Bridgeport has colonies, but if Bridgeport has colonies, Bridgeport is an empire. But from everything we know of history, if Bridgeport is an empire, then it has changed recently and will change soon. There's contrast there between parts of the civilization that seem stagnant and parts that have been ripped up and will be ripped up soon if not in the process already. The technology (wireless power) is something we haven't achieved at an urban scale in contemporary times. The most we have is like an electromagnet that charges your toothbrush or your phone virtually at point blank. What accounts for these scientific wonders in a world that is otherwise much more primitive? Archaeological rediscovery of lost scientific advances? Or perhaps the more occultic forces that sometimes make an appearance? Is it possible that the streetlamps are powered by irrational forces like anxiety and terror? Or is there something deep under the earth, something we don't understand, beneath Bridgeport, that the city is able to tap into? Is it local to Bridgeport, or is it worldwide? If it's not worldwide, does Bridgeport's monopoly on it sustain its empire? I have my personal answers to these questions, but mainly, I want to invite you to appreciate the sense that something is wrong with Bridgeport, something is off. It's a lost corner. And it's a mistake, and the people there sometimes feel it, but seemingly the full story of why is either lost or never known.
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I think that a forum is always better for communication and interaction in is random access structure, not possible this way in social networks wit sequencial structure, where it is easy to loose the theme and you have to scroll up kms to find it. Yes, its mainly for socializing. Forums are dying, despite it is way better and feature rich than a chat, but it was killed by smartphones. In a smartphone the handling of a forum is a toothache, there a chat or social network is easier and more direct. But for an tech support, there exist nthing better than a forum. Respect Markdown, which I like a lot, would be nice to have instead of the BBcode. But here is needed to maintan the automatic insetion of YT videos, because In Markdown it don't exist like in the BBcode.
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Fan Mission: Scroll of Remembrance, by MirceaKitsune (03/11/2020)
chakkman replied to MirceaKitsune's topic in Fan Missions
ThiefGuild has some tags: https://www.thiefguild.com/fanmissions/?advanced_search=&series=&collection=&table=&page=&works=&work_lists=&sort_by=newest&search=&games=5&released_from=all&released_to=all&genre=all&original_games=fms Not sure how complete or accurate those are, after all either the author or users add the tags to the missions. -
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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Hi! I translated this mission into Russian language. Here is a link - Yandex Cloud. I doubt that there are a lot of Russian players here, but maybe somebody wants to have the archive in the collection.
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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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Since we have a Random Video of the Day thread, it seems like this is fair. Show us any article you find interesting, or funny, or surprising, or whatever else is out of the ordinary. I'll begin: http://www.dailytech...rticle33998.htm I never imagined people pissing in an elevator. Of all the strange ideas I've had in my life, that was never one of them. Personally, I suspect the thug. ... and this comment cracked me up. "Why in the world would someone pee in an elevator? Also, when the system catches someone, they don't have to call the police. All they have to do is lock the elevator doors, engage the heaters and shaking motors, and get paid ad money on YouTube for the footage. "
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Revelator, Zerush: I remeber when Mircea Kitsune was banned. I saved the Xonotic vote page to the internet archive, but can't remeber the URL: What I do remeber is this: 1) First Havok (AKA: Forest Hale, IIRC) from Darkplaces banned Mircea because of some twitter opinion Mircea wrote three years prior. This is after Mircea work on code for Darkplaces for many years (for free). Havok then made an explicit rule in the opensource project banning everyone who expressed such views anywhere on the internet: they were banned from development and not wanted. It had to do with who one likes. Mircea was not allowed to like why they liked. Verboten in America. Mircea had programmed C for a Decade + for darkplaces. 2) Then Mircea fell back on Xonotic: and wrote about this on the blog. The feeling was "atleast I have this community that will not betray my kindness". He had programmed QuakeC for Xonotic/etc/whateveritusedtocallitself for a Decade; including great additions such as the code that makes better damage effects clientside. He also made 3d models to be used with Xonotic/etc and textures and everything else. Within a week, the head of that project: Divverent (AKA: Rudolf Polzer, IIRC) voted to ban Mircea because of his twitter opinion expressed 3 years prior: about who was liked/loved by Mircea. Verboten in America (and Germany (but less so)). The rest of the "heads" of that project also gleefully voted to ban and they happily stand by this decision to this day on their discord. 3) That crushed Mircea (according to the blog written) and this is the eventual result. In the past developers were never banned from opensource projects. I think that banning people who have contributed to an opensource project; directly their time, effort, and code; whereby the original understanding was "show us your code" "only code matters" etc; is a violation of a implicit agreement. I also think that banning them based off of speech they made; is an attempt to quell their speech; and a violation of their Federal Civil Rights. But that's just a theory. I also think the parents of Mircea Kitsune, in Romania, should be informed about the people who banned their child. It feels like a wrongful death to me.
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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 /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/init.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/test.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/shift_textures_upwards_randomly.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/ase_export_blend.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/patchsplitter.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/shift_textures_randomly.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/ase_export.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/select_all_models_of_type.py 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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 */