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  1. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v2.4 16.06.2026 ---- Updated to 2.14 and packed mission changes into dedicated pk4 files. Added missing main menu music for Lucy's Quest, thanks to snatcher. Improved German translation and added several hard-set option lines. Swapped the in game menu objectives button with a quit game button. Added mission title to statistics screen and removed prefab changes. Made compass always stay visible behind the lightgem once obtained. Fixed frobing items animation for all items that was lost in update. v2.3 26.02.2026 ---- Updated to 2.13 and restored many mission names because of new list. Made reading newspapers look less bright and improved training map. Added any 10 minutes auto save game feature, thanks to chumbucket91. Removed invisibility potion as this is a part of the core game now. Added sortable inventory, thanks Snatcher, datiswous and nbohr1more. Removed numbers for non stackable inventory items, thanks Snatcher. Followed requests to restore map that shows Bridgeport is in France. Fixed bad text for flint in shop menu and added a shop flint image. Removed more ko alert immunities and NPC reaction to electric mines. Made keys droppable by default to make perfect ghosting achievable. Fixed reversed door handle in Vengeance for a Thief Part 1 missions. Removed Blow and Whistle for differentiation to Snatcher's Modpack. Added compass name, made it less bright and all tools not droppable. v2.2 23.12.2024 ---- Readded Whistle tool because font issues were fixed, thanks to Geep. Fixed possible problem with item taking animation, thanks Snatcher. Modified internals so the patch can be used with Snatcher's Modpack. Included fragile bottles which break on impact, thanks to Snatcher. Fixed bug with the William Steele 3 mission and invisibility potion. Renamed some new and updated missions for the alphabetical sorting. Reduced mission list font size and removed stripes, thanks Snatcher. v2.1 03.05.2024 ---- Increased torch glare by using new particles, thanks to nbohr1more. Packed non mission files into pk4 archive and updated mission names. Changed several subtitles that imply death if target is knocked out. Removed Whistle and Peek Door to make distinction to modpack clear. Unified frob distance of keys and other entities to the default one. Fixed inventory grid title color, position and cropped loot numbers. Updated final mission statistics, rogues and moors to work in 2.12. v2.0 04.03.2024 ---- Added names being shown on frobing bodies or items, thanks Snatcher. Resorted mission list including "A" and "The" in alphabetical order. Updated to version 2.12 and removed several fixes that are included. Moved helper options from the gameplay page to the difficulty page. v1.9 29.07.2023 ---- Removed statistics button from mission statistics, thanks Datiswous. Arranged mission statistics into groups and commented stealth score. Added blinking to frob highlight of loot and items, thanks Snatcher. Fixed cut off final_save name by hexediting the main TDM executable. Made the default frob outline black, thanks Snatcher and nbohr1more. Fixed inventory overlay when wearing magic glasses, thanks Snatcher. v1.8 13.04.2023 ---- Added peek through door keyhole skill, thanks Snatcher and Dragofer. Improved handling of lit lights that start unlit, thanks nbohr1more. Restored original holy water usage as a backup, thanks to Snatcher. Updated patch for TDM 2.11 and restored option to show frob helper. Changed some defs and script to make "Seeking Lady Leicester" work. Made mantling while carrying somebody possible, thanks to Snatcher. Corrected container bottom fix for jewelery boxes, thanks Snatcher. v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  2. Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
  3. 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?
  4. Any idea why this isnt playing in-game? Its was 29mins ling Ive since cut that down to 3 minutes, but still dosen't play.
  5. To add to that. In old graphic engines like id tech 4 specularity of a material is interacting solely with direct lights from lamp objects. If you want to make a proper mirror, you have to use a completely different technique that's not connected to specularity factor at all. This is of course not how real world works were there is no distinction between direct light coming from the sun or a lamp, and an indirect light bouncing off of a wall or other objects. All reflections as well as shadows are just photons bouncing around. On top of that, you can see that specular reflections in Darkmod have the same strength no matter what angle you look at - hence there's no fresnel effect.
  6. Take a look: You know what drew my attention? Around 1:10 he says something similar to "it's mission based but at the same time it's very sandbox in nature. Every mission you are given a huge map to explore and no particular path is forced". Does that ring any bells? Looks like a nice game
  7. I don't think a new editor would be needed. From my understanding, the Kex engine is a wrapper of sorts that runs the original game code while stripping out the outdated graphics and audio systems for modern ones. I'm curious to know if they were able to do all this the leaked Dark Engine source code. No doubt would have made it easier.
  8. 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
  9. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  10. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
  11. Hi, I have a unique little mission to share soon for beta testing! It's an obstacle course, hidden within the city, to teach movement techniques that some players may not have tried yet. It's meant to be mostly easy, the "advanced" in the title just indicates to all that it's not a required tutorial before other missions. I've chosen a few tricks to teach that are useful, but hopefully still sensible and not too glitchy or game-breaking. This is my first mission and the visuals are quite blocky at this point. However, I did put some thought into the layout and textures, and I tried to write the readables "in-universe" while still clearly explaining things. Anyone will be welcome to try it out, give any feedback, and maybe weigh in on what the future of this kind of mission should be. If you're interested then please reply here for now, and soon I'll make/link a thread in the Beta Testing forum. (Obviously this is a busy season for many, don't worry if you reply and then end up not playing for a while, I have no deadlines in mind.) A few screenshots (in spoiler):
  12. I frankly would have been p***ed off if they would have changed the level geometry in the Tomb Raider remasters. Especially considering the controls and movements were made with fixed units in mind. They had a hard time implementing the modern controls because of that. There are some things which are not possible with the modern controls. I'm a bit split regarding the Thief Gold remaster though. I don't really think it is as necessary as the Tomb Raider remasters, for example. TFix works fine. For Tomb Raider, the fact alone that you are not restricted to 30 FPS like in the original games was a huge advantage of the remasters, not to talk about the graphical improvements, widescreen support, and a lot of bug fixes. You pretty much have that with Thief Gold and TFix already. In the Steam forums, they mentioned the advantage of having new people getting into Thief, but, I don't think it will be that many.
  13. This has been a recurring issue for me over the past year or so and I'm finally fed up enough with it to make a forum post about it. I've not been able to find anything else with either a forum or discord search, so I'm hoping I can get some troubleshooting assistance here. Sometimes, on larger maps with lots of custom assets and/or scripting, when I'm attempting to load a save file the game just... hangs. At like 1% loaded, in the loading screen. This happens to me a lot with Seeking Lady Leicester, but also has started happening to my most recent playthrough of The Lieutenant 2. Some relevant notes: - I am on the latest beta branch, but this has been happening to me since at least 2.13, so I don't think its a beta-specific bug. - I'm on Windows 10. - Starting a fresh run of the map does not ever reproduce this problem (I can reliably fresh-load a map even when I can't save-load it), and it doesn't happen until I close the game and reopen it (so, if I start a new mission and play a bit, I can reliably load save files if I get caught or whatever. Its not until I save after a long gaming session and try to pick up where I left off later that I occasionally hit this bug). - Usually I get around this issue with a complete reinstall of TDM? But my most recent reinstall didn't do it for my playthrough of Lieutenant 2. - Once this happens to me, there's no way for me to close the game or go back to the main menu. I have to alt+F4 or Task Manager kill TDM. - When I'm loading a save or a new map and things are working correctly, I am unable to open the dev console during the load. However, when I get stuck in this bad state, the dev console is openable. I've attached a screenshot of the contents of the dev console just in case its illuminating, although there are no scary looking errors or warning text that I can see. If we want me to try any commands when I get into this state I'd be happy to poke around. Let me know if this explanation makes sense, or if there's anything I should try or any debug info I should poke around the game's folder for.
  14. So any idea why I cant get these rising bubbles to show in-game..? its showing in DR just fine.
  15. Hello, I hope I'm in the right forum today, and I apologize if I'm not. I've been playing FM IRIS for the past three days without any technical issues and am about halfway through the game. Since yesterday, the game has started crashing in a specific situation. Always at the same spot. Once I managed to skip that part, the game continued running. After I shut down my computer yesterday and booted it up again today, when tdm starts up—after the loading bar finishes—the screen goes black and returns to the Windows desktop. No error message. If I completely restart the game, everything works perfectly. The mod is fantastic, but I’ve spent a lot of time on it now and don’t know if it will crash again after three days if I start playing it again. Does anyone have any idea what might be causing this? I couldn’t find any clues in the FAQ. The tdm version is 2.12/64 #10651 Thank you very much DESKTOP-USer.txt
  16. oh it is perfectly capable of running on old hardware that was not the point. small systems like the one you described can indeed run on pretty old stuff but is pretty lacking in regards to gaming or overall functionality. there was one which was written in assembler it could load a full desktop from a floppy and only required 4 mb ram, sadly it was neither compatible with linux dos nor windows as the guy who made it wrote the kernel himself. I think the only game that got ported to it was doom (the dos version). a good deal of modern linux versions do run on old hardware as well but performance is pretty meh and an old windows version would easily overtake it. the sad thing is with the advent of 64 bit optimizations went out the window it does not really matter if a developer today knows how to get the best performance of say a 32 bit linux OS when all his dependencies are developed by people who dont really care about such anymore.
  17. Another procedural animation I've been playing with. There is already predefined "look at" event in the game. When I set up NPC to look at the path node it was a little buggy. Anyone tried to set up NPCs looking at player? They do seem to look up when they throw stones. tdm_ai_head_tracking_humanoid.script
  18. I'm trying to install the game via the installer, but the download always times out and thus stops. PROGRESS 35.80% : Downloading "http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4"... [curl-res] ret:28 http:206 Warning: Timeout for request with 6 segments of total size 4207551 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 554-4527 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out465.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 8973-11629 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out466.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 12547-14792 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out467.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 18858-21897 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out468.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 28077-552364 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out469.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 552365-1076652 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out470.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 1076653-1600940 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out471.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 1600941-2125228 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out472.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 2125229-2649516 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out473.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 2649517-3173804 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out474.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 3173805-3698092 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out475.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 3698093-4222380 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out476.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 4222381-4223110 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out477.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_carpet01.pk4 -r 0-181088 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out478.bin PROGRESS 35.89% : Downloading "http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_carpet01.pk4"... [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-3206616 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out479.bin PROGRESS 35.90% : Downloading "http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4"... [curl-res] ret:28 http:206 Warning: Timeout for request with 7 segments of total size 3207317 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-386666 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out480.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 386767 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-32767 -Y 1000 -y 10 --connect-timeout 30 -A "tdm_installer/1.13" -o out481.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 32776 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-4095 -Y 1000 -y 10 --connect-timeout 30 -A "tdm_installer/1.13" -o out482.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 4097 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-4095 -Y 1000 -y 60 --connect-timeout 60 -A "tdm_installer/1.13" -o out483.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 4097 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 ERROR: Repeated timeout on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 Warning: Showing error message: Repeated timeout on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 It always stops here or at a cobblestone texture file. Is there maybe an other mirror or has anyone got any other ideas? I'm running the newest version of the installer (v1.13) and I'm on Linux Mint 22.2
  19. I have no idea why some people think a remaster of a 30 year old niche game is supposed to be a "cash grab"... People can't think anymore, I tell you. And people also don't honour work and effort anymore, and the necessity to create money, when you do something for a living.
  20. I like both! Wasnt there a button for this game specificly to switch between the graphics?
  21. This topic is intended to give each other tips on how to make TDM work well on DIII4a on Android. Githubpage: https://github.com/glKarin/com.n0n3m4.diii4a Android Package https://github.com/glKarin/com.n0n3m4.diii4a/releases https://f-droid.org/packages/com.karin.idTech4Amm/ Installation: download tdm 2.12 full package from moddb, extract the "darkmod"-folder, create a folder on the storage of your device, give it the name "diii4a" move the "darkmod" folder to that folder. Download the apk from the releases page, install the apk, accept the storage permissions. Running the game: open the app, select the profile for TDM and hit the start game button. After this you get a black screen and wait some seconds (8 or 10) until the tdm menu appears. Video: https://www.youtube.com/watch?v=ysLQTV8PZ-Q
  22. Physics and particle engines are slowly being implemented inside "Geometry Nodes".
  23. Most of the geometry is exactly the same. It doesn't affect how the game works.
  24. The same happens if you execute "kill Streetwalker", and will probably happen on any map for any AI that is completely removed from the game. Your threads holds entity reference and uses it all the time, and when the entity dies we get this warning.
  25. Google A.I. says there is no new campaign included, for what it's worth: https://share.google/aimode/vdfonEYYeNcKGbV5J I have no idea what Stephen Russell's involvement is about either though. I wondered about that as well. Hopefully they didn't add more babble to the original game...
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