<?xml version="1.0"?>
<rss version="2.0"><channel><title>TDM Tech Support Latest Topics</title><link>https://forums.thedarkmod.com/index.php?/forum/58-tdm-tech-support/</link><description>TDM Tech Support Latest Topics</description><language>en</language><item><title>Need help with getting the ammo count of waterarrows for a script</title><link>https://forums.thedarkmod.com/index.php?/topic/23198-need-help-with-getting-the-ammo-count-of-waterarrows-for-a-script/</link><description><![CDATA[<p>
	So with the help of Obsttorte I made holy water throwable as an option in my TDM Unofficial Patch. Then it occured to me that this should become the default action if you have no water arrows so the holy water will not be wasted as it will be right now. The problem is I can't find the right syntax or even console command to get the number of water arrows the player has. I checked the script wiki and even asked Gemini which hallucinated dozends of commands which never worked and finally just gave up. It suggested commands like these:
</p>

<p>
	script sys.println($player1.getInventoryItemCount("atdm:ammo_waterarrow"));
</p>

<p>
	script sys.println($player1.countItems("atdm:ammo_waterarrow"));
</p>

<p>
	script sys.println($player1.getAmountOfAmmo("ammo_waterarrow"));
</p>

<p>
	script sys.println($player1.getFloatKey("ammo_waterarrow"));
</p>

<p>
	They all fail with either "ammo_waterarrow is unknown" or "atdm is unknown"...
</p>
]]></description><guid isPermaLink="false">23198</guid><pubDate>Sun, 02 Aug 2026 19:53:22 +0000</pubDate></item><item><title>Bug : lost Weapon-Animation</title><link>https://forums.thedarkmod.com/index.php?/topic/23199-bug-lost-weapon-animation/</link><description><![CDATA[<p>
	During beta-testing "skeletonkey" it happened that i lost the weapon animation<br />
	my first save (direct after mission-start) is showing Blackjack/sword/bow <br />
	but since the second save they are not shown anymore !<br />
	they still exist - i can ko/hit/shoot - use the weapons <br />
	but without seeing the hands+weapon (all invisible) it´s like fighting blind --- arrows are shown <br />
	is there a possibility to get it back for the other saves - or is a restart the only way ?<br />
	<img alt="image.jpeg.baf553d9cc43f90e2682f06ffece94f1.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="25645" data-ratio="56.25" width="960" src="https://forums.thedarkmod.com/uploads/monthly_2026_08/image.jpeg.baf553d9cc43f90e2682f06ffece94f1.jpeg" /><br />
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="25651" data-ratio="56.25" width="960" alt="image.jpeg.28cd9438da12005e51bf80bcea3733b8.jpeg" src="https://forums.thedarkmod.com/uploads/monthly_2026_08/image.jpeg.28cd9438da12005e51bf80bcea3733b8.jpeg" /><br />
	<br />
	I normally never use weapons (maybe rope/water), so not that important. I'll just wait for V3.
</p>
]]></description><guid isPermaLink="false">23199</guid><pubDate>Sun, 02 Aug 2026 22:01:56 +0000</pubDate></item><item><title>broken normal texture for mossy treebark</title><link>https://forums.thedarkmod.com/index.php?/topic/23197-broken-normal-texture-for-mossy-treebark/</link><description><![CDATA[<p>
	in the material file: tdm_forest_treebark_mossy
</p>

<p>
	The normal texture has a typo:  .../forest_<strong>treebafork</strong>_mossy_local
</p>

<p>
	should read: .../forest_<strong>treebark</strong>_mossy_local
</p>

<p>
	<br />
	 
</p>
]]></description><guid isPermaLink="false">23197</guid><pubDate>Sat, 01 Aug 2026 14:59:50 +0000</pubDate></item><item><title>TDM for Android DIII4a support topic</title><link>https://forums.thedarkmod.com/index.php?/topic/22533-tdm-for-android-diii4a-support-topic/</link><description><![CDATA[<p>
	This topic is intended to give each other tips on how to make TDM work well on DIII4a on Android.
</p>

<p>
	<strong>Githubpage:</strong><br />
	<a href="https://github.com/glKarin/com.n0n3m4.diii4a" rel="external nofollow">https://github.com/glKarin/com.n0n3m4.diii4a</a>
</p>

<p>
	<strong>Android Package</strong><br />
	<a href="https://github.com/glKarin/com.n0n3m4.diii4a/releases" rel="external nofollow">https://github.com/glKarin/com.n0n3m4.diii4a/releases</a><br />
	<a href="https://f-droid.org/packages/com.karin.idTech4Amm/" rel="external nofollow">https://f-droid.org/packages/com.karin.idTech4Amm/</a>
</p>

<p>
	<strong>Installation:</strong>
</p>

<ol>
	<li>
		download tdm 2.12 full package from moddb,
	</li>
	<li>
		extract the "darkmod"-folder,
	</li>
	<li>
		create a folder on the storage of your device, give it the name "diii4a"
	</li>
	<li>
		move the "darkmod" folder to that folder.  
	</li>
	<li>
		Download the apk from the releases page, install the apk, accept the storage permissions.
	</li>
</ol>

<p>
	<strong>Running the game:</strong>
</p>

<ol>
	<li>
		open the app,
	</li>
	<li>
		select the profile for TDM and hit the start game button.
	</li>
	<li>
		After this you get a black screen and wait some seconds (8 or 10) until the tdm menu appears.
	</li>
</ol>

<p>
	<strong>Video:</strong><br />
	<a href="https://www.youtube.com/watch?v=ysLQTV8PZ-Q" rel="external nofollow">https://www.youtube.com/watch?v=ysLQTV8PZ-Q</a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">22533</guid><pubDate>Wed, 04 Sep 2024 11:20:17 +0000</pubDate></item><item><title>What is Going On With This Depth Buffer?</title><link>https://forums.thedarkmod.com/index.php?/topic/23145-what-is-going-on-with-this-depth-buffer/</link><description><![CDATA[<p>
	Specifically around fires and torches in the game, they show up as strange cascading blocks/arrows in the buffer.
</p>

<p>
	It's making it very difficult to apply Ambient Occlusion and Global Illumination effects without it looking weird on flames.
</p>

<p>
	<img alt="Wtf.png" class="ipsImage" data-ratio="72.00" height="562" width="1000" src="https://i.postimg.cc/3x5Mr5jh/Wtf.png" />
</p>
]]></description><guid isPermaLink="false">23145</guid><pubDate>Mon, 20 Apr 2026 01:36:15 +0000</pubDate></item><item><title>Error no candidates to choose url from (version release214)</title><link>https://forums.thedarkmod.com/index.php?/topic/23169-error-no-candidates-to-choose-url-from-version-release214/</link><description><![CDATA[<p>
	To whom this may concern, <br />
	<br />
	I am attempting to update the dark mod. I recently downloaded an updated installer and put it in my tdm folder. I run the installer, it takes me to browse game location, the file location is correct, i click next, it runs a bunch of stuff and then says, Error no candidates to choose url from (version release214). At the top it says my game version since last down load is 211a. 
</p>
]]></description><guid isPermaLink="false">23169</guid><pubDate>Mon, 25 May 2026 19:11:57 +0000</pubDate></item><item><title>Realloc crashes since updating to 2.14</title><link>https://forums.thedarkmod.com/index.php?/topic/23165-realloc-crashes-since-updating-to-214/</link><description><![CDATA[<p>
	I've had these crashes since updating to version 2.14. So far it has happened with 3 missions I've previously played without issue.
</p>

<p>
	I have 24 GB of RAM, Geforce 1030 2GB GPU, and running TDM from an SSD that's 75% free, so not sure what's going on, I suspect it's something with this new version
</p>

<p><a href="https://forums.thedarkmod.com/uploads/monthly_2026_05/66766768768.png.8db71d71c2b6cdaa646ad7402a5a039e.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="25375" src="https://forums.thedarkmod.com/uploads/monthly_2026_05/66766768768.png.8db71d71c2b6cdaa646ad7402a5a039e.png" data-ratio="79.58" width="896" class="ipsImage ipsImage_thumbnailed" alt="66766768768.png"></a></p>]]></description><guid isPermaLink="false">23165</guid><pubDate>Thu, 14 May 2026 04:31:19 +0000</pubDate></item><item><title>User playing at 4k - conversation on recomended settings.</title><link>https://forums.thedarkmod.com/index.php?/topic/23161-user-playing-at-4k-conversation-on-recomended-settings/</link><description><![CDATA[<p>
	<span><a contenteditable="false" data-ipshover="" data-ipshover-target="https://forums.thedarkmod.com/index.php?/profile/34053-xolvix/&amp;do=hovercard" data-mentionid="34053" href="https://forums.thedarkmod.com/index.php?/profile/34053-xolvix/" rel="">@Xolvix</a>Following on from the conversation in the share your status thread... </span><br />
	<br />
	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 <br />
	<br />
	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.
</p>
]]></description><guid isPermaLink="false">23161</guid><pubDate>Thu, 07 May 2026 08:16:13 +0000</pubDate></item><item><title>Performance Tweaks: for low end PC's</title><link>https://forums.thedarkmod.com/index.php?/topic/18670-performance-tweaks-for-low-end-pcs/</link><description><![CDATA[<p>@Duzenko: I'm pretty sure that FBO wasn't merged into TDM 2.05</p><p> </p><p>@Anderson: It looks like tdm_lg_split didn't get enabled by default.</p><p>Also, yes "Soft" particles do consume more GPU resources. Particles were used sparingly before 2.03 but since</p><p>they were fixed in 2.03 authors have been using them much more. Try these changes:</p><p> </p><p>seta r_useSoftParticles "0"<br />seta r_useIndexBuffers "0<br />seta tdm_lg_split "1"<br />seta tdm_lg_interleave "2"<br />seta tdm_lg_interleave_min "1"</p>]]></description><guid isPermaLink="false">18670</guid><pubDate>Sun, 19 Feb 2017 20:28:29 +0000</pubDate></item><item><title>Stutter after doing a dmap/map via an exec on a cfg</title><link>https://forums.thedarkmod.com/index.php?/topic/23154-stutter-after-doing-a-dmapmap-via-an-exec-on-a-cfg/</link><description><![CDATA[<p>
	So have anyone else been having this issue? If you dmap &amp; map in the same session via an exec config "exec myfm.cfg" files in the console, TDM will eventually start having a regularly timed stutter that wont go away untill you close and reopen tdm.
</p>
]]></description><guid isPermaLink="false">23154</guid><pubDate>Thu, 30 Apr 2026 18:50:39 +0000</pubDate></item><item><title>tdm_installer: wrong hash during verification</title><link>https://forums.thedarkmod.com/index.php?/topic/23157-tdm_installer-wrong-hash-during-verification/</link><description><![CDATA[<p>
	My installation failed, it gave me the following error message:<br />
	<br />
	ERROR: Hash of "http://darkmod-alt02.taaaki.za.net/release/zipsync/release206_from_release205/tdm_sound_ambient02.pk4||sound/ambient/ambience/city_streets01_loop.ogg" after download is<br />
	03a18852e78008be07d5477e1849e47935ac26a4aa4d7708cb472a8d8615e65b instead of fb61b23b24913f124589876afd2de3db5b557a67faf3f34de91b4a22e6f6152a
</p>
]]></description><guid isPermaLink="false">23157</guid><pubDate>Wed, 01 Apr 2026 11:07:05 +0000</pubDate></item><item><title>Pointing TDM To A Specific Folder</title><link>https://forums.thedarkmod.com/index.php?/topic/23151-pointing-tdm-to-a-specific-folder/</link><description><![CDATA[<p>
	I have two issues:
</p>

<ol>
	<li>
		I installed TDM on my F: drive. However, the FMs are stored on my H: drive. Is there a way to have the executable (TheDarkModx64.exe) load those FMs from H: instead of F:? 
	</li>
	<li>
		Why doesn't TDM's native file handler list the FMs in alphabetical order?
	</li>
</ol>
]]></description><guid isPermaLink="false">23151</guid><pubDate>Tue, 28 Apr 2026 21:03:33 +0000</pubDate></item><item><title>Loading Saves just... hangs after close+reopen the game</title><link>https://forums.thedarkmod.com/index.php?/topic/23119-loading-saves-just-hangs-after-closereopen-the-game/</link><description><![CDATA[<p>
	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.
</p>

<p>
	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.
</p>

<p>
	Some relevant notes:
</p>

<p>
	 - 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.
</p>

<p>
	 - I'm on Windows 10.
</p>

<p>
	 - 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).
</p>

<p>
	 - 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.
</p>

<p>
	 - 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.
</p>

<p>
	 - 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.
</p>

<p>
	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.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.thedarkmod.com/uploads/monthly_2026_02/console_state_when_load_hangs.jpg.baadf30d6c9da3312bf94cc3b59d0945.jpg" data-fileid="25142" data-fileext="jpg" rel=""><img alt="console_state_when_load_hangs.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="25142" data-ratio="56.3" width="1000" src="https://forums.thedarkmod.com/uploads/monthly_2026_02/console_state_when_load_hangs.thumb.jpg.475b62055cfd12b4d99bd8e0e864496d.jpg" /></a>
</p>
]]></description><guid isPermaLink="false">23119</guid><pubDate>Wed, 25 Feb 2026 02:42:00 +0000</pubDate></item><item><title>Game won't load</title><link>https://forums.thedarkmod.com/index.php?/topic/23136-game-wont-load/</link><description><![CDATA[<p>
	Hello, I hope I'm in the right forum today, and I apologize if I'm not. <br />
	I've been playing FM IRIS for the past three days without any technical issues and am about halfway through the game. <br />
	Since yesterday, the game has started crashing in a specific situation. <br />
	Always at the same spot. <br />
	Once I managed to skip that part, the game continued running. <br />
	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. <br />
	No error message. <br />
	If I completely restart the game, everything works perfectly.<br />
	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.<br />
	Does anyone have any idea what might be causing this? I couldn’t find any clues in the FAQ. <br />
	The tdm version is 2.12/64 #10651
</p>

<p>
	Thank you very much
</p>
<p>
<a class="ipsAttachLink" href="https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=25217&amp;key=875d0eb2bfb5c2d1b4a7bcc2bbbe2190" data-fileExt='txt' data-fileid='25217' data-filekey='875d0eb2bfb5c2d1b4a7bcc2bbbe2190'>DESKTOP-USer.txt</a></p>]]></description><guid isPermaLink="false">23136</guid><pubDate>Sun, 29 Mar 2026 20:08:54 +0000</pubDate></item><item><title>Permanent Player Lantern Bug</title><link>https://forums.thedarkmod.com/index.php?/topic/23126-permanent-player-lantern-bug/</link><description><![CDATA[<p>
	Just found a bug with the player's lantern; not sure if it's previously been reported or not.
</p>

<p>
	If the player starts a level with a lantern in their inventory, and has the Toggle Lantern key assigned to something, they can turn the lantern on while the level is in the process of loading, or at the "Level Loaded" screen. Doing this results in a permanent light source that follows the player around and cannot be turned off from what I can tell. Toggling on the lantern once the level has started and this bug has been initiated only makes the player brighter (presumably adding an extra light, rather than turning the existing one off). I believe this behavior can be replicated with just about any mission, but someone might want to double-check this is the case; so far I tried it with a WIP and Tears of St. Lucia, and both of them were able to produce the bug.
</p>

<p>
	 
</p>

<p>
	Lantern toggled off, bug not active:
</p>

<p>
	<img alt="R6IsPgk.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/R6IsPgk.png" />
</p>

<p>
	 
</p>

<p>
	Lantern toggled on, bug not active:
</p>

<p>
	<img alt="cL5QZXO.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/cL5QZXO.png" />
</p>

<p>
	 
</p>

<p>
	Lantern toggled off, bug active:
</p>

<p>
	<img alt="NwrY1Nd.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/NwrY1Nd.png" />
</p>

<p>
	 
</p>

<p>
	Lantern toggled on, bug active:
</p>

<p>
	<img alt="jH0FIof.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/jH0FIof.png" />
</p>
]]></description><guid isPermaLink="false">23126</guid><pubDate>Fri, 06 Mar 2026 04:20:53 +0000</pubDate></item><item><title>Gamepad support on Linux</title><link>https://forums.thedarkmod.com/index.php?/topic/23128-gamepad-support-on-linux/</link><description><![CDATA[<p>
	<span><span>I am attempting to enable native support for an 8BitDo Ultimate 2C controller in </span><span style="font-style:italic;"><span>The Dark Mod</span></span><span> 2.14 on Arch Linux. </span></span>
</p>

<p>
	<span><span>While the controller functions perfectly through Proton/Wine, the native Linux binary (which uses GLFW) fails to recognize it as a Gamepad, and my diagnostics via the official GLFW joystick utility confirm that the device is detected as a raw joystick but lacks a valid gamepad mapping.</span></span> However, the <a href="https://github.com/mdqinc/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt" rel="external nofollow">SDL_GameControllerDB</a> does have the mappings. So, I patched and compiled glfw to the latest db.<br />
	<br />
	Then, I built TDM from the github repo, with the prebuilt 3rdparty artifacts, but replacing the libglfw3.a file with the cone I compiled. The game runs, and I verified that the mappings do exist in the new tdm binary (using `strings`), but the gamepad still does not work. I am using the default DarkmodPadbinds.cfg
</p>

<pre class="ipsCode">unbindPad
bindPadButton MODIFIER PAD_L2
bindPadButton PRESS PAD_A "_jump"
bindPadButton PRESS PAD_B "_crouch"
bindPadButton LONG_PRESS PAD_B "_mantle"
bindPadButton PRESS PAD_X "_attack"
bindPadButton PRESS PAD_Y "_inventory_use"
bindPadButton LONG_PRESS PAD_Y "_inventory_grid"
bindPadButton PRESS PAD_L1 "_lean_left"
bindPadButton PRESS PAD_R1 "_lean_right"
bindPadButton MOD_PRESS PAD_R1 "_parry"
bindPadButton PRESS PAD_R2 "_frob"
bindPadButton MOD_PRESS PAD_R2 "_attack"
bindPadButton PRESS PAD_L3 "_speed"
bindPadButton LONG_PRESS PAD_R3 "inventory_use '#str_02396'"
bindPadButton MOD_LONG_PRESS PAD_R3 "inventory_use '#str_02395'"
bindPadButton PRESS PAD_BACK "_objectives"
bindPadButton LONG_PRESS PAD_BACK "savegame quick"
bindPadButton PRESS PAD_START "escape"
bindPadButton PRESS PAD_LEFT "inventory_cycle_group '#str_02392'"
bindPadButton MOD_PRESS PAD_LEFT "_weapon1"
bindPadButton MOD_LONG_PRESS PAD_LEFT "_weapon2"
bindPadButton PRESS PAD_RIGHT "inventory_cycle_group '#str_02389'"
bindPadButton MOD_PRESS PAD_RIGHT "_weapon3"
bindPadButton MOD_LONG_PRESS PAD_RIGHT "_weapon4"
bindPadButton PRESS PAD_UP "_inventory_prev"
bindPadButton LONG_PRESS PAD_UP "inventory_hotkey ''"
bindPadButton MOD_PRESS PAD_UP "_weapon_next"
bindPadButton MOD_LONG_PRESS PAD_UP "_weapon0"
bindPadButton PRESS PAD_DOWN "_inventory_next"
bindPadButton LONG_PRESS PAD_DOWN "_inventory_drop"
bindPadButton MOD_PRESS PAD_DOWN "_weapon_prev"</pre>

<p>
	The log printed is
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">WARNING:Cannot detect SVN version!
Make sure 'svnversion' command works in console on the build machine.

TDM 2.14/64 #0 (Unversioned directory) linux-x86_64 Mar 15 2026 17:27:53
/proc/cpuinfo CPU frequency: 3988 MHz
3988 MHz Intel CPU with SSE &amp; SSE2 &amp; SSE3 &amp; SSSE3 &amp; SSE41 &amp; AVX
found interface lo - loopback
found interface tailscale0 - 100.120.168.3/255.255.255.255
found interface enp0s20f0u3u1u2 - 192.168.2.105/255.255.255.0
Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX
TDM using AVX for SIMD processing.
no 'darkmod' directory in exe path /home/dhruva/Games/TheDarkMod, skipping
WARNING: using hardcoded default base path
Found 0 new missions and 0 packages.
------ Initializing File System ------
Current search path:
  [M] /home/dhruva/Games/TheDarkMod/fms/written
  [M] /home/dhruva/Games/TheDarkMod/fms/written/written.pk4 (1305 files - 0x9de52132)
  [C] /home/dhruva/Games/TheDarkMod/
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_wood01.pk4 (466 files - 0xb5d97e73)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_window01.pk4 (405 files - 0x5a4b6ae6)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_sculpted01.pk4 (475 files - 0x641965de)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_natural01.pk4 (156 files - 0xf890710d)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_flat01.pk4 (328 files - 0xc3f6bde4)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_cobblestones01.pk4 (301 files - 0x65be47b7)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_brick01.pk4 (572 files - 0xc18893d7)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_sfx01.pk4 (69 files - 0x6589664a)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_roof01.pk4 (84 files - 0x674c51e1)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_plaster01.pk4 (171 files - 0x32092a6e)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_paint_paper01.pk4 (105 files - 0x914e90bf)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_other01.pk4 (155 files - 0xa089e601)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_nature01.pk4 (321 files - 0x8fc5a2a1)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_metal01.pk4 (525 files - 0x6a65e0a)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_glass01.pk4 (55 files - 0xb04853d2)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_fabric01.pk4 (63 files - 0x85b5a374)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_door01.pk4 (177 files - 0xb0130166)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_decals01.pk4 (477 files - 0x10205bc5)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_carpet01.pk4 (133 files - 0x8a6e585b)
  [C] /home/dhruva/Games/TheDarkMod/tdm_textures_base01.pk4 (657 files - 0xbdef74a6)
  [C] /home/dhruva/Games/TheDarkMod/tdm_standalone.pk4 (4 files - 0xb3f36d20)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals_decls01.pk4 (341 files - 0xa359aaef)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals07.pk4 (1111 files - 0x67d07bcc)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals06.pk4 (714 files - 0x1b185378)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals05.pk4 (119 files - 0x6cf23214)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals04.pk4 (2895 files - 0xf145be9a)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals02.pk4 (1299 files - 0x5092940e)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_sfx02.pk4 (621 files - 0x30bde7bc)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_sfx01.pk4 (995 files - 0xf105b273)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient_decls01.pk4 (8 files - 0xd81cf846)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient02.pk4 (163 files - 0x84efad22)
  [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient01.pk4 (221 files - 0xd0561b94)
  [C] /home/dhruva/Games/TheDarkMod/tdm_prefabs01.pk4 (1028 files - 0x77ffb2d0)
  [C] /home/dhruva/Games/TheDarkMod/tdm_player01.pk4 (127 files - 0xd983fc45)
  [C] /home/dhruva/Games/TheDarkMod/tdm_models_decls01.pk4 (101 files - 0x1ab99f09)
  [C] /home/dhruva/Games/TheDarkMod/tdm_models05.pk4 (1218 files - 0xea685065)
  [C] /home/dhruva/Games/TheDarkMod/tdm_models04.pk4 (557 files - 0x4bb19ec8)
  [C] /home/dhruva/Games/TheDarkMod/tdm_models03.pk4 (639 files - 0xb2ccd08d)
  [C] /home/dhruva/Games/TheDarkMod/tdm_models02.pk4 (521 files - 0x5aab96c3)
  [C] /home/dhruva/Games/TheDarkMod/tdm_models01.pk4 (2961 files - 0x33c2c906)
  [C] /home/dhruva/Games/TheDarkMod/tdm_gui_credits01.pk4 (49 files - 0xbff51863)
  [C] /home/dhruva/Games/TheDarkMod/tdm_gui01.pk4 (784 files - 0x707e9e6c)
  [C] /home/dhruva/Games/TheDarkMod/tdm_fonts01.pk4 (708 files - 0xfc83b727)
  [C] /home/dhruva/Games/TheDarkMod/tdm_env01.pk4 (224 files - 0xfc062cee)
  [C] /home/dhruva/Games/TheDarkMod/tdm_defs01.pk4 (199 files - 0xaa3f5bbf)
  [C] /home/dhruva/Games/TheDarkMod/tdm_base01.pk4 (208 files - 0xfd2650a6)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_steambots01.pk4 (52 files - 0xdb1822f5)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_monsters_spiders01.pk4 (80 files - 0xc50c13ac)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_undead01.pk4 (55 files - 0x3a6634)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0x9256f66d)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_pagans01.pk4 (10 files - 0x81066fb3)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_nobles01.pk4 (51 files - 0x9e9205b6)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_mages01.pk4 (8 files - 0xdf3069bf)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_heads01.pk4 (104 files - 0x770aedf3)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_guards01.pk4 (391 files - 0x2806f655)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_females01.pk4 (172 files - 0xe680b6db)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_builders01.pk4 (91 files - 0xe5bbf58d)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_beasts02.pk4 (229 files - 0x415e6e90)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_base01.pk4 (9 files - 0xb1ce574)
  [C] /home/dhruva/Games/TheDarkMod/tdm_ai_animals01.pk4 (82 files - 0x91388f45)
File System Initialized.
--------------------------------------
Couldn't open journal files
----- Initializing Decls -----
WARNING:file materials/bkd_blend_texture.mtr, line 8: material 'textures/common/blend' previously defined at materials/bkd_blend.mtr:1
WARNING:file materials/bkd_lights.mtr, line 48: material 'lights/round_grill' previously defined at materials/bkd_lights.mtr:22
WARNING:file materials/bkd_signs.mtr, line 261: material 'models/darkmod/misc/signs/blacksmith' previously defined at materials/bkd_signs.mtr:209
WARNING:file materials/bkd_windows.mtr, line 96: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17
WARNING:file materials/bkd_windows.mtr, line 112: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17
WARNING:file materials/tablet_revenant.mtr, line 12: material 'tdm_spider_black_invisible' previously defined at materials/smoke_monster.mtr:128
WARNING:file materials/tablet_revenant.mtr, line 28: material 'textures/particles/revenant_smoke' previously defined at materials/smoke_monster.mtr:179
WARNING:file materials/volta_fx.mtr, line 306: material 'textures/darkmod/volta/volta_watersplash_large' previously defined at materials/kingsal.mtr:1
WARNING:file materials/welli_spbook.mtr, line 22: material 'book_sp2welli' previously defined at materials/welli_props.mtr:1
WARNING:file materials/welli_spbook.mtr, line 45: material 'book_sp3welli' previously defined at materials/welli_props.mtr:23
WARNING:file materials/welli_spbook.mtr, line 68: material 'book_sp4welli' previously defined at materials/welli_props.mtr:46
WARNING:file materials/welli_spbook.mtr, line 92: material 'book_sp5welli' previously defined at materials/welli_sp5.mtr:1
WARNING:file materials/wood.mtr, line 120: material 'textures/darkmod/wood/boards/pier_platform_snow' previously defined at materials/tdm_pier_platform_snow.mtr:1
WARNING:file skins/bkd_models_architecture_modules.skin, line 1026: skin 'timber01_blocks_mixedsize01_litwindows' previously defined at skins/amd_architecture_modules.skin:19
WARNING:file skins/bkd_snow_architecture.skin, line 16: skin 'roof_snow' previously defined at skins/bkd_snow_architecture.skin:1
WARNING:file skins/bkd_snow_architecture.skin, line 109: skin 'roof_snow_selflit' previously defined at skins/bkd_snow_architecture.skin:89
WARNING:file skins/welli_spbooks.skin, line 6: skin 'book_sp2welli' previously defined at skins/welli_props.skin:1
WARNING:file skins/welli_spbooks.skin, line 13: skin 'book_sp3welli' previously defined at skins/welli_props.skin:6
WARNING:file skins/welli_spbooks.skin, line 20: skin 'book_sp4welli' previously defined at skins/welli_props.skin:13
WARNING:file skins/welli_spbooks.skin, line 27: skin 'book_sp5welli' previously defined at skins/welli_sp5.skin:1
WARNING:file sound/bkd_ambient.sndshd, line 9: sound 'crystal_bowl' previously defined at sound/ambient.sndshd:1
WARNING:file sound/bkd_ambient.sndshd, line 22: sound 'cosmic_chaos' previously defined at sound/ambient.sndshd:9
WARNING:file sound/bkd_ambient.sndshd, line 34: sound 'forest_sounds1' previously defined at sound/ambient.sndshd:22
WARNING:file sound/bkd_ambient.sndshd, line 46: sound 'forest_sounds2' previously defined at sound/ambient.sndshd:34
WARNING:file sound/bkd_water.sndshd, line 7: sound 'water_medium_running' previously defined at sound/bkd_enviromental.sndshd:19
------------------------------
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1347 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
Couldn't exec editor.cfg - file does not exist.
execing default.cfg
Gamepad modifier button assigned to 6
execing Darkmod.cfg
execing DarkmodKeybinds.cfg
execing DarkmodPadbinds.cfg
Gamepad modifier button assigned to 6
execing autoexec.cfg
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1347 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
/proc/cpuinfo CPU processors: 4
/proc/cpuinfo CPU logical cores: 8
CPU core count: 4 physical, 8 logical
HDD not detected: loading threads unlimited
----- Initializing OpenAL -----
Setup OpenAL device and context
OpenAL: found device 'ALSA Default' [ACTIVE]
OpenAL: found device 'HDA Intel PCH, ALC3254 Analog (CARD=PCH,DEV=0)'
OpenAL: found device 'HDA Intel PCH, P235H (CARD=PCH,DEV=3)'
OpenAL: found device 'HDA Intel PCH, DELL U2723QE (CARD=PCH,DEV=7)'
OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)'
OpenAL: device 'ALSA Default' opened successfully
OpenAL: HRTF is available
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.22.2
OpenAL: found EFX extension
OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT)
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
Initializing OpenGL display
Borderless fullscreen - using current video mode for monitor 0: 1920 x 1080
...initializing QGL

------- Input Initialization -------
------------------------------------
OpenGL vendor: AMD
OpenGL renderer: AMD Radeon R5 M465 Series (radeonsi, iceland, ACO, DRM 3.64, 6.19.8-arch1-1)
OpenGL version: 4.6 (Core Profile) Mesa 26.0.2-arch1.1 core
Checking required OpenGL features...
v - using GL_VERSION_3_3
v - using GL_EXT_texture_compression_s3tc
Checking optional OpenGL extensions...
v - using GL_EXT_texture_filter_anisotropic
    maxTextureAnisotropy: 16.000000
v - using GL_ARB_stencil_texturing
v - using GL_EXT_depth_bounds_test
v - using GL_ARB_buffer_storage
v - using GL_ARB_texture_storage
v - using GL_ARB_multi_draw_indirect
v - using GL_ARB_vertex_attrib_binding
X - GL_ARB_compatibility not found
v - using GL_KHR_debug
Max active texture units in fragment shader: 32
Max combined texture units: 160
Max anti-aliasing samples: 8
Max geometry output vertices: 256
Max geometry output components: 4095
Max vertex attribs: 16
---------- R_ReloadGLSLPrograms_f -----------
Linking GLSL program renderTools ...
Linking GLSL program testImageCube ...
---------------------------------
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.14/64, linux-x86_64, code revision 0
Build date: Mar 15 2026
Initializing event system
...902 event definitions
Initializing class hierarchy
...173 classes, 1818432 bytes for event callbacks
Initializing scripts
---------- Compile stats ----------

Game script memory usage:
       Files: 78
  Statements: 26391, 1055640 bytes (32%)
   Functions: 1454, 190332 bytes (47%)
   Variables: 123376 bytes (31%)
    Mem used: 2426552 bytes
   Allocated: 1287060 bytes
Maximum object size: 888
Largest object type name: weapon_arrow
...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new missions and 0 packages.
Found 70 mods in the FM folder.
Parsed 77 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: written
-------- Initializing Session --------
session initialized
--------------------------------------
Font fonts/english/mason_glow in size 12 not found, using size 48 instead.
Font fonts/english/mason_glow in size 24 not found, using size 48 instead.
Font fonts/english/mason in size 12 not found, using size 48 instead.
Font fonts/english/mason in size 24 not found, using size 48 instead.
WARNING:file /fms/written/written.pk4/guis/mainmenu_briefing.gui, line 191: wrong number of arguments for script command set: 4 instead of [2..2], maybe missing semicolon?
WARNING:Couldn't load image: guis/assets/briefing1
  [window: Desktop]
  [window: Briefing]
  [window: BriefingMovingPicture1]
  [decl: guis/assets/briefing1 in </span><span class="tag">&lt;implicit</span><span class="pln"> </span><span class="atn">file</span><span class="tag">&gt;</span><span class="pln">]
  [image: guis/assets/briefing1]
WARNING:Couldn't load image: guis/assets/briefing2
  [window: Desktop]
  [window: Briefing]
  [window: BriefingMovingPicture2]
  [decl: guis/assets/briefing2 in </span><span class="tag">&lt;implicit</span><span class="pln"> </span><span class="atn">file</span><span class="tag">&gt;</span><span class="pln">]
  [image: guis/assets/briefing2]
WARNING:Couldn't load image: guis/assets/briefing3
  [window: Desktop]
  [window: Briefing]
  [window: BriefingMovingPicture3]
  [decl: guis/assets/briefing3 in </span><span class="tag">&lt;implicit</span><span class="pln"> </span><span class="atn">file</span><span class="tag">&gt;</span><span class="pln">]
  [image: guis/assets/briefing3]
WARNING:Couldn't load image: guis/assets/briefing4
  [window: Desktop]
  [window: Briefing]
  [window: BriefingMovingPicture4]
  [decl: guis/assets/briefing4 in </span><span class="tag">&lt;implicit</span><span class="pln"> </span><span class="atn">file</span><span class="tag">&gt;</span><span class="pln">]
  [image: guis/assets/briefing4]
Font fonts/english/stone in size 12 not found, using size 24 instead.
WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:101
WARNING:resetTime target window 'BriefingAnimation' not found at /fms/written/written.pk4/guis/mainmenu_briefing.gui:102
WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:126
WARNING:unknown destination 'BriefingAnimation::notime' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:127
WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:454
WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:526
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:Cannot detect SVN version!
WARNING:Couldn't load image: guis/assets/briefing1
WARNING:Couldn't load image: guis/assets/briefing2
WARNING:Couldn't load image: guis/assets/briefing3
WARNING:Couldn't load image: guis/assets/briefing4
WARNING:file /fms/written/written.pk4/guis/mainmenu_briefing.gui, line 191: wrong number of arguments for script command set: 4 instead of [2..2], maybe missing semicolon?
WARNING:file materials/bkd_blend_texture.mtr, line 8: material 'textures/common/blend' previously defined at materials/bkd_blend.mtr:1
WARNING:file materials/bkd_lights.mtr, line 48: material 'lights/round_grill' previously defined at materials/bkd_lights.mtr:22
WARNING:file materials/bkd_signs.mtr, line 261: material 'models/darkmod/misc/signs/blacksmith' previously defined at materials/bkd_signs.mtr:209
WARNING:file materials/bkd_windows.mtr, line 112: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17
WARNING:file materials/bkd_windows.mtr, line 96: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17
WARNING:file materials/tablet_revenant.mtr, line 12: material 'tdm_spider_black_invisible' previously defined at materials/smoke_monster.mtr:128
WARNING:file materials/tablet_revenant.mtr, line 28: material 'textures/particles/revenant_smoke' previously defined at materials/smoke_monster.mtr:179
WARNING:file materials/volta_fx.mtr, line 306: material 'textures/darkmod/volta/volta_watersplash_large' previously defined at materials/kingsal.mtr:1
WARNING:file materials/welli_spbook.mtr, line 22: material 'book_sp2welli' previously defined at materials/welli_props.mtr:1
WARNING:file materials/welli_spbook.mtr, line 45: material 'book_sp3welli' previously defined at materials/welli_props.mtr:23
WARNING:file materials/welli_spbook.mtr, line 68: material 'book_sp4welli' previously defined at materials/welli_props.mtr:46
WARNING:file materials/welli_spbook.mtr, line 92: material 'book_sp5welli' previously defined at materials/welli_sp5.mtr:1
WARNING:file materials/wood.mtr, line 120: material 'textures/darkmod/wood/boards/pier_platform_snow' previously defined at materials/tdm_pier_platform_snow.mtr:1
WARNING:file skins/bkd_models_architecture_modules.skin, line 1026: skin 'timber01_blocks_mixedsize01_litwindows' previously defined at skins/amd_architecture_modules.skin:19
WARNING:file skins/bkd_snow_architecture.skin, line 109: skin 'roof_snow_selflit' previously defined at skins/bkd_snow_architecture.skin:89
WARNING:file skins/bkd_snow_architecture.skin, line 16: skin 'roof_snow' previously defined at skins/bkd_snow_architecture.skin:1
WARNING:file skins/welli_spbooks.skin, line 13: skin 'book_sp3welli' previously defined at skins/welli_props.skin:6
WARNING:file skins/welli_spbooks.skin, line 20: skin 'book_sp4welli' previously defined at skins/welli_props.skin:13
WARNING:file skins/welli_spbooks.skin, line 27: skin 'book_sp5welli' previously defined at skins/welli_sp5.skin:1
WARNING:file skins/welli_spbooks.skin, line 6: skin 'book_sp2welli' previously defined at skins/welli_props.skin:1
WARNING:file sound/bkd_ambient.sndshd, line 22: sound 'cosmic_chaos' previously defined at sound/ambient.sndshd:9
WARNING:file sound/bkd_ambient.sndshd, line 34: sound 'forest_sounds1' previously defined at sound/ambient.sndshd:22
WARNING:file sound/bkd_ambient.sndshd, line 46: sound 'forest_sounds2' previously defined at sound/ambient.sndshd:34
WARNING:file sound/bkd_ambient.sndshd, line 9: sound 'crystal_bowl' previously defined at sound/ambient.sndshd:1
WARNING:file sound/bkd_water.sndshd, line 7: sound 'water_medium_running' previously defined at sound/bkd_enviromental.sndshd:19
WARNING:resetTime target window 'BriefingAnimation' not found at /fms/written/written.pk4/guis/mainmenu_briefing.gui:102
WARNING:unknown destination 'BriefingAnimation::notime' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:127
WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:101
WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:126
WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:454
WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:526
37 warnings
WARNING: terminal type 'xterm-kitty' is unknown. terminal support may not work correctly
terminal support enabled ( use +set in_tty 0 to disabled )
pid: 588362
Async thread </span></pre>

<p>
	 
</p>
]]></description><guid isPermaLink="false">23128</guid><pubDate>Sun, 15 Mar 2026 17:04:27 +0000</pubDate></item><item><title>Recomendations for Cloud file storage:</title><link>https://forums.thedarkmod.com/index.php?/topic/23121-recomendations-for-cloud-file-storage/</link><description><![CDATA[<p>
	I currently use Mega, as its has a 50gb storage limit, compared to microslop's 5gb and Google's 15gb. As <a contenteditable="false" data-ipshover="" data-ipshover-target="https://forums.thedarkmod.com/index.php?/profile/38462-thebigh/&amp;do=hovercard" data-mentionid="38462" href="https://forums.thedarkmod.com/index.php?/profile/38462-thebigh/" rel="">@thebigh</a> mentioned, both of the aforementioned providers are sketchy and only thier behavour is only getting worse. So welcome suggestions for another free provider to upload FM's I work on to.<br />
	<br />
	Apparently Mega also now supports versioning, but I haven't figured out how that works just yet.
</p>
]]></description><guid isPermaLink="false">23121</guid><pubDate>Wed, 25 Feb 2026 23:46:30 +0000</pubDate></item><item><title>Error during initialization. Error: file script/paw.script, line 123: Unknown value "setMaxHealth"</title><link>https://forums.thedarkmod.com/index.php?/topic/23125-error-during-initialization-error-file-scriptpawscript-line-123-unknown-value-setmaxhealth/</link><description><![CDATA[<p>
	Hello and good evening to everyone reading this. After calling up FM Displaced for the first time on an installation of TDM 2.12/64 that had been working for years, I got an error message, which I have attached as a text file. Can someone please tell me what it means and whether I can expect it to happen again after I uninstalled and reinstalled the game because I no longer had access to it?<br />
	I have played FM about 30 times and never had a problem with performance.<br />
	Thank you very much. 
</p>

<p>
	 
</p>

<p>
	Translated with DeepL.com (free version)
</p>
<p>
<a class="ipsAttachLink" href="https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=25156&amp;key=27bae00ae55e87882d4c97b87e817317" data-fileExt='txt' data-fileid='25156' data-filekey='27bae00ae55e87882d4c97b87e817317'>fehler tdm.txt</a></p>]]></description><guid isPermaLink="false">23125</guid><pubDate>Wed, 04 Mar 2026 22:51:18 +0000</pubDate></item><item><title>Game Download Times Out</title><link>https://forums.thedarkmod.com/index.php?/topic/23115-game-download-times-out/</link><description><![CDATA[<p>
	I'm trying to install the game via the installer, but the download always times out and thus stops.
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">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</span></pre>

<p>
	It always stops here or at a cobblestone texture file.<br />
	Is there maybe an other mirror or has anyone got any other ideas?
</p>

<p>
	I'm running the newest version of the installer (v1.13) and I'm on Linux Mint 22.2
</p>

<p>
	<br />
	 
</p>
]]></description><guid isPermaLink="false">23115</guid><pubDate>Wed, 18 Feb 2026 17:50:34 +0000</pubDate></item><item><title>Shadow Map Light Leaks</title><link>https://forums.thedarkmod.com/index.php?/topic/23094-shadow-map-light-leaks/</link><description><![CDATA[<p>
	Bug tracker: <a href="https://bugs.thedarkmod.com/view.php?id=6676" rel="external nofollow">https://bugs.thedarkmod.com/view.php?id=6676</a>
</p>

<p>
	Hi, I've noticed some light leaks that only appear when playing with shadow maps (as opposed to stencil shadows). I'll show two cases that I think are not simply errors in modeling/mapping, but rather may indicate a general bug with shadow maps.
</p>

<p>
	 
</p>

<p>
	The first case can be seen in many missions: both of these bucket models allow light to leak inside them from certain angles when shadow maps are enabled (see images below).
</p>

<p>
	<img alt="2s6snMk.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/2s6snMk.png" />
</p>

<p>
	<img alt="SHuji1S.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/SHuji1S.png" />
</p>

<p>
	When playing with stencil shadows, the interiors of these buckets are fully shadowed as expected. I brought this up to some devs, but <a contenteditable="false" data-ipshover="" data-ipshover-target="https://forums.thedarkmod.com/index.php?/profile/496-bikerdude/&amp;do=hovercard" data-mentionid="496" href="https://forums.thedarkmod.com/index.php?/profile/496-bikerdude/" rel="">@Bikerdude</a> found that the bucket light leaks couldn't be fixed at the shadow mesh level, and he suggested it was a general shadow maps issue instead. 
</p>

<p>
	Hearing this, I realized it could explain a tiny light leak I had seen in my WIP mission. I decided to make a simple test map with similar brushwork to clearly show the problem.
</p>

<p>
	 
</p>

<p>
	So, that test map is the second case: these grid-aligned worldspawn stairs leak light through the corners when playing with shadow maps (see image below).
</p>

<p>
	<img alt="malLm1d.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/malLm1d.png" />
</p>

<p>
	When playing with stencil shadows, the corners between stairs block light correctly (see image below):
</p>

<p>
	<img alt="40w9lei.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/40w9lei.png" />
</p>

<p>
	Out of curiosity I put the buckets in the test map too. The light volume is quite large (776x776x776), which seems to exacerbate the light leak (see comparison images below):
</p>

<p>
	<img alt="cfCbcNK.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/cfCbcNK.png" />
</p>

<p>
	<img alt="ZXckSup.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/ZXckSup.png" />
</p>

<p>
	<img alt="ChfgNap.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/ChfgNap.png" />
</p>

<p>
	<img alt="i4Lq43L.png" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/i4Lq43L.png" />
</p>

<p>
	 
</p>

<p>
	I'm playing TDM 2.13 on Windows 11. The test map file is attached to this post if you're curious.
</p>

<p>
	Bug tracker: <a href="https://bugs.thedarkmod.com/view.php?id=6676" rel="external nofollow">https://bugs.thedarkmod.com/view.php?id=6676</a>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="map" data-fileid="25042" href="https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=25042&amp;key=b0084ccde8fe5f83f63578ba76c0d4dd" rel="">smt.map</a>
</p>
]]></description><guid isPermaLink="false">23094</guid><pubDate>Sun, 08 Feb 2026 03:52:43 +0000</pubDate></item><item><title>Any way to turn off menu music entirely?</title><link>https://forums.thedarkmod.com/index.php?/topic/20947-any-way-to-turn-off-menu-music-entirely/</link><description><![CDATA[<p>
	I find the menu music quite loud and rumbling bassy and would like to be able to disable it completely.
</p>

<p>
	I try to disable here (see screenshot), but I think that probably only disables the piano/music box song theme. I still hear synth keyboard, bell hits, drum hits, ambient music type stuff going on. I'd like to turn it all off.
</p>

<p>
	If it only had quiet wind whistling noises, that'd be fine. It's all the ambient music stuff I don't want.
</p>

<p>
	It's jarring when you're playing a mission and have to go to the menus to adjust something like brightness. The ambient menu sounds loudly kick in
</p>

<p>
	For the longest time, I didn't give it much thought and figured it was just a bug that would get resolved. But now I think I've realized it actually just disables the piano/music box song and it was probably intended to be this way? If so, another toggle field would be great, such as, "Menu Ambience ON/OFF"
</p>

<p>
	Or volume sliders for "Main Menu Music" and "Menu Ambience" so we can choose our own volumes that we like... ranging from 0% to 100%. To be honest, if we had this level of control, I'd probably set both to like 10-15% volume rather than completely off. With their current loudness setting, I definitely want them both off.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.thedarkmod.com/uploads/monthly_2021_05/menuMusic.jpg.0a23745b39d96f7a5402b0a46f93d129.jpg" data-fileid="18965" data-fileext="jpg" rel=""><img alt="menuMusic.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="18965" data-ratio="128.42" width="584" src="https://forums.thedarkmod.com/uploads/monthly_2021_05/menuMusic.thumb.jpg.99e669f7dd6a903b868d69eeb32bb8a0.jpg" /></a>
</p>
]]></description><guid isPermaLink="false">20947</guid><pubDate>Mon, 31 May 2021 02:37:57 +0000</pubDate></item><item><title>Bug/Exploit: Mantling Through Tiny Holes</title><link>https://forums.thedarkmod.com/index.php?/topic/23089-bugexploit-mantling-through-tiny-holes/</link><description><![CDATA[<p>
	Hi, I was playing my map and found that I could mantle straight through a gate onto some nearby stairs, as long as I was aiming through a gap in the gate's bars.
</p>

<p>
	Through testing I've found that I can mantle through incredibly small gaps, like this 2x2 unit hole in a 3-unit-thick wall of solid worldspawn (see video):
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="Dark Mod, Mantle Through Tiny Hole (2x2 units, 3 unit thick wall)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/ds9xVUa6LVc?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	Thicker walls seem to reduce the problem but not remove it: This 22-unit gap in an 8-unit-thick wall is too thin to walk through, but a well-aimed mantle gets me past it (see video):
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="Dark Mod, Mantle Through Wall Gap (22 unit gap in 8 unit thick wall)" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/kt5fk2mZxo8?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	I should note that the positioning is a bit particular, moving the hole or the target platform by a few units can make it harder or impossible to pass through by mantling.
</p>

<p>
	In both cases above, I can simply stand still and tap the mantle key or hold the jump key to climb through. Moving or leaning in certain ways could help to perform the exploit in practice, but the core issue seems to be a bug/oversight in mantling in general.
</p>

<p>
	I tested this in TDM 2.13 on two different Windows 11 PCs.
</p>

<p>
	If you're curious, both of the simple test maps seen above are attached to this post. The player is already in position on map start, just tap mantle or hold jump. (The second map is a bit precise, if you have trouble try binding a keyboard key to Attack so you can start the map without jostling the mouse. Or just spam mantle, it's not pixel-perfect or anything.)
</p>

<p>
	<a class="ipsAttachLink" data-fileext="map" data-fileid="25011" href="https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=25011&amp;key=250f361c153a7b4e4353fa579f8eb66d" rel="">mt.map</a> <a class="ipsAttachLink" data-fileext="map" data-fileid="25012" href="https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=25012&amp;key=6270e0ac82cf81ff431895344f6c7a49" rel="">mt2.map</a>
</p>
]]></description><guid isPermaLink="false">23089</guid><pubDate>Mon, 02 Feb 2026 06:11:11 +0000</pubDate></item><item><title>2.10 Crashes - May be bow \ frontend acceleration related</title><link>https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/</link><description><![CDATA[<p>
	The problem with the bow after loading seems to be a common bug of 2.10, I noticed it in other missions as well!
</p>
]]></description><guid isPermaLink="false">21345</guid><pubDate>Wed, 16 Mar 2022 18:03:07 +0000</pubDate></item><item><title>Error initialisation</title><link>https://forums.thedarkmod.com/index.php?/topic/23069-error-initialisation/</link><description><![CDATA[<p>
	error message is - Black screen and "Error during initialization. Error: file script/tdm_weapon_arrow.script, line 197: Unknown value "getcvarf"
</p>
]]></description><guid isPermaLink="false">23069</guid><pubDate>Sat, 17 Jan 2026 07:40:21 +0000</pubDate></item><item><title>Unicode issue for Windows and Linux users</title><link>https://forums.thedarkmod.com/index.php?/topic/23067-unicode-issue-for-windows-and-linux-users/</link><description><![CDATA[<p>
	So what's the best way to for format readme files so Linux and Windows users so the unicode will show properly for both..?<br />
	<br />
	I ask because Windows users are fine, but Linux users are seeing weird fonts in any of the text files on my latest FM.
</p>
]]></description><guid isPermaLink="false">23067</guid><pubDate>Thu, 15 Jan 2026 12:47:04 +0000</pubDate></item></channel></rss>
