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Araneidae

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Posts posted by Araneidae

  1. Unfortunately it's not only touch stim, it's also visual triggers.

    Had a very interesting example in The Accountant 1, in a room with a seated civilian and a torch illuminating a chest I want to visit (suspect I'll have to quench the torch, which is a supreme bust) -- he saw me, of course, went into alarm state and then ran away in panic.

    The stealth status was very interesting: first of all I got a level 1 alert, which then went away, all alerts went back to zero!  When I went back out, all the guards were also in alert state, he'd obviously alarmed them all.  Let me see if I can reproduce this.

    Edit.  Yes, it's completely reproducible:

    • Walk into room so I can be seen, just stand there
    • Score goes through three states: 1 0 0 0 1 then 0 1 0 0 2 then 0 0 0 0 0
    • NPC runs away in panic

    That's not what I would expect of a perfect run!

    By the way, I'm a bit confused by the Score (the fifth number): I thought the first level of stealth failure had no impact on the final score.

  2. 5 hours ago, Abusimplea said:

    I normally just copy the whole fms folder from the old version to the new one after a fresh install. If i don't do the a fresh install, i copy the whole TDM folder and then just update to the desired version.

    The problem is, I want the in-game downloader to show me the missions I haven't got ... not all of them.  Also, I'd like to check I've got up to date versions of the missions I have, and the conventions for this seem to have changed a lot over the years.

    Apologies, this is wandering way off topic!

    @Dragofer, ok, reported as issue 5888.

    • Like 2
  3. @Dragofer, I expect you're right.  Not sure what to do with my reports then, it's a bit tricky to reproduce.  It seems to happen when the alert stimulus is very brief, I either bump up against a guard or am briefly glimpsed; I guess there's then a disconnect between the guard's own alert status and the global alert status.  Last time I tested this I checked with `tdm_ai_showalert 1` and indeed the guard was on high alert, and the global status was zero.

  4. By the way, I'm still seeing major alerts not showing up in the display provided by tdm_loot_stealth_stats.pk4.  Playing The Accountant 1, spotted by guard, starts searching with sword out -- but my stealth score is still zeros across the board.  This is with 2.10-beta4.

    Think I've already verified that the displayed stealth score is accurate the last time this happened, by playing the game through to get the final score, this was clearly a remote detect by a hostile NPC, and this is a completely different mission from my previous report, so I don't think any of the explanations there apply.

    So, I think this may be a bug.

  5. 2 hours ago, stgatilov said:
    On 1/21/2022 at 4:29 PM, Araneidae said:

    beta 2.10-4 crashed during mission download:
    I think around 8 missions were successfully downloaded before the crash.

    I have said several times that downloading all FMs is good only for stressing our mirrors. I'm sure you will not even start most of these missions before you have to download them all again for some reason. This button should not exist 😥

    Actually, I hadn't noticed the "Select All" button, I was just manually selecting for download.

    I have a large pool of downloaded missions ... but I can't just drop them into my fms directory because the downloader won't recognises them as already downloaded.  I see that I have a "downloaded_version" entry in missions.tdminfo, but to my dismay there's no checksum or anything like that to validate.

    I'd really rather not re-download 900MB of missions.  Is there any way to check which of my missions are correctly up to date and just manually copy them across?

  6. beta 2.10-4 crashed during mission download:

    Spoiler
    $ thedarkmod 
    TDM 2.10/64 #9798 (1435:9798) linux-x86_64 Jan 11 2022 14:22:07
    /proc/cpuinfo CPU frequency: 3251.53 MHz
    3252 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX
    found interface lo - loopback
    found interface eno1 - 10.0.0.216/255.255.255.0
    Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX
    TDM using AVX for SIMD processing.
    no 'darkmod' directory in exe path /home/michael/Darkmod, skipping
    WARNING: using hardcoded default base path
    WARNING:Fan missions directory does not exist
    Found 0 new missions and 0 packages.
    ------ Initializing File System ------
    Repacking /home/michael/Darkmod/tdm_base01.pk4...
    copy /home/michael/Darkmod/tdm_base01.pk4.tmp to /home/michael/Darkmod/tdm_base01.pk4
    Current search path:
      /home/michael/Darkmod/
      /home/michael/Darkmod/z_tdm_loot_stealth_stats.pk4 (4 files)
      /home/michael/Darkmod/tdm_textures_wood01.pk4 (376 files)
      /home/michael/Darkmod/tdm_textures_window01.pk4 (391 files)
      /home/michael/Darkmod/tdm_textures_stone_sculpted01.pk4 (463 files)
      /home/michael/Darkmod/tdm_textures_stone_natural01.pk4 (133 files)
      /home/michael/Darkmod/tdm_textures_stone_flat01.pk4 (302 files)
      /home/michael/Darkmod/tdm_textures_stone_cobblestones01.pk4 (226 files)
      /home/michael/Darkmod/tdm_textures_stone_brick01.pk4 (520 files)
      /home/michael/Darkmod/tdm_textures_sfx01.pk4 (69 files)
      /home/michael/Darkmod/tdm_textures_roof01.pk4 (72 files)
      /home/michael/Darkmod/tdm_textures_plaster01.pk4 (142 files)
      /home/michael/Darkmod/tdm_textures_paint_paper01.pk4 (63 files)
      /home/michael/Darkmod/tdm_textures_other01.pk4 (127 files)
      /home/michael/Darkmod/tdm_textures_nature01.pk4 (287 files)
      /home/michael/Darkmod/tdm_textures_metal01.pk4 (497 files)
      /home/michael/Darkmod/tdm_textures_glass01.pk4 (51 files)
      /home/michael/Darkmod/tdm_textures_fabric01.pk4 (43 files)
      /home/michael/Darkmod/tdm_textures_door01.pk4 (177 files)
      /home/michael/Darkmod/tdm_textures_decals01.pk4 (465 files)
      /home/michael/Darkmod/tdm_textures_carpet01.pk4 (92 files)
      /home/michael/Darkmod/tdm_textures_base01.pk4 (421 files)
      /home/michael/Darkmod/tdm_standalone.pk4 (4 files)
      /home/michael/Darkmod/tdm_sound_vocals_decls01.pk4 (32 files)
      /home/michael/Darkmod/tdm_sound_vocals07.pk4 (1111 files)
      /home/michael/Darkmod/tdm_sound_vocals06.pk4 (696 files)
      /home/michael/Darkmod/tdm_sound_vocals05.pk4 (119 files)
      /home/michael/Darkmod/tdm_sound_vocals04.pk4 (2869 files)
      /home/michael/Darkmod/tdm_sound_vocals03.pk4 (743 files)
      /home/michael/Darkmod/tdm_sound_vocals02.pk4 (1299 files)
      /home/michael/Darkmod/tdm_sound_vocals01.pk4 (82 files)
      /home/michael/Darkmod/tdm_sound_sfx02.pk4 (605 files)
      /home/michael/Darkmod/tdm_sound_sfx01.pk4 (971 files)
      /home/michael/Darkmod/tdm_sound_ambient_decls01.pk4 (8 files)
      /home/michael/Darkmod/tdm_sound_ambient03.pk4 (24 files)
      /home/michael/Darkmod/tdm_sound_ambient02.pk4 (163 files)
      /home/michael/Darkmod/tdm_sound_ambient01.pk4 (220 files)
      /home/michael/Darkmod/tdm_prefabs01.pk4 (978 files)
      /home/michael/Darkmod/tdm_player01.pk4 (125 files)
      /home/michael/Darkmod/tdm_models_decls01.pk4 (103 files)
      /home/michael/Darkmod/tdm_models02.pk4 (2059 files)
      /home/michael/Darkmod/tdm_models01.pk4 (3179 files)
      /home/michael/Darkmod/tdm_gui_credits01.pk4 (49 files)
      /home/michael/Darkmod/tdm_gui01.pk4 (727 files)
      /home/michael/Darkmod/tdm_fonts01.pk4 (696 files)
      /home/michael/Darkmod/tdm_env01.pk4 (152 files)
      /home/michael/Darkmod/tdm_defs01.pk4 (189 files)
      /home/michael/Darkmod/tdm_base01.pk4 (209 files)
      /home/michael/Darkmod/tdm_ai_steambots01.pk4 (31 files)
      /home/michael/Darkmod/tdm_ai_monsters_spiders01.pk4 (80 files)
      /home/michael/Darkmod/tdm_ai_humanoid_undead01.pk4 (55 files)
      /home/michael/Darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files)
      /home/michael/Darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files)
      /home/michael/Darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files)
      /home/michael/Darkmod/tdm_ai_humanoid_mages01.pk4 (8 files)
      /home/michael/Darkmod/tdm_ai_humanoid_heads01.pk4 (100 files)
      /home/michael/Darkmod/tdm_ai_humanoid_guards01.pk4 (378 files)
      /home/michael/Darkmod/tdm_ai_humanoid_females01.pk4 (172 files)
      /home/michael/Darkmod/tdm_ai_humanoid_builders01.pk4 (91 files)
      /home/michael/Darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files)
      /home/michael/Darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files)
      /home/michael/Darkmod/tdm_ai_base01.pk4 (9 files)
      /home/michael/Darkmod/tdm_ai_animals01.pk4 (82 files)
    File System Initialized.
    --------------------------------------
    Couldn't open journal files
    /proc/cpuinfo CPU processors: 4
    /proc/cpuinfo CPU logical cores: 4
    ----- Initializing Decls -----
    ------------------------------
    I18N: SetLanguage: 'english'.
    I18N: Found no character remapping for english.
    I18N: 1317 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 DarkmodKeybinds.cfg
    execing DarkmodPadbinds.cfg
    Gamepad modifier button assigned to 6
    execing autoexec.cfg
    Unknown command '#'
    ----- Initializing OpenAL -----
    Setup OpenAL device and context
    OpenAL: found device 'ALSA Default' [ACTIVE]
    OpenAL: found device 'HDA Intel PCH, ALC892 Analog (CARD=PCH,DEV=0)'
    OpenAL: found device 'HDA Intel PCH, ALC892 Digital (CARD=PCH,DEV=1)'
    OpenAL: found device 'HDA ATI HDMI, HDMI 0 (CARD=HDMI,DEV=3)'
    OpenAL: device 'ALSA Default' opened successfully
    OpenAL: HRTF is available
    OpenAL vendor: OpenAL Community
    OpenAL renderer: OpenAL Soft
    OpenAL version: 1.1 ALSOFT 1.21.1
    OpenAL: found EFX extension
    OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT)
    OpenAL: found 256 hardware voices
    ----- Initializing OpenGL -----
    [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
    Initializing OpenGL display
    Borderless fullscreen - using current video mode for monitor 0: 1920 x 1200
    ...initializing QGL
    
    ------- Input Initialization -------
    ------------------------------------
    OpenGL vendor: X.Org
    OpenGL renderer: AMD CAYMAN (DRM 2.50.0 / 5.15.13-200.fc35.x86_64, LLVM 13.0.0)
    OpenGL version: 4.3 (Core Profile) Mesa 21.3.3 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
    X - GL_EXT_depth_bounds_test not found
    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_bindless_texture not found
    X - GL_ARB_compatibility not found
    v - using GL_KHR_debug
    Max active texture units in fragment shader: 16
    Max combined texture units: 96
    Max anti-aliasing samples: 8
    Max geometry output vertices: 1024
    Max geometry output components: 16384
    Max vertex attribs: 16
    ---------- R_ReloadGLSLPrograms_f -----------
    Linking GLSL program cubeMap ...
    Linking GLSL program bumpyEnvironment ...
    Linking GLSL program depthAlpha ...
    Linking GLSL program fog ...
    Linking GLSL program oldStage ...
    Linking GLSL program blend ...
    Linking GLSL program stencilshadow ...
    Linking GLSL program shadowMapA ...
    Linking GLSL program shadowMapN ...
    Linking GLSL program shadowMapNG ...
    Linking GLSL program ambientInteraction ...
    Linking GLSL program interactionStencil ...
    Linking GLSL program interactionShadowMaps ...
    Linking GLSL program interactionMultiLight ...
    Linking GLSL program frob ...
    Linking GLSL program soft_particle ...
    Linking GLSL program tonemap ...
    Linking GLSL program gaussian_blur ...
    Linking GLSL program volumetric ...
    ---------------------------------
    Font fonts/english/stone in size 12 not found, using size 24 instead.
    --------- Initializing Game ----------
    The Dark Mod 2.10/64, linux-x86_64, code revision 9798
    Build date: Jan 11 2022
    Initializing event system
    ...862 event definitions
    Initializing class hierarchy
    ...172 classes, 1710208 bytes for event callbacks
    Initializing scripts
    ---------- Compile stats ----------
    
    Memory usage:
         Strings: 48, 7640 bytes
      Statements: 20943, 837720 bytes
       Functions: 1304, 169616 bytes
       Variables: 97660 bytes
        Mem used: 2078896 bytes
     Static data: 3989840 bytes
       Allocated: 5068408 bytes
     Thread size: 7904 bytes
    
    Maximum object size: 884
    Largest object type name: weapon_arrow
    ...6 aas types
    game initialized.
    --------------------------------------
    Parsing material files
    Found 0 new missions and 0 packages.
    Found 0 mods in the FM folder.
    Parsed 0 mission declarations, no mission database file present.
    -------- 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.
    --- Common Initialization Complete ---
    ------------- Warnings ---------------
    during The Dark Mod initialization...
    WARNING:Fan missions directory does not exist
    1 warnings
    WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly
    terminal support enabled ( use +set in_tty 0 to disabled )
    pid: 64796
    Async thread started
    Couldn't exec autocommands.cfg - file does not exist.
    r_customWidth|Height = 1920x1200 => widescreenmode = 4, r_aspectRatio = 2
    Found 0 new missions and 0 packages.
    Found 0 mods in the FM folder.
    Found 0 new missions and 0 packages.
    Found 0 mods in the FM folder.
    free(): invalid size
    signal caught: Aborted
    si_code -6
    Trying to exit gracefully..
    Shutting down sound hardware
    idRenderSystem::Shutdown()
    ...shutting down QGL
    I18NLocal: Shutdown.
    ------------ Game Shutdown -----------
    ModelGenerator memory: No LOD entries.
    Shutdown event system
    free(): invalid next size (fast)
    double fault Aborted, bailing out
    shutdown terminal support
    About to exit with code 6

     

    I think around 8 missions were successfully downloaded before the crash.

    Edit: I seem to have confused the system my deleting the tdm directory.  I re-ran tdm_installer, it automatically reinstalled 2.09, so I ran it a second time to get 2.10-beta4, will see how it behaves ... and I get the missions I've just downloaded shown as available for update in the Downloadable Missions list.

    As this was the reason for deleting fms in the first place, think I'll do a fresh install of TDM.

    Edit: Completely fresh install of 2.10-beta4 (copied tdm_installer to a fresh empty directory, let it do its thing), downloaded half a dozen missions, tried to download a few more ... and bang! again:

    Spoiler
    signal caught: Segmentation fault
    si_code 1
    Trying to exit gracefully..
    Shutting down sound hardware
    idRenderSystem::Shutdown()
    ...shutting down QGL
    I18NLocal: Shutdown.
    ------------ Game Shutdown -----------
    ModelGenerator memory: No LOD entries.
    Shutdown event system
    free(): invalid next size (fast)
    double fault Aborted, bailing out
    shutdown terminal support
    About to exit with code 6
    

     

    Have to say, I've never had good experiences with the in-game downloader

  7. Don't see how something like this can be tied to the mission.  Also, I very much doubt that The Bakery Job has any tricksy scripting under the hood, it's one of the simplest missions I know (small but perfectly formed, a nice first Supreme Ghost, nearly there...).  At the moment my money is on a 2.10 beta bug.

  8. On 1/1/2022 at 3:23 PM, Dragofer said:

    I think that's a unique bug in that civilians spotting the player at close range don't count towards the stealth score. It's even got a ticket in the bugtracker.

    It's definitely worse that this.

    Playing The Bakery Job, have everything except the cash box, all scores zero so far ... and the guard bumps into me, goes into full alert ... and the stealth score remains zero!  So is the bug in TDM or the monitor?  Figure all I have to do is walk out the door to end the mission, so I do that, also alerting the maid on the way out ... and I have a perfect zero score on mission complete!

    Whoops.  Something very wrong here: guard in full alert mode, sword out, trying to kill me, plus civilian also in full panic, and I can end the mission with a perfect zero/zero stealth score.  This is with beta -03.

    This is definitely a bug, though a little tricky to reproduce reliably.  Will be a shame if this isn't fixable.

    Edit: It seems to be very reproducible: simply bump into the patrolling guard in the dark, and he goes into full alert status without updating anything in the stealth score.

  9. 1 hour ago, Dragofer said:

    I think that's a unique bug in that civilians spotting the player at close range don't count towards the stealth score. It's even got a ticket in the bugtracker.

    Hmm.  That's pretty odd!  She was definitely in a panic about it.  Do you know the tracker link?

    Not sure that's the only issue here though, but I'll have to play a bit to see what else pops up.  I was going to report a similar problem, involving a guard at a distance, but I couldn't readily reproduce it:

    This happened in the first arena of Requiem with beta -02, I was taking the loot from the fixed illuminated window on the ledge over the road, and was careless.  The guard on the road had obviously spotted me, because when I looked he was walking in circles at the other end of the road with his sword out ... but my stealth score was all zeros!  I briefly tried to reproduce this, maybe I should try again with -03?

    Think I'll continue testing with The Bakery Job, it's less painful to have to throw everything away each time there's a new beta as it's so small, and I don't get much time to play or make progress.

  10. On 12/27/2021 at 9:43 AM, Dragofer said:

    Try putting z_ in front of its name, or _a if that doesnt work. Let me know which one works.

    Certainly putting z_ in front means the numbers show and the addon isn't deleted (have just upgraded to beta -03).

    However, it looks to me as if the addon isn't working properly.  I started up "The Bakery Job" (default settings after .cfg reset after beta upgrade), let the maid in the garden see me ... and she runs off crying ... and all my stealth scores remain firmly at zero.

    Is there anything else I can do to debug?  Presumably there are some console commands I can run to cross-check the values shown by z_tdm_loot_stealth_stats.pk4?  It's definitely not working properly for me at the moment!

  11. 2 hours ago, Dragofer said:

    The problem of no loading progress often happens when loading a save that's based on a different version of the game, which most likely includes any change in the .pk4 addons you have installed.

    That's interesting.  I'll see what happens if I try starting a new mission instead.

    Edit: Oh wow, that seems to be enough.  Started a new mission without any problem, and loading the saves now works.

    I've not seen this behaviour before, so thanks for the hint.

    Edit: Is the installer supposed to delete .pk4 files that aren't part of the standard install?  Looks like tdm_loot_stealth_stats.pk4 vanished on the upgrade beta -01 to -02, so I have to put it back again.  Don't remember the installer saying anything though...

    • Like 1
  12. Not sure if this is a 2.10 beta problem or an issue with the addon, but if I install tdm_loot_stealth_stats.pk4 linked here I am unable to load any missions.

    What happens is the loading page appears, but nothing happens.  Here is my log:

    Spoiler
    $ thedarkmod 
    TDM 2.10/64 #9702 (1435:9702) linux-x86_64 Dec 12 2021 11:32:18
    /proc/cpuinfo CPU frequency: 2369.94 MHz
    2370 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX
    found interface lo - loopback
    found interface eno1 - 10.0.0.216/255.255.255.0
    Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX
    TDM using AVX for SIMD processing.
    no 'darkmod' directory in exe path /home/michael/Darkmod, skipping
    WARNING: using hardcoded default base path
    Found 0 new missions and 0 packages.
    ------ Initializing File System ------
    Current search path:
      /home/michael/Darkmod/fms/ac2
      /home/michael/Darkmod/fms/ac2/ac2.pk4 (764 files)
      /home/michael/Darkmod/
      /home/michael/Darkmod/tdm_textures_wood01.pk4 (376 files)
      /home/michael/Darkmod/tdm_textures_window01.pk4 (391 files)
      /home/michael/Darkmod/tdm_textures_stone_sculpted01.pk4 (463 files)
      /home/michael/Darkmod/tdm_textures_stone_natural01.pk4 (133 files)
      /home/michael/Darkmod/tdm_textures_stone_flat01.pk4 (302 files)
      /home/michael/Darkmod/tdm_textures_stone_cobblestones01.pk4 (226 files)
      /home/michael/Darkmod/tdm_textures_stone_brick01.pk4 (520 files)
      /home/michael/Darkmod/tdm_textures_sfx01.pk4 (69 files)
      /home/michael/Darkmod/tdm_textures_roof01.pk4 (72 files)
      /home/michael/Darkmod/tdm_textures_plaster01.pk4 (142 files)
      /home/michael/Darkmod/tdm_textures_paint_paper01.pk4 (63 files)
      /home/michael/Darkmod/tdm_textures_other01.pk4 (127 files)
      /home/michael/Darkmod/tdm_textures_nature01.pk4 (287 files)
      /home/michael/Darkmod/tdm_textures_metal01.pk4 (497 files)
      /home/michael/Darkmod/tdm_textures_glass01.pk4 (51 files)
      /home/michael/Darkmod/tdm_textures_fabric01.pk4 (43 files)
      /home/michael/Darkmod/tdm_textures_door01.pk4 (177 files)
      /home/michael/Darkmod/tdm_textures_decals01.pk4 (465 files)
      /home/michael/Darkmod/tdm_textures_carpet01.pk4 (92 files)
      /home/michael/Darkmod/tdm_textures_base01.pk4 (420 files)
      /home/michael/Darkmod/tdm_standalone.pk4 (4 files)
      /home/michael/Darkmod/tdm_sound_vocals_decls01.pk4 (31 files)
      /home/michael/Darkmod/tdm_sound_vocals07.pk4 (1111 files)
      /home/michael/Darkmod/tdm_sound_vocals06.pk4 (696 files)
      /home/michael/Darkmod/tdm_sound_vocals05.pk4 (119 files)
      /home/michael/Darkmod/tdm_sound_vocals04.pk4 (2869 files)
      /home/michael/Darkmod/tdm_sound_vocals03.pk4 (743 files)
      /home/michael/Darkmod/tdm_sound_vocals02.pk4 (1299 files)
      /home/michael/Darkmod/tdm_sound_vocals01.pk4 (82 files)
      /home/michael/Darkmod/tdm_sound_sfx02.pk4 (605 files)
      /home/michael/Darkmod/tdm_sound_sfx01.pk4 (971 files)
      /home/michael/Darkmod/tdm_sound_ambient_decls01.pk4 (8 files)
      /home/michael/Darkmod/tdm_sound_ambient03.pk4 (24 files)
      /home/michael/Darkmod/tdm_sound_ambient02.pk4 (163 files)
      /home/michael/Darkmod/tdm_sound_ambient01.pk4 (220 files)
      /home/michael/Darkmod/tdm_prefabs01.pk4 (978 files)
      /home/michael/Darkmod/tdm_player01.pk4 (125 files)
      /home/michael/Darkmod/tdm_models_decls01.pk4 (103 files)
      /home/michael/Darkmod/tdm_models02.pk4 (2056 files)
      /home/michael/Darkmod/tdm_models01.pk4 (3174 files)
      /home/michael/Darkmod/tdm_loot_stealth_stats.pk4 (4 files)
      /home/michael/Darkmod/tdm_gui_credits01.pk4 (49 files)
      /home/michael/Darkmod/tdm_gui01.pk4 (724 files)
      /home/michael/Darkmod/tdm_fonts01.pk4 (696 files)
      /home/michael/Darkmod/tdm_env01.pk4 (152 files)
      /home/michael/Darkmod/tdm_defs01.pk4 (189 files)
      /home/michael/Darkmod/tdm_base01.pk4 (209 files)
      /home/michael/Darkmod/tdm_ai_steambots01.pk4 (31 files)
      /home/michael/Darkmod/tdm_ai_monsters_spiders01.pk4 (80 files)
      /home/michael/Darkmod/tdm_ai_humanoid_undead01.pk4 (55 files)
      /home/michael/Darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files)
      /home/michael/Darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files)
      /home/michael/Darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files)
      /home/michael/Darkmod/tdm_ai_humanoid_mages01.pk4 (8 files)
      /home/michael/Darkmod/tdm_ai_humanoid_heads01.pk4 (100 files)
      /home/michael/Darkmod/tdm_ai_humanoid_guards01.pk4 (378 files)
      /home/michael/Darkmod/tdm_ai_humanoid_females01.pk4 (172 files)
      /home/michael/Darkmod/tdm_ai_humanoid_builders01.pk4 (91 files)
      /home/michael/Darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files)
      /home/michael/Darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files)
      /home/michael/Darkmod/tdm_ai_base01.pk4 (9 files)
      /home/michael/Darkmod/tdm_ai_animals01.pk4 (82 files)
    File System Initialized.
    --------------------------------------
    Couldn't open journal files
    /proc/cpuinfo CPU processors: 4
    /proc/cpuinfo CPU logical cores: 4
    ----- Initializing Decls -----
    WARNING:file materials/tdm_glass.mtr, line 3146: material 'textures/darkmod/glass/milky_lowfrob' previously defined at materials/door.mtr:48
    WARNING:file skins/tdm_epi_skins.skin, line 17: skin 'arc_transformer_001_on' previously defined at skins/arc_transformer_001.skin:1
    WARNING:file skins/tdm_epi_skins.skin, line 29: skin 'arc_transformer_001_off' previously defined at skins/arc_transformer_001.skin:15
    WARNING:file skins/tdm_epi_skins.skin, line 41: skin 'arc_transformer_001_derelict' previously defined at skins/arc_transformer_001.skin:28
    WARNING:file skins/tdm_epi_skins.skin, line 55: skin 'control_junction_sect_on' previously defined at skins/control_junction_sect.skin:1
    WARNING:file skins/tdm_epi_skins.skin, line 69: skin 'control_junction_sect_off' previously defined at skins/control_junction_sect.skin:19
    ------------------------------
    I18N: SetLanguage: 'english'.
    I18N: Found no character remapping for english.
    I18N: 1306 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
    Unknown command '#'
    I18N: SetLanguage: 'english'.
    I18N: Found no character remapping for english.
    I18N: 1306 strings read from strings/english.lang
    I18N: 'strings/fm/english.lang' not found.
    ----- Initializing OpenAL -----
    Setup OpenAL device and context
    OpenAL: found device 'ALSA Default' [ACTIVE]
    OpenAL: found device 'HDA Intel PCH, ALC892 Analog (CARD=PCH,DEV=0)'
    OpenAL: found device 'HDA Intel PCH, ALC892 Digital (CARD=PCH,DEV=1)'
    OpenAL: found device 'HDA ATI HDMI, HDMI 0 (CARD=HDMI,DEV=3)'
    OpenAL: device 'ALSA Default' opened successfully
    OpenAL: HRTF is available
    [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
    OpenAL vendor: OpenAL Community
    OpenAL renderer: OpenAL Soft
    OpenAL version: 1.1 ALSOFT 1.21.1
    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 1200
    ...initializing QGL
    
    ------- Input Initialization -------
    ------------------------------------
    OpenGL vendor: X.Org
    OpenGL renderer: AMD CAYMAN (DRM 2.50.0 / 5.15.10-200.fc35.x86_64, LLVM 13.0.0)
    OpenGL version: 4.3 (Core Profile) Mesa 21.3.2 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
    X - GL_EXT_depth_bounds_test not found
    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_bindless_texture not found
    X - GL_ARB_compatibility not found
    v - using GL_KHR_debug
    Max active texture units in fragment shader: 16
    Max combined texture units: 96
    Max anti-aliasing samples: 8
    Max geometry output vertices: 1024
    Max geometry output components: 16384
    Max vertex attribs: 16
    ---------- R_ReloadGLSLPrograms_f -----------
    Linking GLSL program cubeMap ...
    Linking GLSL program bumpyEnvironment ...
    Linking GLSL program depthAlpha ...
    Linking GLSL program fog ...
    Linking GLSL program oldStage ...
    Linking GLSL program blend ...
    Linking GLSL program stencilshadow ...
    Linking GLSL program shadowMapA ...
    Linking GLSL program shadowMapN ...
    Linking GLSL program shadowMapNG ...
    Linking GLSL program ambientInteraction ...
    Linking GLSL program interactionStencil ...
    Linking GLSL program interactionShadowMaps ...
    Linking GLSL program interactionMultiLight ...
    Linking GLSL program frob ...
    Linking GLSL program soft_particle ...
    Linking GLSL program tonemap ...
    Linking GLSL program gaussian_blur ...
    Linking GLSL program volumetric ...
    ---------------------------------
    Font fonts/english/stone in size 12 not found, using size 24 instead.
    --------- Initializing Game ----------
    The Dark Mod 2.10/64, linux-x86_64, code revision 9702
    Build date: Dec 12 2021
    WARNING:file def/tdm_healing.def, line 47: entityDef 'heal_food' previously defined at def/food_buff.def:1
    WARNING:file particles/tobacco_smoke.prt, line 53: particle 'tobacco_smoke' previously defined at particles/tdm_particles.prt:936
    WARNING:file materials/tdm_glass.mtr, line 3146: material 'textures/darkmod/glass/milky_lowfrob' previously defined at materials/door.mtr:48
    Initializing event system
    ...856 event definitions
    Initializing class hierarchy
    ...172 classes, 1698304 bytes for event callbacks
    Initializing scripts
    ---------- Compile stats ----------
    
    Memory usage:
         Strings: 54, 8600 bytes
      Statements: 21779, 871160 bytes
       Functions: 1330, 173008 bytes
       Variables: 102984 bytes
        Mem used: 2153064 bytes
     Static data: 3989840 bytes
       Allocated: 5109824 bytes
     Thread size: 7904 bytes
    
    Maximum object size: 884
    Largest object type name: weapon_arrow
    ...6 aas types
    game initialized.
    --------------------------------------
    Parsing material files
    Found 0 new missions and 0 packages.
    Found 153 mods in the FM folder.
    Parsed 155 mission declarations.
    No 'tdm_mapsequence.txt' file found for the current mod: ac2
    -------- 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.
    --- Common Initialization Complete ---
    ------------- Warnings ---------------
    during The Dark Mod initialization...
    WARNING:file def/tdm_healing.def, line 47: entityDef 'heal_food' previously defined at def/food_buff.def:1
    WARNING:file materials/tdm_glass.mtr, line 3146: material 'textures/darkmod/glass/milky_lowfrob' previously defined at materials/door.mtr:48
    WARNING:file particles/tobacco_smoke.prt, line 53: particle 'tobacco_smoke' previously defined at particles/tdm_particles.prt:936
    WARNING:file skins/tdm_epi_skins.skin, line 17: skin 'arc_transformer_001_on' previously defined at skins/arc_transformer_001.skin:1
    WARNING:file skins/tdm_epi_skins.skin, line 29: skin 'arc_transformer_001_off' previously defined at skins/arc_transformer_001.skin:15
    WARNING:file skins/tdm_epi_skins.skin, line 41: skin 'arc_transformer_001_derelict' previously defined at skins/arc_transformer_001.skin:28
    WARNING:file skins/tdm_epi_skins.skin, line 55: skin 'control_junction_sect_on' previously defined at skins/control_junction_sect.skin:1
    WARNING:file skins/tdm_epi_skins.skin, line 69: skin 'control_junction_sect_off' previously defined at skins/control_junction_sect.skin:19
    8 warnings
    WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly
    terminal support enabled ( use +set in_tty 0 to disabled )
    pid: 16672
    Async thread started
    Couldn't exec autocommands.cfg - file does not exist.
    Found 0 new missions and 0 packages.
    Found 153 mods in the FM folder.
    reloading guis/msg.gui.
    reloading guis/mainmenu.gui.
    [mov,mp4,m4a,3gp,3g2,mj2 @ 0x6c3e9c0] Protocol name not provided, cannot determine if input is local or a network protocol, buffers and access patterns cannot be configured optimally without knowing the protocol
    --------- Map Initialization ---------
    Map: ac2
    ------- Game Map Init SaveGame -------
    ---------- Compile stats ----------
    
    Memory usage:
         Strings: 55, 8632 bytes
      Statements: 22122, 884880 bytes
       Functions: 1351, 175412 bytes
       Variables: 103728 bytes
        Mem used: 2187320 bytes
     Static data: 3989840 bytes
       Allocated: 5130580 bytes
     Thread size: 7904 bytes
    
    Found 0 new missions and 0 packages.
    Found 153 mods in the FM folder.

     

    I escape by hitting Control-C which returns me to the shell.

    Apologies, this is beta -1, not -2; if needed, I can retest with beta -2.

  13. Thank you for that thread, very interesting discussion.

    On a related note, I do think your trick with the paper to avoid using moss arrows ... is a bit of a cheat!  Although not strictly forbidden by the rules, to me it looks more like exploiting a glitch.  What do you think?

    Edit: I'm thinking rule #8 here: Offical Ghost Rules (oh, actually rule #11 of the Supreme rules).

    Edit: Just read more of the linked thread.  Lots of language lawyering for fun there!  I'm guessing that you wouldn't count the silent fall onto paper as a glitch ... just unexpected behaviour ... so it's ok.  Feels a bit cheap to me, but am interested in what you think.

  14. @Klatremus, saw you fighting with the candlestick and the Supreme rules (at around 1:07:00), and it does strike me that it's a bug in the rules if you can relight the candle and leave it lit and still aren't allowed to take the loot.  You're not taking advantage of the temporary darkness, and you weren't seen.  Fix the rules, surely, and take the loot?

  15. @Klatremus, I had a thought about leaving the note from our fellow thief behind in "Fiasco".  It seems to me that it might well have been more in spirit with "you were never there (except all the loot has gone)" to have taken the note away with you: after all, the note is to us and leaving it behind is a kind of evidence against us.

  16. On 11/10/2021 at 12:17 AM, Klatremus said:

    New Supreme Ghosting video:

     

    Are you allowed to use tools and did you have broadhead or moss arrows?  Wonder if either of those would have helped with the last loot item (knock it off the ledge in true Tears of St Lucia style, or can you moss coat a pipe)?

    Enjoyed watching that, appreciated your calmness in face of what is a frustrating mission in places: that damned brightly light archway!

    • Like 2
  17. 4 hours ago, cabalistic said:

    As long as the feature is broken, it will not become an option or officially supported in any way, hence why it is disabled now. The only reason it's even still in the code is the vague hope it might be fixed at some point in the future.

    I don't understand what is wrong with the frob outline (so long as r_frobIgnoreDepth isn't enabled), and the updated frob highlight is much uglier without it.  Why not put it back the way it was and to avoid argument simply hard-wire normal clipping?

  18. I don't really understand what's wrong with the new frob highlight, just so long as it's allowed to be hidden by occluding objects (r_frobIgnoreDepth = "0").  The frobbable object lights up as I think it always did (maybe I'm only looking in dark places so far), and the outline is ok, even if sometimes not fully visible.  What's wrong with it?

    I think I'm missing the heart of the controversy, somehow.

  19. I vaguely remember this being discussed a while ago, and I have the impression that the save file is a somewhat unstructured binary dump of data structures (clearly can't quite be that ... pointers and all that, you know), and changes to any data structure or the meaning of a field can completely trash the machine state.  So yeah, loading an old save file into a newer build is going to be dodgy; might work, might go hideously wrong.

    To be honest, I'm just grieving (apart from grumbling about the nasty software issues alluded to) about having to restart The Painter's Wife, which I've not been able to play before, haven't finished yet, and is gigantic!  Never mind, I'll get to know it very well in the end...

    • Like 1
  20. 2 minutes ago, AluminumHaste said:

    Strange thing to get annoyed about, you're alpha testing, there are updates constantly and new binaries all the time.
    You can try to set TDM to ignore minor version changes, but sometimes things break.

    Oh, I know, and I wouldn't go so far as to say "annoyed" ... except it arises from an irritating early (and deeply rooted) design decision to store save games in an essentially unstable format.

    Now, I'd be vaguely interested in the details of how TDM serialises (and deserialises) the game state, but I imagine that it's utterly not worth looking into.  If TDM was a new design I'd be strongly saying "please pay attention to serialisation issues" ... but it isn't.

    What's the (risky) flag for ignoring version changes?

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