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Midnight

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Everything posted by Midnight

  1. I played and enjoyed this mission when it was first released, but wanted to have a 'proper' go at ghosting it, and after that experience I've got to say this is one of my top 3 missions in just about every aspect, story, gameplay, visuals (love the thoughtful placement of all the objects, everything seemed to belong to the space ). This is probably the best TDM mission so far for ghosting, the corridors inside the building are perfect for laying in wait in shadow and then running and jumping to the closest carpet. Here's my stealth score: I'm going to have to have another go at some point to achieve a perfect stealth score, and to get the rest of the loot (I thought I had pretty much cleared the place out, but damn that's a whole lot more to find! ).
  2. If you're happy to delay releasing this I can give you remote desktop access to my spare Mac in 3-4 weeks (maybe slightly longer).
  3. I tried removing all tdmlauncher.log files, and after starting TDM it created one in ~/ (which included the current installed FM). Next, installed a different FM, restarted okay but this time tdmlauncher.log was created in the 'Resources' folder, original tdmlauncher.log file is unchanged. Installed another FM, but the restart failed, tdmlauncher.log in 'Resources' is updated with new name (one in ~/ is still unchanged) I did a file comparison between this most recent log and the previous two which worked (from the two different locations), the only difference is the name of the FM in the log file. The only error I get when this failure to restart happens is from the terminal (if I'm not using the helper scripts). I've attached the console output from first loading Chalice (which loaded fine), then Alchemist (which failed to load). The error from the console that it fails on seems to be the "unknown command 'vid_restart'", but I noticed on line 635 there's mention of an unknown command 'Support/Doom' which would be a problem caused by spaces in the path: initerror.txt
  4. I posted a bug report about the missions not appearing immediately as it's affecting my install as well. Regarding the patch, you're probably right about it already using it if it didn't make any difference, I believe that none of the integrated graphics Macs (i.e. Mac Mini, Macbooks and early MBPs) are really going to be able to handle Doom 3 unfortunately.
  5. Here are my Darkmod.log files. Darkmod_before_restart_success.txt This log was generated after installing a FM (before restarting) and after restarting the FM loaded fine. Darkmod_restart_failed.txt This log was generated after installing a FM, but after the restart Doom 3 failed to load (same issue mentioned in previous page, possibly same issue that grayman reported).
  6. Where exactly is the symlink, directly in Application Support? It should be in a "Doom 3/darkmod/" folder within application support. Also, I just tested removing the Darkmod.log file on my system and it doesn't seem to be re-creating it, but it will happily update it when it is there. Can you create this log file in ~/Library/Logs/ (i.e. enter 'echo "test" > ~/Library/Logs/Darkmod.log' in terminal) and see if relaunching after doing this updates the log file? One more thing... You mentioned performance was poor, have you applied the Universal Binary patch for Doom 3 Mac? Doom 3 was released during the transition to Intel and was still a PowerPC build, meaning that without the Universal Binary Doom 3 will be run through a translation layer (Rosetta) which translates PowerPC instructions to Intel, causing a huge performance hit. Even with this patch I'm still getting occasional sluggishness on my notebook (unsurprisingly), but it would probably be worth adding this to any installation instructions. Interesting to note as well that the next release of OS X will probably not support Rosetta at all, so the UB patch may be a requirement.
  7. Sounds fine, for users with setup #2 the install guide can explain how to setup a symlink or just point to the tech support forum.
  8. I don't mind if it logs to the darkmod folder (preferable, since that's where tdm_update logs to) or the Logs folder, or even the resources folder, just as long as it doesn't log to the root of my users folder (it's the only folder I have the patience to keep tidy ).
  9. Midnight

    Dark Bomb

    I like the idea. There are a couple of things to consider: Is a 'magic' arrow that spreads darkness fitting in the darkmod universe, which is typically pretty low on magic? I don't mind so much, but others might protest. An alternative, which you hinted at, would be a 'smoke bomb' or smoke arrow, which would perhaps be more in line with a slightly steampunk style. The other thing that a smoke arrow would bring is an increased AI alertness. Seeing a dark area where there should be light might increase an AI alertness state, but seeing a cloud of smoke should make them fully alert. This would mean you would be less inclined to use this as a tool for sneaking, and more as a tool for evading once already seen. Whether used as a sneaking or evading tool, this could be done with an invisibility potion, I assume there's a reason that this hasn't been included (too magical?). Either way, something like this definitely shouldn't be re-usable, that would tip the balance in your favour too much (that would be like having unlimited water arrows).
  10. Yes, Darkmod.log continues logging to ~/Library/Logs/ with this update. The tdmlauncher.log file is still logging to ~/ then to 'Resources' though.
  11. Welcome frogdude! I enjoyed Thievery, but the faster paced gameplay, and the fact that guards were often running around because they *knew* there were thieves about, meant it didn't quite have the same feeling as thief. I've always thought a co-op mode, where thief players would go through a full mission against AI guards, would be better (although maybe this would be too easy?). T2 has multiplayer now so it would give a good idea how well this works, but I've not tried it yet (had some problems initially, though I think most of the bugs are worked out).
  12. tdmlauncher.txt from ~/ DarkMod.txt from ~/Library/Logs/ tdmlauncher_2.txt from ~/Library/Application Support/Doom 3/Doom 3.app/Contents/Resources/ Darkmod_2.txt from ~/Library/Application Support/Doom 3/Doom 3.app/Contents/Resources/
  13. I have a standard install in ~/Library/Application Support/Doom 3/darkmod/ which I originally created manually (before tdm_update for mac). Both .macosx programs reside inside this darkmod folder, as do the two helper scripts. These were zipped up for grayman in "darkmod.zip" so that when he double clicked it there would be a darkmod folder (unzipping on Mac automatically creates a container folder with the same name as the archive). The new binary does begin logging Darkmod.log into ~/Library/Logs/, but after it opens the darkmod.ini it then says switching to "Darkmod.log" and a new larger log file is created in "~/Library/Application Support/Doom 3/Doom 3.app/Contents/Resources/", presumably this is the default location as the ini setting doesn't have a path. The tdmlauncher.log was originally created in ~/ when I started TDM (and contains the relevant fm name of the installed mission), but after installing a new mission and restarting, a separate tdmlauncher.log was created in the 'Resources' folder. Do you need to see any of these logs?
  14. That looks awesome Springheel! A white coat would look too modern IMHO. As it is he looks perfect for a number of characters, a scientist or an astronomer or a doctor, maybe even an undertaker etc.
  15. There was no auto loot bodies for Thief 1 or 2, was this maybe in TDS? One problem with adding this to the Dark Mod is that it's possible to have multiple items on a guards belt, so if both were automatically looted you wouldn't know what you'd picked up. I'm fine with having to pick up individual items off a belt (although sometimes it's hard to highlight the item and not the entire body). Did you know that if you pick up the body (by right clicking and then pressing the 'use' button to shoulder the body), it will be turned around when you drop the body again? You can keep doing this to turn the body over and have better access to whatever items the body is carrying.
  16. I mostly use the spyglass to see whether anything's hanging on a guards belt from a distance, but I really don't mind whether the brightener mod becomes standard or not. Speaking of the spyglass, the spyglass 16:10 ratio fix should also be added to the wiki add-on page.
  17. Those fallbacks seem like a reasonable solution, though I'm not sure how easy it would be for tdm to find the current exec path, or whether the TDMDIR variable is accessible. Once the script finishes and darkmod loads, the terminal window displays "[Process Completed]", suggesting that maybe the user environment where the variable is set might not be accessible (i.e. if I open a new terminal window while tdm is running the TDMDIR variable isn't there). [Edit] - Maybe this isn't a problem: http://hayne.net/Mac...onmentVariables A GUI program will inherit the environment variables from the process that started it. So if you launch a GUI program from the command-line, it will inherit the environment variables of the shell where you launched it.
  18. Ah, I wouldn't have noticed this because my install is already in ~/Library/Application Support/. The whole point of the helper scripts is to avoid having to make users enter an absolute path anywhere, so there's got to be a better way to support a Doom3 install that isn't in the Library folder. How does the linux version know where to find tdmlauncher when it restarts after a mission is installed? I can't imagine there's a fundamental reason why this has to be different on Mac, but if tdm has access to the TDMDIR variable that the .command script creates, maybe this is one way of getting around the problem?
  19. No that shouldn't be necessary (changing the users install path). The scripts should have had a relative path but I must have been messing with the script on my local system (sorry). If you use the code from the previous page then a user would not need to edit these. [Edit - Ninja'd again]
  20. Oops, forgot to mention that since the mac binary isn't included in the download yet you'll currently need to copy this in manually for now. Have you downloaded the tdm_game03.pk4 and placed this in the darkmod folder, does this work? I've had a similar problem myself after upgrading to 1.05 where I had an older game.dylib already in the main Doom 3 folder which doesn't seem to be getting overwritten by a new version. Can you delete this file if it exists and see if this works? I'm assuming this isn't getting overwritten when darkmod loads since the name is different to the Linux and PC libaries?
  21. If we assume little or no experience (which is what I was going for), then we'd want to avoid messing around with permissions (or even renaming file extensions etc.). Okay, here's a different approach, this link contains the update and launcher programs and the shell scripts (with execute already set) in a zip file called darkmod.zip. 1) Download the darkmod Mac updater (darkmod.zip) from the link provided 2) Locate "Doom 3.app" and copy the darkmod.zip file alongside this (we'll probably want a better description than this, since the .app is hidden, maybe a screen capture showing the icon?). 3) Now double click the zip file to extract the contents (it will automatically create a "darkmod" folder containing these files. 4) You can then double click the "tdm_update_helper.command" file to initiate a full installation (+/- 2GB). 5) Once this is done, double click the "tdmlauncher_helper.command" file and DarkMod should start. 6) Optionally, you can create shortcuts to the helper scripts by right/option clicking and choosing 'Create Alias'. These shortcuts can then be moved to somewhere more convenient, such as the dock or desktop. I'm not 100% certain that the permissions etc that I've given these files will carry across to a different machine, so please let me know if this works as described above. Obviously for your test you can avoid following through with the full download, you can cancel this then test the updater and launcher with your existing 1.05 content. As for the "no such file" error, I didn't notice the forum had messed up the line feeds so I've corrected these now, but this step would also be un-necessary if these are included in a download.
  22. These instructions will have to do until the mac binary is downloaded by tdm_update: You'll need to locate the "Doom 3.app" application and create a "darkmod" folder alongside this. Download the tdm_update.macosx file from the top of this page and copy this to the darkmod folder as well as the tdm_game03.pk4. This step won't be necessary later, but these files may have downloaded with a .html extension if using Safari. You'll need to rename this within a terminal window, i.e. in the darkmod folder (mv *.html *.pk4). if you want to download a full 1.05 installation to this folder, run ./tdm_update directly from a terminal window, otherwise you can copy your existing 1.04 folder here, and then do a differential update afterwards. Open TextEdit, and under Preferences you'll want to change it so new documents use Plain Text rather than RTF. Also, under Opening and Saving, uncheck the box that adds the .txt extension to the file (this is to avoid a .rtf or .txt extension getting added onto the end of the following scripts). Create a new text file and enter the following then save it to the darkmod folder as "tdmlauncher_helper.command": #!/bin/sh export TDMDIR=`dirname "$0"` exec "$TDMDIR/tdmlauncher.macosx" "$TDMDIR/../Doom 3.app/Contents/MacOS/Doom 3" Do the same with the following and save it as "tdm_update_helper.command": #!/bin/sh export TDMDIR=`dirname "$0"` cd "$TDMDIR" exec ./tdm_update.macosx The .command should automatically identify the files as terminal scripts, so you don't need to change which application opens them. Now all you should need to do is right click on each and choose 'Create Alias', then drag the alias / shortcut somewhere like your desktop or dock. [Edit - Ninja'd]
  23. I've played around with permissions here and there so it would be a good idea to test on a 'clean' machine to make sure the whole process works. I have another Mac to try this on but it's in storage for a couple more weeks, so if grayman wants to try some instructions in the meantime I'll have them written out today. Greebo, we're going to need a 1.05 binary, unless grayman still has a 1.04 install he can copy from. I've already updated my mac install to 1.05 using tdm_update (this works with a targetdir btw). If the helper shell scripts (above) were included in the list of files for download then it should make the installation a lot simpler for any Mac users (they could just create shortcuts to these files). Is this something you'd consider or should the instructions include how to set these up? I mentioned I had a couple crashes when reloading FMs sometimes. Here are the last few lines from the console after I had first run the mod, installed and played a mission after restart, then installed a new mission and it failed to launch during restart (this was with 1.04): /Users/scott/Library/Application Support/Doom 3/base/game03.pk4 (2 files) /Users/scott/Library/Application Support/Doom 3/base/game02.pk4 (2 files) /Users/scott/Library/Application Support/Doom 3/base/game01.pk4 (2 files) /Users/scott/Library/Application Support/Doom 3/base/game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0Addon pk4s:file system initialized. -------------------------------------- Unknown command 'vid_restart'idRenderSystem::Shutdown() ----- Shutting down GL ----- FIXME: Sys_FadeScreenFIXME: Sys_UnfadeScreens ----- Done shutting down GL ----- Sys_Error: Couldn't reopen /Users/scott/Library/Application Support/Doom 3/base/pak000.pk4 Maybe it is low memory related, since it's intermittent and I'm only running 2GB.
  24. Just thought I should mention that there's a texture lock button on the surface inspector (press S to bring this up) that stops texture alignment from changing when you move a brush. Not sure if this will solve the issue in your example image though.
  25. Dark Radiant needs to know what you're trying to align it to. Create a standard brush alongside this patch and select the adjacent face of the brush, then select 'Copy Shader' from the Edit menu. Hit Esc and select the cap, then use 'Paste Shader' from the Edit menu. This (and other features for patches) is covered in the Wiki: http://wiki.thedarkmod.com/index.php?title=Patches#Archways
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