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Posts posted by RJFerret
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Sweet Greebo, now just need to unlearn these months of remembering to avoid undo in DR! Heh. But seriously, thanks!
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Do unconscious bodies dropped in water drown and die? Thus failing a mission with no kills as objective?
Yes, if the map designer sets that up. No, if they don't.
(Usually no kill objectives are set up so the player has to be responsible, that way if AIs end up dying from some other cause it doesn't penalize the player. But that's just a checkbox which can be set either way.)
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Yes, as Kyyrma points out, mappers can do it now, the engine already has the ability to make stuff burn (we ignite fires, torches, candles and hurt/kill AIs with fire obviously), just add a fire stim to turn on fire particles when any fire source hits it, smoke, illumination and burning sound too; just like we can set up breakable chests that you can hack to pieces with your sword, or smash by dropping objects on them with the physics system.
However it supplants thief-like gameplay (no need to steal/find keys or lockpick), so I'd only enable it for story reasons.
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As you are checking out changes to a room, that moment when an AI stretches, knocks a candle off the desk, and it lands in the trash bucket filled with scrolls, then extinguishes itself.
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I'm also having trouble highlighting the tavern door to the player. I'd rather not use a light for it, or at least I'd like to use a very small light that doesn't have a large radius. Any ideas?
Placard advertising today's specials standing by steps? Readable with same posted by/on door? Instead of light on it or video-game-y mushrooms, simulate light spilling out from under the door? Instead of visual, have a speaker with crowd noise right by the door so the player knows there's activity within? A doormat? Drunk AI sitting by the stoop? Windows glowing nearby? A wench barker? A glowing small window on the door itself? AI passing through it at some point? A delivery package that hasn't been collected yet? A couple canoodling outside before leaving for her place?
Why do you need to draw attention to it, don't we all check every door and then get upset when they don't have handles and won't respond to lockpicks for us? ;-)
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I use a Logitech G13 gamepad, so not exactly a console controller, more like extra mappable keys with tiny joystick. I've configured it to move with the joystick and still use the mouse to look around, but you could have the joystick act as mouseview instead and use wasd keys on it.
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I've learned to not hit undo after placing a model (which causes this bug), but just delete the model you don't want instead.
If you accidentally do use undo after inserting a new model, the only remedy I've found is to quit/reload DR.
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Yup, you can probably make maps larger than your time available to make the map. ;-)
Depending how you mean "giant cube", not exactly. The editor provides a space in which to work. But it's got nothing in it, it's void if you will. The game engine doesn't want to be thinking about infinite horizons of nothingness. Mappers use a fraction of the available space.
The mapper provides things for players to interact with, and forms boundaries sealing out that void. That way the game only deals with what matters, the environment the designer provides for the players. One beginner pain point is learning to keep the void sealed away properly, so sound propagation and ambient effects and other things function properly. (You wouldn't want sound from outside on a city street to be heard in the sewer, as it would if there were a crack in the street and sewer ceiling, unless you intentionally put a vent shaft there to connect them.) People refer to it as sealing out the void, but it's really about keeping the AIs, light, sounds and stuff in, rather than having that stuff calculated out infinately.
So the mapper establishes the size they want, and defines the "walls" accordingly, typically forming multiple interconnected "cubes" as you say, each one containing a collection of rooms or environments, perhaps a building, courtyard, street, etc.
For a great walk-through with visuals demonstrating this, see http://forums.thedarkmod.com/topic/12568-fiasco-at-fauchard-street/ where Melan journals his process building that mission.
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Yes. There's a whole array of "teams". Not only can you have things friendly to the player, but to each other, or hostile to each other, fight or help each other, all based on switches, areas, time, objectives, etc.
By default, some AI are neutral to the player unless they do something to warrant hostility.
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Is that a shadow on the ceiling above that hanging lamp? What is casting it?
Neat looking scene!
Looks like a burning decal to me.
*nods, soot. Thank you!
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*saves you a seat...or dark corner as you prefer... ;-)I like it. Would have a pint there.- 1
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1 - Does something happen as each item is dropped, or does something only happen when the last item is dropped?
2 - How much time passes after dropping the last item before the objective is satisfied (and possibly triggers something else)?
3 - Are there more than three of these items?
I was guessing scripting would be an alternative. I don't know if it's worth it though, depending how taxing the objective distance checks might be?
Yes, more than three items, but fewer than the amount of potential drop zones (perhaps imagine it like reverse loot? It's too burdensome for the player to have to get every single location, just want folks to be able to place what they are aware of and have options/choices). I won't know the exact number until finishing building the map, and it might be changed based upon testing feedback.
Only the "objective complete" currently occurs as feedback for the player at each successful drop. After the final one a new objective should pop up. That timing isn't critical as far as I see at this point, but having feedback within a second for players seems good, or I start to react that it might not be correctly placed.
My guess is it'll be easiest to use the objective system as I have, unless someone else has another alternative implementation, then switch to a scripted solution if I, or testers, see negative performance results when there are multiple.
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OK, I've set up to have the player drop copies of things from inventory to discrete locations to complete an objective. (IE, place one here, another there, and another over there, but not all three in one spot, and it doesn't matter which goes where.)
I can do this via objectives, with the typical item drop (to group), and NOT near another of the drop items. But that requires as many NOT components as there are items to drop! For each objective! So all those distance checks continuously running (less frequent checks would slow feedback to the player...who might be in a rush).
It also means it has to be designed to the worst case scenario (largest size possible destination), and objective destinations can't be closer than that to each other (probably not an issue).
Might there be alternate ways of setting this up with less impact?
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Apparently having done my first FM didn't diminish my enthusiasm for more...
Same place, temporally shifted. Reminds me of those "what's different between these pics" puzzle games.
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It's appreciated, and happy holidays!
(I was using Google's cache to bring up forum posts while I was working on my next FM quite a bit yesterday, heh, it really highlighted to me how much knowledge is not contained in the wiki since it was already back available. Also curiously, when the server was own, I noticed quite a few wiki pages weren't on Archive.org.)
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One thing that surprised me being in some underground structures, is how much light streams in from above (without magic mushrooms). Every access point, from utility to maintenance to venting to settling/breaks in the structure as ground shifts provides a potential stream of light. They aren't like pitch black caves.
(Which isn't to say fantastical fungus isn't useful, it can work better than wondering why someone was here an hour ago to replace and light a bunch of torches, heh.)
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Any knowledge of other editing systems will have some applicability to new ones. My had a professional background with Lightwave years ago, and a completely different type of 3D in Second Life, both of which made picking things up here relatively faster than those with no prior experiences it seems. At the same time, prior knowledge also can set up false expectations you have to work around or "unlearn". But overall, it typically facilitates your progress. Give it a shot, you've got nothing to lose but enjoyable time spent!
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More eyes always help! I'll shoot you a PM now...and done.
PS: And editing to add, nope, first I've heard of such a thing, although I appreciate the independent inputs received so far. :-) A thread would seem ideal for more team collaborative works I guess?
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Perhaps you've already seen your PM? If not, there's now a beta version link awaiting you in there!
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But then sidestepping the problem is easy: just export an ase model of your func_static.
Technically perhaps true, the catches being to remember that (the bug doesn't show up when working in DR/mapping, only after you've packaged the mission to stand alone and can save/reload), and other mappers of course not knowing that. When I asked why func_statics used as seeds might not be showing their textures a month or so ago, well, I'm still awaiting a response. ;-) Folks who might search out that in the future might not imagine there's a workaround.
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Here's a condump after a quicksave, then the quickload surprisingly/fortunately didn't crash, but the seeds came back black/cubes, so I did another condump, then the same quickload crashed.
Before trying to contact folks, since it seems to involve both the SEED system and save/load, does this point more toward one or the other?
WARNING:idSaveGame::WriteObject - WriteObject FindIndex failedWarning, LONG logfile within spoiler tags:
v - using GL_EXT_texture_compression_s3tc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_texture3D v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate X - GL_NV_register_combiners not found v - using GL_ATI_fragment_shader v - using GL_ARB_vertex_buffer_object v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program X - EXT_depth_bounds_test not found ---------- R_NV20_Init ---------- Not available. ----------- R200_Init ----------- GL_NUM_FRAGMENT_REGISTERS_ATI: 6 GL_NUM_FRAGMENT_CONSTANTS_ATI: 8 GL_NUM_PASSES_ATI: 2 GL_NUM_INSTRUCTIONS_PER_PASS_ATI: 8 GL_NUM_INSTRUCTIONS_TOTAL_ATI: 16 GL_COLOR_ALPHA_PAIRING_ATI: 1 GL_NUM_LOOPBACK_COMPONENTS_ATI: 3 GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: 3 FPROG_FAST_PATH --------------------- ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/test_direct.vfp glprogs/test_direct.vfp glprogs/interaction_direct.vfp glprogs/interaction_direct.vfp ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem Font fonts/english/stone in size 12 not found, using size 24 instead. gamex86 - Found DLL in EXE path with timestamp of 1382486886 - F:\Program Files \darkmod/gamex86.dll gamex86 - Found DLL in pak file with timestamp of 1380990320 - F:\Program Files \darkmod\tdm_game01.pk4/gamex86.dll gamex86 - DLL in EXE path is newer, ignoring DLL in pak file Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV game using MMX & SSE & SSE2 & SSE3 for SIMD processing. enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode --------- Initializing Game ---------- The Dark Mod 2.00, code revision 5894 Build date: Oct 5 2013 WARNING:file def/tdm_ai_mage.def, line 88: entityDef 'atdm:ai_archmage01' previ ously defined at def/tdm_ai_animagus.def:50 WARNING:file def/tdm_ai_mage.def, line 107: entityDef 'atdm:ai_mage01' previous ly defined at def/tdm_ai_animagus.def:91 WARNING:file def/tdm_ai_mage.def, line 121: entityDef 'atdm:ai_mage01_ragdoll' previously defined at def/tdm_ai_animagus.def:109 WARNING:file def/tdm_ai_mage.def, line 142: entityDef 'melee_mage_damage' previ ously defined at def/tdm_ai_animagus.def:126 WARNING:file def/tdm_weapon_fireball.def, line 133: entityDef 'projectile_mage_ perdo' previously defined at def/tdm_ai_animagus.def:174 Initializing event system ...819 event definitions Initializing class hierarchy ...168 classes, 399672 bytes for event callbacks Initializing scripts Compiled 'weapon_base::ExitCinematic': 137.5 ms ---------- Compile stats ---------- Memory usage: Strings: 39, 4784 bytes Statements: 18660, 373200 bytes Functions: 1205, 122276 bytes Variables: 85344 bytes Mem used: 1064852 bytes Static data: 2277552 bytes Allocated: 2798472 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 70 mods in the FM folder. Parsed 71 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: mandrasola -------- Initializing Session -------- 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. session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load image: guis/assets/splash/launch WARNING:file def/tdm_ai_mage.def, line 107: entityDef 'atdm:ai_mage01' previous ly defined at def/tdm_ai_animagus.def:91 WARNING:file def/tdm_ai_mage.def, line 121: entityDef 'atdm:ai_mage01_ragdoll' previously defined at def/tdm_ai_animagus.def:109 WARNING:file def/tdm_ai_mage.def, line 142: entityDef 'melee_mage_damage' previ ously defined at def/tdm_ai_animagus.def:126 WARNING:file def/tdm_ai_mage.def, line 88: entityDef 'atdm:ai_archmage01' previ ously defined at def/tdm_ai_animagus.def:50 WARNING:file def/tdm_weapon_fireball.def, line 133: entityDef 'projectile_mage_ perdo' previously defined at def/tdm_ai_animagus.def:174 6 warnings Couldn't exec autocommands.cfg - file does not exist. Widescreenmode was set to: 14 (1600x834) Found 0 new mission packages. Found 70 mods in the FM folder. ============= ReloadEngine start ============= Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...restoring hardware gamma: success ...shutting down QGL ...unloading OpenGL DLL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- ------ Initializing File System ------ Current search path: F:\Program Files\darkmod/fms/windowopportunityCRASH F:\Program Files\darkmod\fms\windowopportunityCRASH\windowopportunity.pk4 (17 files) F:\Program Files\darkmod/ F:\Program Files\darkmod\tdm_textures_wood01.pk4 (297 files) F:\Program Files\darkmod\tdm_textures_window01.pk4 (234 files) F:\Program Files\darkmod\tdm_textures_stone_sculpted01.pk4 (312 files) F:\Program Files\darkmod\tdm_textures_stone_natural01.pk4 (110 files) F:\Program Files\darkmod\tdm_textures_stone_flat01.pk4 (271 files) F:\Program Files\darkmod\tdm_textures_stone_cobblestones01.pk4 (192 files) F:\Program Files\darkmod\tdm_textures_stone_brick01.pk4 (390 files) F:\Program Files\darkmod\tdm_textures_sfx01.pk4 (41 files) F:\Program Files\darkmod\tdm_textures_roof01.pk4 (65 files) F:\Program Files\darkmod\tdm_textures_plaster01.pk4 (124 files) F:\Program Files\darkmod\tdm_textures_paint_paper01.pk4 (37 files) F:\Program Files\darkmod\tdm_textures_nature01.pk4 (218 files) F:\Program Files\darkmod\tdm_textures_metal01.pk4 (360 files) F:\Program Files\darkmod\tdm_textures_glass01.pk4 (36 files) F:\Program Files\darkmod\tdm_textures_fabric01.pk4 (38 files) F:\Program Files\darkmod\tdm_textures_door01.pk4 (155 files) F:\Program Files\darkmod\tdm_textures_decals01.pk4 (317 files) F:\Program Files\darkmod\tdm_textures_carpet01.pk4 (71 files) F:\Program Files\darkmod\tdm_textures_base01.pk4 (323 files) F:\Program Files\darkmod\tdm_standalone.pk4 (4 files) F:\Program Files\darkmod\tdm_sound_vocals_decls01.pk4 (25 files) F:\Program Files\darkmod\tdm_sound_vocals07.pk4 (1104 files) F:\Program Files\darkmod\tdm_sound_vocals06.pk4 (680 files) F:\Program Files\darkmod\tdm_sound_vocals05.pk4 (128 files) F:\Program Files\darkmod\tdm_sound_vocals04.pk4 (2337 files) F:\Program Files\darkmod\tdm_sound_vocals03.pk4 (739 files) F:\Program Files\darkmod\tdm_sound_vocals02.pk4 (1292 files) F:\Program Files\darkmod\tdm_sound_vocals01.pk4 (82 files) F:\Program Files\darkmod\tdm_sound_sfx02.pk4 (596 files) F:\Program Files\darkmod\tdm_sound_sfx01.pk4 (882 files) F:\Program Files\darkmod\tdm_sound_ambient_decls01.pk4 (8 files) F:\Program Files\darkmod\tdm_sound_ambient03.pk4 (24 files) F:\Program Files\darkmod\tdm_sound_ambient02.pk4 (151 files) F:\Program Files\darkmod\tdm_sound_ambient01.pk4 (205 files) F:\Program Files\darkmod\tdm_prefabs01.pk4 (544 files) F:\Program Files\darkmod\tdm_player01.pk4 (123 files) F:\Program Files\darkmod\tdm_models_decls01.pk4 (89 files) F:\Program Files\darkmod\tdm_models02.pk4 (1809 files) F:\Program Files\darkmod\tdm_models01.pk4 (1679 files) F:\Program Files\darkmod\tdm_gui_credits01.pk4 (49 files) F:\Program Files\darkmod\tdm_gui01.pk4 (667 files) F:\Program Files\darkmod\tdm_game02.pk4 (2 files) F:\Program Files\darkmod\tdm_game01.pk4 (2 files) F:\Program Files\darkmod\tdm_fonts01.pk4 (696 files) F:\Program Files\darkmod\tdm_env01.pk4 (98 files) F:\Program Files\darkmod\tdm_defs01.pk4 (169 files) F:\Program Files\darkmod\tdm_base01.pk4 (149 files) F:\Program Files\darkmod\tdm_ai_steambots01.pk4 (24 files) F:\Program Files\darkmod\tdm_ai_monsters_spiders01.pk4 (82 files) F:\Program Files\darkmod\tdm_ai_humanoid_undead01.pk4 (50 files) F:\Program Files\darkmod\tdm_ai_humanoid_townsfolk01.pk4 (79 files) F:\Program Files\darkmod\tdm_ai_humanoid_pagans01.pk4 (10 files) F:\Program Files\darkmod\tdm_ai_humanoid_nobles01.pk4 (49 files) F:\Program Files\darkmod\tdm_ai_humanoid_mages01.pk4 (7 files) F:\Program Files\darkmod\tdm_ai_humanoid_heads01.pk4 (69 files) F:\Program Files\darkmod\tdm_ai_humanoid_guards01.pk4 (313 files) F:\Program Files\darkmod\tdm_ai_humanoid_females01.pk4 (155 files) F:\Program Files\darkmod\tdm_ai_humanoid_builders01.pk4 (87 files) F:\Program Files\darkmod\tdm_ai_base01.pk4 (8 files) F:\Program Files\darkmod\tdm_ai_animals01.pk4 (80 files) File System Initialized. -------------------------------------- background thread already running ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- renderSystem initialized. -------------------------------------- I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1213 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. WARNING:Couldn't load image: guis/assets/splash/launch Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command 'use' Unknown command 'console' Unknown command 'next' Unknown command 'prev' Unknown command 'previous' Unknown command 'next' Unknown command 'crouch' Unknown command 'Lean' Unknown command 'lean' Unknown command 'Readables' Unknown command 'spyglass' Unknown command 'compass' Unknown command 'lantern' Unknown command 'maps' Unknown command 'objectives' Unknown command 'keys' Unknown command 'lockpicks' Unknown command 'lean' Unknown command 'Inventory' Unknown command 'Mantle' Unknown command 'creep' Unknown command 'frob' Unknown command 'inventory' execing Darkmod.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1213 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...created window @ 0,0 (1608x861) Initializing OpenGL driver ...getting DC: succeeded ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO Checking portable OpenGL extensions... v - using GL_ARB_multitexture v - using GL_ARB_texture_env_combine v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_env_dot3 v - using GL_ARB_texture_env_add v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression v - using GL_EXT_texture_compression_s3tc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_texture3D v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate X - GL_NV_register_combiners not found v - using GL_ATI_fragment_shader v - using GL_ARB_vertex_buffer_object v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program X - EXT_depth_bounds_test not found ---------- R_NV20_Init ---------- Not available. ----------- R200_Init ----------- GL_NUM_FRAGMENT_REGISTERS_ATI: 6 GL_NUM_FRAGMENT_CONSTANTS_ATI: 8 GL_NUM_PASSES_ATI: 2 GL_NUM_INSTRUCTIONS_PER_PASS_ATI: 8 GL_NUM_INSTRUCTIONS_TOTAL_ATI: 16 GL_COLOR_ALPHA_PAIRING_ATI: 1 GL_NUM_LOOPBACK_COMPONENTS_ATI: 3 GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: 3 FPROG_FAST_PATH --------------------- ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/test_direct.vfp glprogs/test_direct.vfp glprogs/interaction_direct.vfp glprogs/interaction_direct.vfp ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem Font fonts/english/stone in size 12 not found, using size 24 instead. gamex86 - Found DLL in EXE path with timestamp of 1382486886 - F:\Program Files \darkmod/gamex86.dll gamex86 - Found DLL in pak file with timestamp of 1380990320 - F:\Program Files \darkmod\tdm_game01.pk4/gamex86.dll gamex86 - DLL in EXE path is newer, ignoring DLL in pak file Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV game using MMX & SSE & SSE2 & SSE3 for SIMD processing. enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode --------- Initializing Game ---------- The Dark Mod 2.00, code revision 5894 Build date: Oct 5 2013 Initializing event system ...819 event definitions Initializing class hierarchy ...168 classes, 399672 bytes for event callbacks Initializing scripts Compiled 'weapon_base::ExitCinematic': 134.1 ms ---------- Compile stats ---------- Memory usage: Strings: 39, 4784 bytes Statements: 18660, 373200 bytes Functions: 1205, 122276 bytes Variables: 85344 bytes Mem used: 1064852 bytes Static data: 2277552 bytes Allocated: 2798472 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 70 mods in the FM folder. Parsed 71 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: windowopportunityCRASH -------- Initializing Session -------- 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. session initialized -------------------------------------- ============= ReloadEngine end =============== Couldn't exec autocommands.cfg - file does not exist. Found 0 new mission packages. Found 70 mods in the FM folder. DisplayBriefingPage: briefingData is maps/windowopportunity/mission_briefing DisplayBriefingPage: xdata found. DisplayBriefingPage: numPages is 2 DisplayBriefingPage: current page is 1 Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Applied 0 objective conditions. Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Applied 0 objective conditions. Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Applied 0 objective conditions. reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. Widescreenmode was set to: 14 (1600x834) --------- Map Initialization --------- Map: windowopportunity glprogs/ambientEnvironment.vfp glprogs/ambientEnvironment.vfp glprogs/heatHaze.vfp glprogs/heatHaze.vfp ----------- Game Map Init ------------ collision data: 100 models 15324 vertices (359 KB) 33348 edges (1172 KB) 17956 polygons (1215 KB) 720 brushes (103 KB) 4636 nodes (126 KB) 32643 polygon refs (255 KB) 3538 brush refs (27 KB) 12196 internal edges 26 sharp edges 0 contained polygons removed 0 polygons merged 3260 KB total memory used 162 msec to load collision data. map bounds are (2447.3, 4980.0, 3016.0) max clip sector is (305.9, 155.6, 188.5) 112 bytes passage memory used to build PVS 0 msec to calculate PVS 16 areas 26 portals 3 areas visible on average 64 bytes PVS data [Load AAS] loading maps/windowopportunity.aas48 done. [Load AAS] loading maps/windowopportunity.aas96 [Load AAS] loading maps/windowopportunity.aas32 done. [Load AAS] loading maps/windowopportunity.aas100 done. [Load AAS] loading maps/windowopportunity.aas_rat done. [Load AAS] loading maps/windowopportunity.aas_elemental ConversationManager: Found 0 valid conversations. Entering tdm_main() Exiting tdm_main() Spawning entities removed 28 degenerate triangles glprogs/heatHazeWithMask.vfp glprogs/heatHazeWithMask.vfp removed 32 degenerate triangles WARNING:idFileSystem::OSPathToRelativePath failed on removed 24 degenerate triangles removed 16 degenerate triangles removed 16 degenerate triangles removed 12 degenerate triangles glprogs/heatHazeWithMaskAndVertex.vfp glprogs/heatHazeWithMaskAndVertex.vfp removed 48 degenerate triangles removed 8 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveabl e_dagger_1170' removed 7 degenerate triangles removed 56 degenerate triangles removed 4 degenerate triangles removed 3 degenerate triangles WARNING:idFileSystem::OSPathToRelativePath failed on removed 24 degenerate triangles removed 16 degenerate triangles removed 12 degenerate triangles removed 58 degenerate triangles removed 22 degenerate triangles WARNING:file <implicit file>, line 2: unknown token '-' WARNING:Couldn't load sound '_default.wav' using default WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveabl e_dagger_3540' removed 16 degenerate triangles removed 10 degenerate triangles removed 24 degenerate triangles removed 20 degenerate triangles ...969 entities spawned, 36 inhibited WARNING:location entity 'info_location_5' overlaps 'info_location_4' ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Applied 0 objective conditions. [aas48]: Assigned 0 multistatemover positions to AAS areas and ignored 0. [aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0. [aas100]: Assigned 0 multistatemover positions to AAS areas and ignored 0. [aas_rat]: Assigned 0 multistatemover positions to AAS areas and ignored 0. WARNING:Couldn't load gui: 'guis/scoreboard.gui' WARNING:Couldn't load gui: 'guis/spectate.gui' WARNING:Couldn't load gui: 'guis/chat.gui' WARNING:Couldn't load gui: 'guis/mpmsgmode.gui' -------------------------------------- SpawnPlayer: 0 WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 321 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: sleeve WARNING:Couldn't load image: sleeve_frill WARNING:Couldn't load image: tail WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: belt WARNING:Couldn't load image: _bloomimage WARNING:Couldn't load image: _cookedmath 0 purged from previous 195 kept from previous 685 new loaded all images loaded in 14.1 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 138950k referenced 2831k purged ---------------------------------------- sound: missing efxs/windowopportunity.efx ----------------------------------- 34555 msec to load windowopportunity interactionTable generated of size: 134217728 bytes ------------- Warnings --------------- during windowopportunity... WARNING:Couldn't load gui: 'guis/chat.gui' WARNING:Couldn't load gui: 'guis/mpmsgmode.gui' WARNING:Couldn't load gui: 'guis/scoreboard.gui' WARNING:Couldn't load gui: 'guis/spectate.gui' WARNING:Couldn't load image: _bloomimage WARNING:Couldn't load image: _cookedmath WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: sleeve WARNING:Couldn't load image: sleeve_frill WARNING:Couldn't load image: tail WARNING:Couldn't load sound '_default.wav' using default WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default WARNING:file <implicit file>, line 2: unknown token '-' WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveabl e_dagger_1170' WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveabl e_dagger_3540' WARNING:idFileSystem::OSPathToRelativePath failed on WARNING:location entity 'info_location_5' overlaps 'info_location_4' 26 warnings Bloom Kernel size is set to: Small Using TDM's enhanced interaction SEED atdm_seed_2: Preparing entities. SEED atdm_seed_2: Creating 0 watch list entities took 0 ms. SEED atdm_seed_2: Creating 5 entities of class func_static (#0 index 0, seed 15 118890). SEED atdm_seed_2: Preparing 5 entities took 0 ms. SEED atdm_seed_2: Merged entity positions, now building combined final list. SEED atdm_seed_2: Combined 5 entities into 1 entities, took 0 ms. atdm_seed_2: spawned 1, culled 0, existing: 1, visible: 1, overall: 995 SEED atdm_seed_3: Preparing entities. SEED atdm_seed_3: Creating 0 watch list entities took 0 ms. SEED atdm_seed_3: Creating 7 entities of class func_static (#0 index 0, seed 64 822195). SEED atdm_seed_3: Preparing 7 entities took 0 ms. SEED atdm_seed_3: MultiPVS. SEED atdm_seed_3: Merged entity positions, now building combined final list. SEED atdm_seed_3: Combined 7 entities into 1 entities, took 0 ms. atdm_seed_3: spawned 1, culled 0, existing: 1, visible: 1, overall: 996 SEED atdm_seed_4: Preparing entities. SEED atdm_seed_4: Creating 0 watch list entities took 0 ms. SEED atdm_seed_4: Creating 15 entities of class func_static (#0 index 0, seed 3 0011077). SEED atdm_seed_4: Preparing 15 entities took 0 ms. SEED atdm_seed_4: MultiPVS. SEED atdm_seed_4: Merged entity positions, now building combined final list. SEED atdm_seed_4: Combined 15 entities into 1 entities, took 0 ms. atdm_seed_4: spawned 1, culled 0, existing: 1, visible: 1, overall: 997 SEED atdm_seed_1: Preparing entities. SEED atdm_seed_1: Creating 0 watch list entities took 0 ms. SEED atdm_seed_1: Creating 22 entities of class func_static (#0 index 0, seed 7 9714382). SEED atdm_seed_1: Preparing 22 entities took 0 ms. SEED atdm_seed_1: Merged entity positions, now building combined final list. SEED atdm_seed_1: Combined 22 entities into 1 entities, took 0 ms. atdm_seed_1: spawned 1, culled 0, existing: 1, visible: 1, overall: 998 SEED atdm_seed_5: Preparing entities. SEED atdm_seed_5: Creating 0 watch list entities took 0 ms. SEED atdm_seed_5: Creating 50 entities of class func_static (#0 index 0, seed 4 4903264). SEED atdm_seed_5: Preparing 50 entities took 1 ms. SEED atdm_seed_5: Merged entity positions, now building combined final list. SEED atdm_seed_5: Combined 50 entities into 1 entities, took 0 ms. atdm_seed_5: spawned 1, culled 0, existing: 1, visible: 1, overall: 999 SEED atdm_seed_6: Preparing entities. WARNING:Source with 1 surfaces. snapshot func_static, scaling: no, needFinish: yes WARNING:Source with 1 surfaces. snapshot func_static, scaling: no, needFinish: yes WARNING:Source with 1 surfaces. snapshot func_static, scaling: no, needFinish: yes WARNING:Source with 1 surfaces. snapshot func_static, scaling: no, needFinish: yes WARNING:Source with 1 surfaces. snapshot func_static, scaling: no, needFinish: yes WARNING:Source with 1 surfaces. snapshot func_static, scaling: no, needFinish: yes WARNING:Source with 1 surfaces. snapshot func_static, scaling: no, needFinish: yes WARNING:Source with 1 surfaces. snapshot func_static, scaling: no, needFinish: yes SEED atdm_seed_6: Creating 0 watch list entities took 0 ms. SEED atdm_seed_6: Creating 59 entities of class atdm:seed_dummy_static (#1 inde x 0, seed 104210072). SEED atdm_seed_6: Creating 56 entities of class atdm:seed_dummy_static (#0 inde x 1, seed 29311099). SEED atdm_seed_6: Creating 14 entities of class atdm:seed_dummy_static (#3 inde x 2, seed 44438230). SEED atdm_seed_6: Creating 3 entities of class atdm:seed_dummy_static (#5 index 3, seed 12225604). SEED atdm_seed_6: Creating 0 entities of class atdm:seed_dummy_static (#6 index 4, seed 113418541). SEED atdm_seed_6: Creating 3 entities of class atdm:seed_dummy_static (#4 index 5, seed 32991575). SEED atdm_seed_6: Creating 0 entities of class atdm:seed_dummy_static (#7 index 6, seed 63473250). SEED atdm_seed_6: Creating 14 entities of class atdm:seed_dummy_static (#2 inde x 7, seed 65898225). SEED atdm_seed_6: Preparing 149 entities took 4 ms. SEED atdm_seed_6: MultiPVS. SEED atdm_seed_6: Merged entity positions, now building combined final list. SEED atdm_seed_6: Combined 149 entities into 6 entities, took 0 ms. atdm_seed_6: spawned 6, culled 0, existing: 6, visible: 6, overall: 1005 SEED atdm_seed_7: Preparing entities. SEED atdm_seed_7: Adding skin 'winebottle05' (idx 1) to class. SEED atdm_seed_7: Creating 0 watch list entities took 0 ms. SEED atdm_seed_7: Creating 10 entities of class func_static (#0 index 0, seed 8 9332608). SEED atdm_seed_7: Preparing 10 entities took 0 ms. SEED atdm_seed_7: Merged entity positions, now building combined final list. SEED atdm_seed_7: Combined 10 entities into 1 entities, took 0 ms. atdm_seed_7: spawned 1, culled 0, existing: 1, visible: 1, overall: 1006 SEED atdm_seed_8: Preparing entities. SEED atdm_seed_8: Creating 0 watch list entities took 0 ms. SEED atdm_seed_8: Creating 5 entities of class func_static (#0 index 0, seed 89 332608). SEED atdm_seed_8: Preparing 5 entities took 0 ms. SEED atdm_seed_8: Merged entity positions, now building combined final list. SEED atdm_seed_8: Combined 5 entities into 1 entities, took 0 ms. atdm_seed_8: spawned 1, culled 0, existing: 1, visible: 1, overall: 1007 SEED atdm_seed_9: Preparing entities. SEED atdm_seed_9: Creating 0 watch list entities took 0 ms. SEED atdm_seed_9: Creating 14 entities of class func_static (#0 index 0, seed 8 9332608). SEED atdm_seed_9: Preparing 14 entities took 1 ms. SEED atdm_seed_9: Merged entity positions, now building combined final list. SEED atdm_seed_9: Combined 14 entities into 1 entities, took 0 ms. atdm_seed_9: spawned 1, culled 0, existing: 1, visible: 1, overall: 1008 SEED atdm_seed_10: Preparing entities. SEED atdm_seed_10: Creating 0 watch list entities took 0 ms. SEED atdm_seed_10: Creating 3 entities of class func_static (#3 index 0, seed 1 14101564). SEED atdm_seed_10: Creating 3 entities of class func_static (#0 index 1, seed 7 3733897). SEED atdm_seed_10: Creating 5 entities of class func_static (#4 index 2, seed 1 29964741). SEED atdm_seed_10: Creating 3 entities of class func_static (#1 index 3, seed 1 01039374). SEED atdm_seed_10: Creating 5 entities of class func_static (#2 index 4, seed 1 15340079). SEED atdm_seed_10: Preparing 14 entities took 1 ms. SEED atdm_seed_10: Merged entity positions, now building combined final list. SEED atdm_seed_10: Combined 14 entities into 4 entities, took 0 ms. atdm_seed_10: spawned 4, culled 0, existing: 4, visible: 4, overall: 1012 SEED atdm_seed_11: Preparing entities. SEED atdm_seed_11: Creating 0 watch list entities took 0 ms. SEED atdm_seed_11: Creating 41 entities of class func_static (#0 index 0, seed 48989783). SEED atdm_seed_11: Preparing 41 entities took 1 ms. SEED atdm_seed_11: MultiPVS. SEED atdm_seed_11: Merged entity positions, now building combined final list. SEED atdm_seed_11: Combined 41 entities into 1 entities, took 0 ms. atdm_seed_11: spawned 1, culled 0, existing: 1, visible: 1, overall: 1013 speaker_zone_ambient::init() called Color read from main ambient light 'ambient_world': 0.05 0.05 0.08 Changed location from '' to 'Land'. The ambient 'snd_Land' for location 'Land' is now playing. WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed WARNING:idSaveGame::WriteObject - WriteObject FindIndex failed Quicksave ]condump seedcrash.txt Dumped console text to seedcrash.txt. --------- Game Map Shutdown ---------- ModelGenerator memory: 8 LOD entries with 30 users using 5161 bytes, memory sav ed: 13610 bytes. --------- Game Map Shutdown done ----- reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. reloading guis/map/windowopportunity.gui. reloading guis/playertools/spyglass.gui. WARNING:Couldn't load gui: 'guis/scoreboard.gui' reloading guis/scoreboard.gui. WARNING:Couldn't load gui: 'guis/spectate.gui' reloading guis/spectate.gui. WARNING:Couldn't load gui: 'guis/chat.gui' reloading guis/chat.gui. reloading guis/mpmain.gui. WARNING:Couldn't load gui: 'guis/mpmsgmode.gui' reloading guis/mpmsgmode.gui. reloading guis/tdm_hud.gui. reloading guis/tdm_lockpick.gui. reloading guis/tdm_inv.gui. reloading guis/tdm_loot.gui. reloading guis/tdm_waituntilready.gui. reloading guis/readables/books/book_hand_ellianerelle_world.gui. reloading guis/readables/scrolls/scroll_calig_mac_humaine_world.gui. reloading guis/playertools/compass.gui. reloading guis/playertools/spyglass.gui. --------- Map Initialization --------- Map: windowopportunity idRenderWorldLocal::InitFromMap: retaining existing map ------- Game Map Init SaveGame ------- map bounds are (2447.3, 4980.0, 3016.0) max clip sector is (305.9, 155.6, 188.5) 112 bytes passage memory used to build PVS 0 msec to calculate PVS 16 areas 26 portals 3 areas visible on average 64 bytes PVS data Keeping maps/windowopportunity.aas48 [Load AAS] loading maps/windowopportunity.aas96 Keeping maps/windowopportunity.aas32 Keeping maps/windowopportunity.aas100 Keeping maps/windowopportunity.aas_rat [Load AAS] loading maps/windowopportunity.aas_elemental No running thread for RestoreScriptObject(), creating new one. -------------------------------------- ----------------------------------- 138 msec to load windowopportunity interactionTable generated of size: 134217728 bytes WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveabl e_dagger_11728400' WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveabl e_dagger_35428400' Bloom Kernel size is set to: Small Using TDM's enhanced interaction Restarting ambient sound snd_Land with volume -8.073548 ]condump seedcrash2.txt Dumped console text to seedcrash2.txt.
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If you don't mind windowed mode (fullscreen = no), you can simply alt-tab. Some don't like the window border though.
I tend to strafe-run a lot, while looking in other directions, but I like chording keys and setup my gamepad that way. Usually there isn't too far to travel in this game, maps tend to be dense rather than expansive.
As for loading times, what can you do, wait a second? It's not enough time for me to bother popping to the web browser and read something before it's up.
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Nope, anything dead is truly dead and stays that way. PM sent!
PS: And this was my 100th post.
- 1
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It's testing time!
Come discover mysterious flashing textures...
Try to escape the confines of the map and survive...
Confront AIs to see if they really are artificially intelligent...
Discover sights not seen by anyone other than me!
Experience experiences no others have experienced!
Significant Other doesn't listen to you? Your suggestions ignor...erm...welcomed here!
Ensure future players have a fun experience!
Cure baldness, enlarge breasts, and strengthen finger muscles!
(Note: Promises of enlarged baldness, cured breasts, and carpal tunnel syndrome not guaranteed. No undead were harmed in the making of this mission.)
All this may be yours for the low-low price of replying to this post or sending a PM to me.
Don't wait, contact now, toll free, initial respondents receive a direct link to download the mission using state of the art digital technology with manual installation.
Doesn't include a free set of Ginsu steak knives, or any of the lack-of-wit in this post.
- 2
Interesting chat about Thief 1 and 2
in Off-Topic
Posted
Thanks for the share, however I'm afraid I didn't find that to be the case, since (not surprisingly) their reactions assume prior knowledge of those games, rather than explaining what wasn't appreciated (so lost on someone like me, unfamiliar with either). Although a dislike for non-human opponents has been expressed here before as well.