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ezze

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Everything posted by ezze

  1. mmn... if doing this slow and laborious job can concretely help to bring to reality Egyptian (or Mesoamerican) themed missions I offer to help. What needs to be done?
  2. Glad it can help, I would really see new themes in the levels. While browsing the textures, did you see there are also some Mesoamerican themed? Mesoamerican theme could also be nice. It fits well with the pagan faction.
  3. Enclosed three screenshots showing some of the assets. The license should be free enough for TDM fan missions. There are even mummies, but they definitely need touch-ups for TDM (animations for example...).
  4. Boost indeed has the bad habit of breaking everything every few months. For TDM and Darkradiant I suggest to simply use Wine. It is the best way when the developers are mainly in Windows and the gnu/linux build is manly a side effect. This is what I think when I see people using Windows...
  5. you really should, I hardly ever had problems I could not solve with ease and the community is nice and competent.
  6. I double checked and I think it is worth checking it out. Please, download this package, unpack it somewhere, inside the id1 directory are mp2_prerelease_normals-high.pk3, and mp2_prerelease_textures.pk3 files. The textures should be big enough (1024 or 512px usually), but it seems there aren't all normal maps. But the notes in the readmes make me think they are in the other packs.
  7. Besides, TDM is now completely open-source, just fork it and fix all the points you do not like.
  8. Did you actually checked? It was long ago, but I remember the free high res replacement were ok... (But since it was long ago I might confuse...)
  9. I was thinking, the Quake Mission Pack 2 --Dissolution of Eternity-- has some Egyptian themed level (e.g., Curse of Osiris), besides as everything in official quake there are improved free textures (Quakeone). It would be technically possible to import those? The lack of related AIs would be still a problem however.
  10. Right, I guess the lossless versions (flac or wav?) should be available somewhere. It would help volunteers...
  11. .pk4 files are actually .zip files, look there.
  12. Seems interesting, can you to explain more?
  13. Those are self-imposed issue. So from our point of view they are not an argument.
  14. The load problems come from the binary I got from with the downloader, however no collision problem. In the beginning I wanted to compile because I had to use LD_LIBRARY_PATH to rename a lib with the pre-compiled binary. Besides I have the feeling the game is faster with Wine.
  15. I also have problems loading... Probably I will just follow Araneidae idea and use Wine. It is a pity there is no 5.1 sound however...
  16. Very nice, it is a pity he did not update after Deadly Shadows.
  17. I tried few alternate routes, but I only got stuck in the border of the map Walking on the wires to reach the roof over the entrance seems so obvious, but actually there is nothing (literally, there is the map border). By the way is there a way to open the hatch one of the first buildings outside? About the topic, noisemaker and blackjack.
  18. I don't really understand... In the 1998 Thief shown the world how to do a stealth system, you can add refinement, technological gadgets (for example, shadows won't help so much if an enemy has infrared vision... on the other side Predator movie comes to mind) and many variants. But the basic idea is: visibility via light gem, sounds from surfaces. How can you go wrong? Morrowind is a another example, the hiding system is crap and the game is four years newer. It seems lots of developers say: --I can do better-- but they do not think why it is actually better and so actually do crap.
  19. I tried plaing Thief1 and the enemies behave differently then I remembered... In level 2 I remember you could make the zombies follow you and drown them in a small lake... I the last game they just wait for me on the water's edge... Interesting...
  20. Here is the fairly long log of TDM: I start the training mission, pickup the sword, and try to kill the first builder in the shadow section (the one busy with paperwork). I cannot stab him and when I do some noises he finds me, but he cannot hit me either. http://pastebin.com/deknX0CX
  21. I just compiled (the code) the game and I started playing the Tears of St. Lucia. I was not expecting an angry guard when I was outside, but a hammer carrying guy run towards me. Quickly I understand he cannot hurt me, he strikes his hammer but always misses. It is the same when I try to defend with the sword: I cannot hurt him. I tried in the Training Mission arena and it is the same, but interestingly broadhead arrows and stones (or what ever the guard throws at you when you are not reachable) works fine. Is that a known bug? What can I try? Now I see if it happens also with the last trunk version. Edit: it does not help, same behavior. It is really annoying, because as far I can see not even the blackjack works... Edit: it seems there is no hitting at all. I cannot strike walls or objects either... % uname -a Linux pendulum 3.12.6-1-ARCH #1 SMP PREEMPT Fri Dec 20 19:39:00 CET 2013 x86_64 GNU/Linux % g++ --version g++ (GCC) 4.8.2 20131219 (prerelease) Copyright (C) 2013 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. % glxinfo| grep '^dir\|^Open' direct rendering: Yes OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GTS 250/PCIe/SSE2 OpenGL core profile version string: 3.3.0 NVIDIA 331.20 OpenGL core profile shading language version string: 3.30 NVIDIA via Cg compiler OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL core profile extensions: OpenGL version string: 3.3.0 NVIDIA 331.20 OpenGL shading language version string: 3.30 NVIDIA via Cg compiler OpenGL context flags: (none) OpenGL profile mask: (none) % sudo lshw -short H/W path Device Class Description ================================================ system P31-ES3G /0 bus P31-ES3G /0/0 memory 128KiB BIOS /0/4 processor Intel(R) Core(TM)2 Duo CPU E8400 @ 3.00GHz /0/4/8 memory 64KiB L1 cache /0/4/9 memory 6MiB L2 cache /0/19 memory 4GiB System Memory /0/19/0 memory 2GiB DIMM 800 MHz (1,2 ns) /0/19/1 memory 2GiB DIMM 800 MHz (1,2 ns) /0/100 bridge 82G33/G31/P35/P31 Express DRAM Controller /0/100/1 bridge 82G33/G31/P35/P31 Express PCI Express Root Port /0/100/1/0 display G92 [GeForce GTS 250] /0/100/1c bridge NM10/ICH7 Family PCI Express Port 1 /0/100/1c.1 bridge NM10/ICH7 Family PCI Express Port 2 /0/100/1c.1/0 enp3s0 network RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller /0/100/1d bus NM10/ICH7 Family USB UHCI Controller #1 /0/100/1d/1 usb1 bus UHCI Host Controller /0/100/1d.1 bus NM10/ICH7 Family USB UHCI Controller #2 /0/100/1d.1/1 usb2 bus UHCI Host Controller /0/100/1d.1/1/1 input USB Device /0/100/1d.2 bus NM10/ICH7 Family USB UHCI Controller #3 /0/100/1d.2/1 usb3 bus UHCI Host Controller /0/100/1d.3 bus NM10/ICH7 Family USB UHCI Controller #4 /0/100/1d.3/1 usb5 bus UHCI Host Controller /0/100/1d.7 bus NM10/ICH7 Family USB2 EHCI Controller /0/100/1d.7/1 usb4 bus EHCI Host Controller /0/100/1e bridge 82801 PCI Bridge /0/100/1e/2 multimedia SB Audigy /0/100/1e/2.1 input SB Audigy Game Port /0/100/1e/2.2 bus SB Audigy FireWire Port /0/100/1f bridge 82801GB/GR (ICH7 Family) LPC Interface Bridge /0/100/1f.2 storage NM10/ICH7 Family SATA Controller [iDE mode] /0/100/1f.3 bus NM10/ICH7 Family SMBus Controller
  22. That was stupid, in my distro are two different versions of gcc. A "64 bit" only and the multilib one, I had the former...
  23. Found! It seems in my system there is no int128 when compiling with -m32! % cat a.cpp #include <iostream> #include <limits> int main() { std::cout << sizeof(__int128_t) << "\n"; } % g++ a.cpp % g++ -m32 a.cpp In file included from a.cpp:2:0: /usr/include/c++/4.8.2/limits:1405:35: error: template argument 1 is invalid struct numeric_limits<__int128> ^ /usr/include/c++/4.8.2/limits:1479:44: error: template argument 1 is invalid struct numeric_limits<unsigned __int128> ^ a.cpp: In function ‘int main()’: a.cpp:5:25: error: ‘__int128_t’ was not declared in this scope std::cout << sizeof(__int128_t) << "\n"; ^ % It cannot be possibly just me...
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