Jump to content
The Dark Mod Forums

Ladro

Member
  • Posts

    345
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Ladro

  1. As Obsttorte said, there is already a script to make live-shop *in* game, but nobody used it till now. I hope some missions will use it in the future, because IMHO it's a great opportunity for some original and effective gameplay in a FM, rather then buy equipment *before* a mission that, always my 2 cents, it's a completely nonsense.
  2. Sounds good! :-D It will be cool to grab gold now, if I can spend it!
  3. BTW: IMHO a live-shop *into* the mission (and not in the beginning when you have no idea of what you'll need) it's a great idea for the mod. I remember a great mission for Thief2 by Sterlino named "The Horn of Canzo" with this kind of live-shop in game (a scripted and very simple one, but it's works). So if you have to buy something that it's really important for the mission, you have to find gold before.
  4. http://www.youtube.com/watch?v=q-D99_UBhaU I remember this show in my childhood, so beautiful show for a kid, the idea of cyborgs and bionic men, and magnificient jazz music by Oliver Nelson. http://www.youtube.com/watch?v=3HISo0r-UcI Oliver Nelson was a genius.
  5. Not played yet, but I found this review on IGN: http://www.ign.com/a...for-pigs-review For what I read, compared to TDD, it was a disapointement for the fans, especially puzzles.
  6. Your map it's, IMHO, a great map. The light problem, it's not a problem, it only affects some kind of gameplay and in some specific condition (and only in the city, out of the museum). I found also that performance was very good, despite the size and the (high) complexity of the map. The 5 lions are not easy and not too diffcult to find, just the right.
  7. Of course google incresing power is a huge problem, but here, as you see, it's a computation problem. Making indexing and ranking results, it's a not trivial problem. Of course there is also an interest for google to manipulate information in some way. But to have some results in 1/x seconds of computation from billion and billion of requests every second, it's primary a computation/resource limit. You say "it's not possible to have a deeper search also if I want to wait more", and that's true. But you can make search not only with Google. Google it's not indexing the entire web, it's only one source of the net. A big source, of course, but not the only one. To avoid this kind of monopoly, it's better to use meta search. Have you tried, IE, http://duckduckgo.com ?
  8. What a brillant idea, Sotha! It creates a lot of immersion for the player. IMHO some of those videos from the POV of the AI, can be used in the beginning of a mission, as introduction.
  9. Finished! I really like the Museum part, awesome. IMHO not so good the city part (in the beginning), it's too empty ad without life, also as noted by others, the lightning was not the best. Anyway: great mission, I enjoyed a lot!
  10. Big numbers it's better, in marketing. If their search are limited to 400 results, this may appear as a big limitation for surfers (that are are also their customers). So they stamp bigger numbers in the beginning of the page that's only an estimation of the cardinality of the search, then you have a subset with your 400 results. And there are also all the bubble filter, in their results: https://en.wikipedia.org/wiki/Filter_bubble
  11. This is really a bad news for us taffers :-( (but a good news for you and your work, of course, everybody has a life :-) ) You missions are always IMHO supertop quality and a real pleasure to play.
  12. Subscribe. Meego/Maemo could be a great competitor for Android. N9 was *great* phone. I like JollaOS, and also Ubuntu Edge it's a very good project, pity crowdfund cannot handle the project to be reality.
  13. I'll buy it for sure. I like Penumbra series and Amnesia, I'm a fan (also if these are not perfect games). Frictional has to be rewared also for making their games totally crossplatform.
  14. Ladro

    Miasmata

    Nope, for gaming (the games that are win-only) I assembled a machine with windows7, in dualboot. It's a AMD A8 (overclocked) with a radeon 7750. With Skyrim it works good with mid-high settings. With this game it's choppy, so I needed to low pretty all settings and play at 1280x720 to have the game usable. Anyway, the game it's not bad, simply it lacks some more interesting game design rather then some great concept idea (survival and openworld). But I understand it's already an incredible result from a team of only 2 people that developed also the engine from scratch.
  15. Ladro

    Miasmata

    Played yesterday a little bit. I'm little bit disappointed for the engine performance: on my winmachine (used only for games) I can run Skyrim on mid-high settings, but this game was choppy on perfomance. I understand it's very difficult to make from scratch a 3D engine, but i say also that if this is the result (also for the visuals), IMHO was a better idea to use an existent engine and concentrate deeply on other game aspects. I like (a lot) the idea of the game (surviving in an island) but the game mechanics are not well implemented, IMHO. The flowers examination and syntesis to make potions are *really* repetitive. Yes, the dark and immersion are good, but the game it's not working well, I don't think i'll play to the end. Anyway a great (if not incredibile) effort for only 2 people involved on development. I hope someone int he future will try this way for a pure (nonlinear and openworld) survivor game.
  16. W8M it's a good OS, BTW, but it's really incredible that all the board and investors of Nokia cannot stop the plan made by MS years ago to buy Nokia. Elop was a 100% Ms man, everyone knows about it. A lot on engineers left Nokia years ago after Elop decided to abandon MeeGo project that was a GOOD rival of Android *and* W8M. All was predicted, a lot of smart guys said that years ago about elop and MS plan. It's a shane that NOBODY, also inside the company, cannot stop this. And now, IMHO, this is also the end for the Qt platform. Really bad day, for me.
  17. Ladro

    Miasmata

    Sounds like the game of my dreams. Also the review it's very well done. I'll play this game, it's sure. Pity it's only for Windows, the 2 guys created their engine for windows only (it's based on DX9). So Never will be a Linux version. I'll try with wine. Really thanks for sharing :-)
  18. Just finished Melan's new mission: what a style! Bravo Melan! :-D

    1. Melan
    2. Ladro

      Ladro

      It's me that i have to thank you :-D

      Your visual and architectural view on editing a mission are simply beautiful, and I like the freedom that you put to make path in the mission, really creative, bravo!

    3. Melan

      Melan

      I meant the comments - they are much appreciated.

  19. My compliments too for your first mission :-D I just finished it: well done, it's incredible that this is your first mission. BRAVO! :-D
  20. Now it works! :-D Thanks to Bikerdude and also to you for making the mission :-D
  21. I have a problem on running this mission: when loading the mission (after the brefing) I have a seg fault. Here is the what it says from the shell: ladro@ladro-desktop-dual:~/.doom3/darkmod$ ./thedarkmod.x86 TDM 1.08 #5589 linux-x86 Oct 16 2012 09:58:23 found interface lo - loopback found interface eth0 - 192.168.1.98/255.255.255.0 Found AMD CPU, features: MMX SSE SSE2 SSE3 3DNow! CMOV doom using generic code for SIMD processing. no 'base' directory in exe path /home/ladro/.doom3/darkmod, skipping WARNING: using hardcoded default base path WARNING:Attempt to modify read-only fs_mod CVAR failed. no 'base' directory in exe path /home/ladro/.doom3/darkmod, skipping WARNING: using hardcoded default base path ------ Initializing File System ------ Current search path: /home/ladro/.doom3/darkmod/fms/solarescape1 /home/ladro/.doom3/darkmod/fms/solarescape1/solarescape1.pk4 (28 files) /home/ladro/.doom3/darkmod /home/ladro/.doom3/darkmod/tdm_textures_wood01.pk4 (293 files) /home/ladro/.doom3/darkmod/tdm_textures_window01.pk4 (234 files) /home/ladro/.doom3/darkmod/tdm_textures_stone_sculpted01.pk4 (304 files) /home/ladro/.doom3/darkmod/tdm_textures_stone_natural01.pk4 (99 files) /home/ladro/.doom3/darkmod/tdm_textures_stone_flat01.pk4 (260 files) /home/ladro/.doom3/darkmod/tdm_textures_stone_cobblestones01.pk4 (185 files) /home/ladro/.doom3/darkmod/tdm_textures_stone_brick01.pk4 (351 files) /home/ladro/.doom3/darkmod/tdm_textures_sfx01.pk4 (35 files) /home/ladro/.doom3/darkmod/tdm_textures_roof01.pk4 (65 files) /home/ladro/.doom3/darkmod/tdm_textures_plaster01.pk4 (96 files) /home/ladro/.doom3/darkmod/tdm_textures_paint_paper01.pk4 (22 files) /home/ladro/.doom3/darkmod/tdm_textures_nature01.pk4 (214 files) /home/ladro/.doom3/darkmod/tdm_textures_metal01.pk4 (329 files) /home/ladro/.doom3/darkmod/tdm_textures_glass01.pk4 (31 files) /home/ladro/.doom3/darkmod/tdm_textures_fabric01.pk4 (38 files) /home/ladro/.doom3/darkmod/tdm_textures_door01.pk4 (154 files) /home/ladro/.doom3/darkmod/tdm_textures_decals01.pk4 (235 files) /home/ladro/.doom3/darkmod/tdm_textures_carpet01.pk4 (71 files) /home/ladro/.doom3/darkmod/tdm_textures_base01.pk4 (264 files) /home/ladro/.doom3/darkmod/tdm_sound_vocals_decls01.pk4 (24 files) /home/ladro/.doom3/darkmod/tdm_sound_vocals07.pk4 (1091 files) /home/ladro/.doom3/darkmod/tdm_sound_vocals06.pk4 (664 files) /home/ladro/.doom3/darkmod/tdm_sound_vocals05.pk4 (80 files) /home/ladro/.doom3/darkmod/tdm_sound_vocals04.pk4 (1554 files) /home/ladro/.doom3/darkmod/tdm_sound_vocals03.pk4 (728 files) /home/ladro/.doom3/darkmod/tdm_sound_vocals02.pk4 (1679 files) /home/ladro/.doom3/darkmod/tdm_sound_vocals01.pk4 (80 files) /home/ladro/.doom3/darkmod/tdm_sound_sfx02.pk4 (576 files) /home/ladro/.doom3/darkmod/tdm_sound_sfx01.pk4 (768 files) /home/ladro/.doom3/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/ladro/.doom3/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/ladro/.doom3/darkmod/tdm_sound_ambient02.pk4 (148 files) /home/ladro/.doom3/darkmod/tdm_sound_ambient01.pk4 (170 files) /home/ladro/.doom3/darkmod/tdm_prefabs01.pk4 (542 files) /home/ladro/.doom3/darkmod/tdm_player01.pk4 (123 files) /home/ladro/.doom3/darkmod/tdm_models_decls01.pk4 (89 files) /home/ladro/.doom3/darkmod/tdm_models02.pk4 (1806 files) /home/ladro/.doom3/darkmod/tdm_models01.pk4 (1655 files) /home/ladro/.doom3/darkmod/tdm_gui_credits01.pk4 (49 files) /home/ladro/.doom3/darkmod/tdm_gui01.pk4 (666 files) /home/ladro/.doom3/darkmod/tdm_game02.pk4 (2 files) /home/ladro/.doom3/darkmod/tdm_game01.pk4 (2 files) /home/ladro/.doom3/darkmod/tdm_fonts01.pk4 (696 files) /home/ladro/.doom3/darkmod/tdm_env01.pk4 (92 files) /home/ladro/.doom3/darkmod/tdm_defs01.pk4 (165 files) /home/ladro/.doom3/darkmod/tdm_base01.pk4 (138 files) /home/ladro/.doom3/darkmod/tdm_ai_steambots01.pk4 (27 files) /home/ladro/.doom3/darkmod/tdm_ai_monsters_spiders01.pk4 (91 files) /home/ladro/.doom3/darkmod/tdm_ai_humanoid_undead01.pk4 (29 files) /home/ladro/.doom3/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (65 files) /home/ladro/.doom3/darkmod/tdm_ai_humanoid_pagans01.pk4 (8 files) /home/ladro/.doom3/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files) /home/ladro/.doom3/darkmod/tdm_ai_humanoid_mages01.pk4 (7 files) /home/ladro/.doom3/darkmod/tdm_ai_humanoid_heads01.pk4 (64 files) /home/ladro/.doom3/darkmod/tdm_ai_humanoid_guards01.pk4 (355 files) /home/ladro/.doom3/darkmod/tdm_ai_humanoid_females01.pk4 (155 files) /home/ladro/.doom3/darkmod/tdm_ai_humanoid_builders01.pk4 (88 files) /home/ladro/.doom3/darkmod/tdm_ai_base01.pk4 (8 files) /home/ladro/.doom3/darkmod/tdm_ai_animals01.pk4 (76 files) /usr/local/games/doom3/darkmod /usr/local/games/doom3/base File System Initialized. -------------------------------------- ----- Initializing Decls ----- WARNING:file sound/tdm_ambient_environmental02.sndshd, line 99: sound 'weather_thunder04' previously defined at sound/tdm_ambient_environmental.sndshd:660 WARNING:file sound/tdm_ambient_environmental02.sndshd, line 105: sound 'weather_thunder05' previously defined at sound/tdm_ambient_environmental.sndshd:666 ------------------------------ ------- Initializing renderSystem -------- WARNING:Couldn't load image: makeintensity( lights/squarelight1a) using ARB renderSystem renderSystem initialized. -------------------------------------- I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. 1198 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. WARNING:Cannot find guis/mainmenu.gui WARNING:Couldn't load image: guis/assets/splash/launch Couldn't open journal files couldn't exec editor.cfg 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 I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. 1198 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. WARNING:Cannot find guis/mainmenu.gui ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1920x1080 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: GeForce 8600 GT/PCI/SSE2/3DNOW! GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ dlopen(libasound.so.2) asoundlib version: 1.0.23 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- 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 v - using GL_NV_register_combiners X - GL_ATI_fragment_shader not found X - GL_ATI_text_fragment_shader not found v - using GL_ARB_vertex_buffer_object v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program v - using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- 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 WARNING:LoadARBProgram: 'glprogs/R200_interaction.vp' not found WARNING:LoadARBProgram: 'glprogs/nv20_bumpAndLight.vp' not found WARNING:LoadARBProgram: 'glprogs/nv20_diffuseColor.vp' not found WARNING:LoadARBProgram: 'glprogs/nv20_specularColor.vp' not found WARNING:LoadARBProgram: 'glprogs/nv20_diffuseAndSpecularColor.vp' not found WARNING:LoadARBProgram: 'glprogs/environment.vfp' not found WARNING:LoadARBProgram: 'glprogs/environment.vfp' not found 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 WARNING:Couldn't load image: makeintensity( lights/squarelight1a) Font fonts/english/stone in size 12 not found, using size 24 instead. found DLL in pak file: /home/ladro/.doom3/darkmod/tdm_game02.pk4/gamex86.so, extracting to darkmod path copy gamex86.so to /home/ladro/.doom3/darkmod/gamex86.so Found AMD CPU, features: MMX SSE SSE2 SSE3 3DNow! CMOV game using generic code for SIMD processing. --------- Initializing Game ---------- The Dark Mod 1.08, code revision 5574 Build date: Oct 16 2012 WARNING:Couldn't load image: makeintensity( lights/squarelight1a) Initializing event system ...793 event definitions Initializing class hierarchy ...166 classes, 773968 bytes for event callbacks Initializing scripts /proc/cpuinfo CPU frequency: 2200 MHz Compiled 'removeInitialSplineAngles': 238.7 ms ---------- Compile stats ---------- Memory usage: Strings: 42, 6672 bytes Statements: 18304, 366080 bytes Functions: 1139, 116360 bytes Variables: 83908 bytes Mem used: 1041624 bytes Static data: 2277552 bytes Allocated: 2781728 bytes Thread size: 7068 bytes ...5 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 9 mods in the FM folder. Parsed 10 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: solarescape1 -------- 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:Attempt to modify read-only fs_mod CVAR failed. WARNING:Cannot find guis/mainmenu.gui WARNING:Couldn't load image: guis/assets/splash/launch WARNING:Couldn't load image: makeintensity( lights/squarelight1a) WARNING:file sound/tdm_ambient_environmental02.sndshd, line 105: sound 'weather_thunder05' previously defined at sound/tdm_ambient_environmental.sndshd:666 WARNING:file sound/tdm_ambient_environmental02.sndshd, line 99: sound 'weather_thunder04' previously defined at sound/tdm_ambient_environmental.sndshd:660 WARNING:LoadARBProgram: 'glprogs/environment.vfp' not found WARNING:LoadARBProgram: 'glprogs/nv20_bumpAndLight.vp' not found WARNING:LoadARBProgram: 'glprogs/nv20_diffuseAndSpecularColor.vp' not found WARNING:LoadARBProgram: 'glprogs/nv20_diffuseColor.vp' not found WARNING:LoadARBProgram: 'glprogs/nv20_specularColor.vp' not found WARNING:LoadARBProgram: 'glprogs/R200_interaction.vp' not found 12 warnings terminal support enabled ( use +set in_tty 0 to disabled ) pid: 29091 2016 MB System Memory guessing video ram ( use +set sys_videoRam to force ) .. found XNVCtrl extension 1.16 512 MB Video Memory Async thread started couldn't exec autocommands.cfg Widescreenmode was set to: 7 (1920x1080) Found 0 new mission packages. Found 9 mods in the FM folder. DisplayBriefingPage: briefingData is maps/solarescape1/mission_briefing DisplayBriefingPage: xdata found. DisplayBriefingPage: numPages is 3 DisplayBriefingPage: current page is 1 missed 2 sound updates 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 Applied 4 objective conditions. --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. Widescreenmode was set to: 7 (1920x1080) --------- Map Initialization --------- Map: solarescape1 glprogs/ambientEnvironment.vfp glprogs/ambientEnvironment.vfp WARNING:LoadARBProgram: 'glprogs/heatHazeWithMask.vfp' not found WARNING:LoadARBProgram: 'glprogs/heatHazeWithMask.vfp' not found WARNING:material 'textures/water_source/water_green' had stage with no image WARNING:material 'textures/water_source/water_clear' had stage with no image WARNING:LoadARBProgram: 'glprogs/heatHaze.vfp' not found WARNING:LoadARBProgram: 'glprogs/heatHaze.vfp' not found WARNING:material 'textures/darkmod/glass/clear_warp' had stage with no image ----------- Game Map Init ------------ collision data: 39 models 4954 vertices (116 KB) 8454 edges (297 KB) 3552 polygons (246 KB) 624 brushes (85 KB) 1813 nodes (49 KB) 6392 polygon refs (49 KB) 1692 brush refs (13 KB) 3653 internal edges 103 sharp edges 0 contained polygons removed 0 polygons merged 857 KB total memory used 68 msec to load collision data. map bounds are (4272.0, 3648.0, 2984.0) max clip sector is (267.0, 228.0, 186.5) 200 bytes passage memory used to build PVS 0 msec to calculate PVS 9 areas 24 portals 5 areas visible on average 36 bytes PVS data [Load AAS] loading maps/solarescape1.aas48 done. [Load AAS] loading maps/solarescape1.aas96 [Load AAS] loading maps/solarescape1.aas32 done. [Load AAS] loading maps/solarescape1.aas100 [Load AAS] loading maps/solarescape1.aas_rat ConversationManager: Found 0 valid conversations. Entering tdm_main() Exiting tdm_main() Spawning entities WARNING:Couldn't load sound 'book_impact.wav' using default removed 10 degenerate triangles WARNING:Couldn't load sound 'tdm_ai_builder2_sleep.wav' using default WARNING:Couldn't load sound 'bullet_impact_stone.wav' using default WARNING:Couldn't load sound 'bullet_impact_flesh.wav' using default WARNING:Couldn't load sound 'bullet_impact_wood.wav' using default WARNING:Couldn't load sound 'monster_demon_tick_footstep.wav' using default WARNING:Couldn't load sound 'sound/voices/wench/tdm_ai_wench_notice_generic01.ogg' using default WARNING:Couldn't load sound 'tdm_ai_wench_find_soft_corpse_female.wav' using default removed 16 degenerate triangles WARNING:material 'textures/sfx/vp3' had stage with no image removed 6 degenerate triangles WARNING:Couldn't load sound 'fist_impact.wav' using default WARNING:material 'textures/darkmod/glass/milky_warp' had stage with no image WARNING:material 'textures/darkmod/glass/milky_warp_2' had stage with no image WARNING:Couldn't load sound 'sound/weapons/casings/small_metal_02.wav' using default WARNING:Couldn't load sound 'sound/weapons/impacts/bullet_metal/metalimpact_04.wav' using default WARNING:Couldn't load sound 'sound/xian/foley_sessions/metals_small/lowtink_01.ogg' using default WARNING:Couldn't load sound 'sound/xian/foley_sessions/metals_small/lowtink_02.ogg' using default WARNING:Couldn't load sound 'sound/xian/foley_sessions/metals_small/lowtink_03.ogg' using default WARNING:Couldn't load sound 'sound/impact/stairs/simpact_04.ogg' using default WARNING:material 'models/weapons/waterarrow/waterarrow_tip' had stage with no image removed 30 degenerate triangles removed 144 degenerate triangles removed 144 degenerate triangles removed 47 degenerate triangles WARNING:idFileSystem::OSPathToRelativePath failed on removed 75 degenerate triangles removed 40 degenerate triangles removed 72 degenerate triangles removed 72 degenerate triangles signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:Door ChestLid_1 is not within a valid AAS area WARNING:Door JewelleryBoxLid_1 is not within a valid AAS area ModelGenerator memory: No LOD entries. -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 Errore di segmentazione => Update: the problem has been solved by Bikerdude.T Thanks :-D
×
×
  • Create New...