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Premier

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Posts posted by Premier

  1. XP user here. I've been thinking of upgrading the OS for at least a year or two, but I was using my computer working on a big job-related thing for over the last half a year and didn't wan't to change horses mid-race, plus some unpleasant experiences with OS troubles in the past made me very skittish.

     

    If and when I change, it will definitely be Win 7, and I consider Linux or later version of Windows to be absolute no-nos for the foreseeable future.

    • Like 1
  2. I've missed this mission when it came out, but I've just started playing it tonight, and I love it (even though I'm not really that fond of all-undead missions). However, I'm majorly stuck, and after reading through this thread I believe this might be because of a bug.

     

    So, here's the thing. I started playing, found enough loot, the Golden Book and the Scepter. The only thing left is to break Alberic's curse and go home.

     

    Only I'm clueless about Alberic's curse. Literally: I can't find any clues about how to do it. I thought the Golden Book's text might be a clue, something to do with an anvil-hammer-helmet sequence, but I didn't see anything in the mission that could be applicable.

     

    I came here, read the thread, and now I understand there's supposed to be a readable titled "Player's Notes", and another one (or maybe it's the same), a book of folklore, which is mentioned in the briefing. I also infer that these are supposed to be in your inventory when you start playing, and they're supposed to give you all the information you need to get started with the objective, which will involve getting a skull from the catacombs and dropping it in a basin. The only problem is, the readables are missing. When playing TDM 2.06, with the version of the mission that can be downloaded via the in-game system as of today, those readables are missing from you inventory when you start the mission. I've restarted the mission, this time on the lowest difficulty, to make sure it's not difficulty-dependent, and same result: no readable in your inventory. As far as I can tell, stgatilov's problem discussed further up this very page, in last December, seems to be exactly the same thing, and it didn't seem to be really addressed at the time.

     

    So now I'm raising the same issue: if these apparently plot-critical readables are supposed to be found in the mission, then could someone please explain, complely explicitly and in great detail, where exactly they're supposed to be? And if they're supposed to be in your inventory when you start, then this is a bug report: they're not there, at least not with this version of the mission in this version of TDM.

  3. Lovely campaign, even if unfinished. I have two questions about the 2nd mission, though. It's literally been years since its release, so I guess unspoilered is okay, and makes for better searchability in the future.

     

    I - How do I get food for for my bum friend? The only frobbable food items I've found are a loaf of bread and an apple on a table in the tavern, but these don't go into your inventory. Am I supposed to hold one in front of me (as a 3D object) and take it all the way to Harry like that?

     

    II - There's a warehouse with a LOT of crates on two levels, and a well-hidden locked crate inside. Where's the key to it?

  4. You can try to disable rendering during quickload.

    Run this command in console (given that F10 is not bound to something else):

    bind "F10" "r_skipRender 1;loadgame quick;r_skipRender 0"

    Now when you press F10, it will first disable rendering, then quickload, and finally enable rendering back.

    Maybe it would help you.

     

     

    Well, that seems to do it! I've done that, used F10 a good dozen times without any problems, then crowned it by doing a regular F9 quickload to promptly crash the game as usual. Rendering during quickload seems to be the problem.

     

    I see the binding was automatically saved in darkmod.cfg. I assume that I could just edit it to F9 (which is my preferred key) and delete the old line about F9, and it should work properly from now on, is that correct?

    • Like 1
  5. Nothing suspicuous, unfortunately.

    You can try to disable experimental settings (especially "multicore" and "uncap FPS") if you have them turned on.

    If you have NVIDIA's "threaded optimizations" enabled, better turn them off.

    You can also post darkmod.cfg.

    Both multicore and uncap FPS are off, along with soft shadow.

     

    My darkmod.cfg is:

     

     

     

    unbindall

    bind "ENTER" "_impulse51"

    bind "ESCAPE" "togglemenu"

    bind "SPACE" "_moveup"

    bind "-" "_impulse50"

    bind "0" "_impulse10"

    bind "1" "_impulse1"

    bind "2" "_impulse2"

    bind "3" "_impulse3"

    bind "4" "_impulse4"

    bind "5" "_impulse5"

    bind "6" "_impulse6"

    bind "7" "_impulse7"

    bind "8" "_impulse8"

    bind "9" "_impulse9"

    bind "=" "_impulse49"

    bind "[" "_impulse48"

    bind "\" "_mlook"

    bind "]" "_impulse47"

    bind "^" "_impulse0"

    bind "`" "_impulse0"

    bind "a" "_moveleft"

    bind "c" "_impulse23"

    bind "d" "_moveright"

    bind "e" "_impulse46"

    bind "f" "_impulse44"

    bind "g" "inventory_use '#str_02396'"

    bind "i" "inventory_cycle_group '#str_02391'"

    bind "k" "inventory_cycle_group '#str_02392'"

    bind "l" "inventory_use '#str_02395'"

    bind "m" "inventory_cycle_maps"

    bind "o" "_impulse19"

    bind "p" "inventory_cycle_group '#str_02389'"

    bind "q" "_impulse45"

    bind "r" "_impulse52"

    bind "s" "_back"

    bind "u" "_impulse51"

    bind "v" "inventory_hotkey '#str_02397'"

    bind "w" "_forward"

    bind "x" "_impulse23"

    bind "y" "clientMessageMode 1"

    bind "z" "_zoom"

    bind "BACKSPACE" "inventory_hotkey"

    bind "PAUSE" "pause"

    bind "UPARROW" "_forward"

    bind "DOWNARROW" "_back"

    bind "LEFTARROW" "_left"

    bind "RIGHTARROW" "_right"

    bind "ALT" "_strafe"

    bind "CTRL" "_button5"

    bind "SHIFT" "_speed"

    bind "DEL" "_lookdown"

    bind "PGDN" "_lookup"

    bind "END" "_impulse18"

    bind "F3" "_impulse17"

    bind "F4" "savegame quick"

    bind "F5" "savegame quick"

    bind "F6" "_impulse20"

    bind "F7" "_impulse22"

    bind "F8" "loadgame quick"

    bind "F9" "loadgame quick"

    bind "F12" "screenshot"

    bind "MOUSE1" "_attack"

    bind "MOUSE2" "_impulse41"

    bind "MOUSE3" "_zoom"

    bind "MWHEELDOWN" "_impulse15"

    bind "MWHEELUP" "_impulse14"

    seta gui_mediumFontLimit "0.30"

    seta gui_smallFontLimit "0.15"

    seta radiant_entityMode "0"

    seta net_socksPassword ""

    seta net_socksUsername ""

    seta net_socksPort "1080"

    seta net_socksServer ""

    seta net_socksEnabled "0"

    seta win_ypos "22"

    seta win_xpos "3"

    seta sys_lang "english"

    seta s_decompressionLimit "6"

    seta s_useEAXReverb "0"

    seta s_numberOfSpeakers "2"

    seta s_doorDistanceAdd "450"

    seta s_globalFraction "0.8"

    seta s_subFraction "0.75"

    seta s_playDefaultSound "0"

    seta s_volume_dB "0"

    seta s_meterTopTime "2000"

    seta s_reverse "0"

    seta s_spatializationDecay "2"

    seta s_maxSoundsPerShader "0"

    seta s_device "default"

    seta s_diffractionMax "10"

    seta r_useMapBufferRange "0"

    seta r_cinematic_legacyRoq "0"

    seta r_nvidiaOverride "1"

    seta r_fboResolution "1"

    seta r_fboSharedDepth "0"

    seta r_fboSharedColor "0"

    seta r_fboColorBits "32"

    seta r_useGLSL "1"

    seta r_useFBO "1"

    seta r_useBfgPortalCulling "0"

    seta r_postprocess_bloomKernelSize "2"

    seta r_postprocess_bloomIntensity "0"

    seta r_postprocess "0"

    seta r_screenshot_format "jpg"

    seta r_debugArrowStep "120"

    seta r_debugLineWidth "1"

    seta r_debugLineDepthTest "0"

    seta com_smp "0"

    seta r_forceLoadImages "0"

    seta r_testARBProgram "1"

    seta r_shadows "1"

    seta r_shadowPolygonFactor "0"

    seta r_shadowPolygonOffset "-1"

    seta r_offsetunits "-0.1"

    seta r_offsetfactor "-2"

    seta r_clear "2"

    seta r_useSoftParticles "1"

    seta r_skipDepthCapture "0"

    seta r_skipBump "0"

    seta r_skipSpecular "0"

    seta r_skipNewAmbient "0"

    seta r_brightness "1.02381"

    seta r_gamma "1.071429"

    seta r_swapInterval "0"

    seta r_useIndexBuffers "0"

    seta r_softShadowsRadius "1.0"

    seta r_softShadowsQuality "0"

    seta r_customHeight "486"

    seta r_customWidth "720"

    seta r_fullscreen "1"

    seta r_mode "7"

    seta r_multiSamples "0"

    seta image_mipmapMode "2"

    seta image_blockChecksum "0"

    seta image_downSizeLimit "256"

    seta image_ignoreHighQuality "0"

    seta image_downSizeBumpLimit "128"

    seta image_downSizeSpecularLimit "64"

    seta image_downSizeBump "0"

    seta image_downSizeSpecular "0"

    seta image_useCache "0"

    seta image_cacheMegs "20"

    seta image_cacheMinK "200"

    seta image_usePrecompressedTextures "1"

    seta image_useNormalCompression "1"

    seta image_useAllFormats "1"

    seta image_useCompression "1"

    seta image_preload "1"

    seta image_roundDown "1"

    seta image_forceDownSize "0"

    seta image_downSize "0"

    seta image_lodbias "0"

    seta image_anisotropy "1"

    seta image_filter "GL_LINEAR_MIPMAP_LINEAR"

    seta r_cinematic_checkImmediately "0"

    seta r_cinematic_log_flush "0"

    seta r_cinematic_log_ffmpeg "0"

    seta r_cinematic_log "0"

    seta net_serverDlTable ""

    seta net_serverDlBaseURL ""

    seta net_serverDownload "0"

    seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"

    seta g_mapCycle "mapcycle"

    seta g_voteFlags "0"

    seta g_gameReviewPause "10"

    seta g_countDown "10"

    seta g_password ""

    seta g_testModelHeadJoint "Spine2"

    seta g_testModelHead "atdm:ai_head_citywatch"

    seta g_fov "90"

    seta g_showBrass "1"

    seta g_showProjectilePct "0"

    seta g_showHud "1"

    seta g_showPlayerShadow "0"

    seta pm_walkspeed "70"

    seta g_enablePortalSky "2"

    seta g_showcamerainfo "0"

    seta g_damageScale "1"

    seta g_decals "1"

    seta g_doubleVision "1"

    seta g_bloodEffects "1"

    seta g_projectileLights "1"

    seta g_muzzleFlash "1"

    seta gui_CenterY "0.5"

    seta gui_CenterX "0.5"

    seta gui_Height "1.0"

    seta gui_Width "1.0"

    seta r_fovRatio "0"

    seta r_aspectRatio "0"

    seta ui_showGun "1"

    seta ui_autoSwitch "1"

    seta ui_team "Red"

    seta ui_skin "skins/characters/player/marine_mp"

    seta ui_name "Player"

    seta si_serverURL ""

    seta si_spectators "1"

    seta si_usePass "0"

    seta si_warmup "0"

    seta si_teamDamage "0"

    seta si_timeLimit "10"

    seta si_maxPlayers "4"

    seta si_map "game/mp/d3dm1"

    seta si_gameType "singleplayer"

    seta si_name "DOOM Server"

    seta tdm_lod_bias "1.0"

    seta tdm_voice_from_off_volume "0"

    seta tdm_voice_player_volume "0"

    seta tdm_music_volume "0"

    seta tdm_ambient_method "0"

    seta tdm_door_auto_open_on_unlock "1"

    seta tdm_bow_aimer "1"

    seta tdm_lp_debug_hud "0"

    seta tdm_lp_pawlow "0"

    seta tdm_lp_randomize "1"

    seta tdm_lp_auto_pick "0"

    seta tdm_lp_autopick_attempts "3"

    seta tdm_lp_pick_timeout "500"

    seta tdm_lp_sample_delay "10"

    seta tdm_lp_base_count "5"

    seta tdm_empty_model "models/darkmod/misc/system/empty.lwo"

    seta tdm_lg_split "1"

    seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo"

    seta tdm_lg_weak "0"

    seta tdm_lg_interleave_min "40"

    seta tdm_lg_interleave "1"

    seta pm_rope_snd_rep_dist "32"

    seta pm_min_stepsound_interval "200"

    seta pm_stepvol_crouch_creep "-7"

    seta pm_stepvol_crouch_run "4"

    seta pm_stepvol_crouch_walk "-2"

    seta pm_stepvol_creep "-5"

    seta pm_stepvol_run "8"

    seta pm_stepvol_walk "0"

    seta tdm_underwater_blur "3"

    seta tdm_rope_pull_force_factor "140"

    seta gui_objectiveTextSize "1.0"

    seta gui_barSize "1.0"

    seta gui_lightgemSize "1.0"

    seta gui_bigTextSize "1.0"

    seta gui_smallTextSize "1.0"

    seta gui_iconSize "1.0"

    seta tdm_inv_use_visual_feedback "1"

    seta tdm_door_control "0"

    seta tdm_inv_use_on_frob "1"

    seta tdm_inv_loot_sound "frob_loot"

    seta tdm_inv_hud_pickupmessages "1"

    seta tdm_hud_hide_lightgem "0"

    seta tdm_hud_opacity "0.7"

    seta tdm_grabber_reverse_control "0"

    seta tdm_bounce_sound_min_vel "80"

    seta tdm_bounce_sound_max_vel "400"

    seta tdm_throw_max_vel "900"

    seta tdm_throw_time "1200"

    seta tdm_throw_max "3500"

    seta tdm_throw_min "600"

    seta tdm_phys_show_momentum "0"

    seta tdm_ai_hearing_hardcore "1.5"

    seta tdm_ai_hearing_challenging "1.0"

    seta tdm_ai_hearing_forgiving "0.6"

    seta tdm_ai_hearing_nearly_deaf "0.2"

    seta tdm_ai_hearing "2"

    seta tdm_ai_vision_hardcore "1.5"

    seta tdm_ai_vision_challenging "1.2"

    seta tdm_ai_vision_forgiving "0.6"

    seta tdm_ai_vision_nearly_blind "0.2"

    seta tdm_ai_vision "1"

    seta tdm_melee_difficulty "normal"

    seta tdm_melee_max_particles "10"

    seta tdm_melee_forbid_auto_parry "0"

    seta tdm_melee_auto_parry "1"

    seta tdm_melee_invert_parry "0"

    seta tdm_melee_invert_attack "0"

    seta tdm_melee_mouse_thresh_ "0"

    seta tdm_dragged_item_highlight "1"

    seta tdm_drag_encumber_max "0.4"

    seta tdm_drag_encumber_maxmass "55"

    seta tdm_drag_encumber_minmass "10"

    seta tdm_drag_jump_masslimit "20"

    seta tdm_drag_af_free "0"

    seta tdm_drag_af_ground_timer "800"

    seta tdm_drag_damping_af "0.4"

    seta tdm_drag_damping "0.0"

    seta tdm_drag_stuck_dist "38.0"

    seta tdm_drag_force_max "100000"

    seta tdm_drag_limit_force "1"

    seta tdm_collision_damage_scale_horiz "0.5"

    seta tdm_collision_damage_scale_vert "1"

    seta tdm_frob_fadetime "100"

    seta tdm_frob_width "10.0"

    seta tdm_frob_distance_default "63"

    seta pm_lean_toggle "0"

    seta pm_lean_door_bounds_exp "8.0"

    seta pm_lean_door_max "40"

    seta pm_lean_door_increments "10"

    seta pm_lean_to_valid_increments "25"

    seta pm_lean_forward_stretch "15"

    seta pm_lean_forward_height "0.4"

    seta pm_lean_forward_time "400.0"

    seta pm_lean_forward_angle "2"

    seta pm_lean_stretch "2"

    seta pm_lean_height "0.4"

    seta pm_lean_time "400.0"

    seta pm_lean_angle "15.0"

    seta tdm_reattach_delay "100"

    seta tdm_crouch_toggle_hold_time "400"

    seta tdm_toggle_crouch "1"

    seta tdm_footfall_sounds_movetype_specific "1"

    seta pm_mantle_minflatness "0.707"

    seta pm_mantle_height "0.2"

    seta pm_mantle_reach "0.5"

    seta pm_weightmod "1"

    seta pm_push_max_mass "200"

    seta pm_push_heavy_threshold "0.15"

    seta pm_push_accel_time "1000"

    seta pm_push_start_delay "1000"

    seta pm_push_maximpulse "300"

    seta pm_pushmod "0.15"

    seta pm_max_swimspeed_mod "1.4"

    seta pm_crouchmod "0.54"

    seta pm_creepmod "0.44"

    seta pm_runmod "2.12"

    seta tdm_savegame_compress "1"

    seta tdm_force_savegame_load "0"

    seta tdm_mainmenu_confirmquit "1"

    seta tdm_debug_aastype "aas32"

    seta tdm_allow_http_access "1"

    seta tdm_proxy_pass ""

    seta tdm_proxy_user ""

    seta tdm_proxy ""

    seta tdm_fm_restart_delay "0"

    seta tdm_default_relations_def "atdm:team_relations_default"

    seta tdm_show_trainer_messages "1"

    seta tdm_menu_music "1"

    seta tdm_wideScreenMode "0"

    seta tdm_ai_show_aasfuncobstacle_state "0"

    seta tdm_show_health "0"

    seta tdm_ai_debug_greetings "0"

    seta tdm_ai_debug_transition_barks "0"

    seta tdm_ai_opt_nolipsync "0"

    seta tdm_ai_opt_update_enemypos_interleave "48"

    seta tdm_ai_opt_interleavethinkframes "0"

    seta tdm_ai_opt_interleavethinkskipPVS "0"

    seta tdm_ai_opt_interleavethinkmaxdist "0"

    seta tdm_ai_opt_interleavethinkmindist "0"

    seta tdm_ai_search_type "4"

    seta tdm_ai_visdist_show "0.0"

    seta tdm_ai_search_show "0.0"

    seta tdm_showko "0"

    seta tdm_showsprop_radius "0"

    seta tdm_showsprop "0"

    seta tdm_spr_debug "0"

    seta tdm_sndprop_disable "0"

    seta tdm_ai_acuity_susp "1.2"

    seta tdm_ai_acuity_L5 "1.5"

    seta tdm_ai_acuity_L4 "1.3"

    seta tdm_ai_acuity_L3 "1.1"

    seta tdm_ai_show_conversationstate "0"

    seta tdm_ai_show_enemy_visibility "0"

    seta tdm_ai_sight_scale "1000.0"

    seta tdm_ai_sight_thresh "1.0"

    seta tdm_ai_showelevator "0"

    seta tdm_ai_showdoor "0"

    seta tdm_ai_debug_blocked "0"

    seta tdm_ai_showAASarea "0"

    seta tdm_ai_showgoalpos "0"

    seta tdm_ai_showdest "0"

    seta tdm_ai_showalert "0"

    seta tdm_ai_showtasks "0"

    seta tdm_ai_showanimstate "0"

    seta tdm_ai_showko "0"

    seta tdm_ai_showfov "0"

    seta tdm_ai_debug "0"

    seta tdm_ai_bumpobject_impulse "250"

    seta tdm_ai_tact "20.0"

    seta tdm_ai_sight_combat_cutoff "20.0"

    seta tdm_ai_sightmin "15.0"

    seta tdm_ai_sightmax "40.0"

    seta tdm_ai_sight_mag "1.0"

    seta tdm_ai_sight_prob "0.7"

    seta tdm_ai_showname "0"

    seta tdm_ai_showbark "0"

    seta tdm_ai_sndvol "0.0"

    seta tdm_player_wait_until_ready "1"

    seta m_strafeSmooth "4"

    seta m_smooth "1"

    seta m_strafeScale "6.25"

    seta m_yaw "0.022"

    seta m_pitch "0.022"

    seta sensitivity "9.285715"

    seta in_toggleZoom "0"

    seta in_toggleCrouch "0"

    seta in_toggleRun "0"

    seta in_alwaysRun "0"

    seta in_freeLook "1"

    seta in_anglespeedkey "1.5"

    seta in_pitchspeed "140"

    seta in_yawspeed "140"

    seta gui_configServerRate "0"

    seta com_savegame_preview_format "jpg"

    seta com_numQuickSaves "2"

    seta com_guid ""

    seta com_fixedTic "0"

    seta com_preloadDemos "0"

    seta com_compressDemos "1"

    seta com_product_lang_ext "1"

    seta logFile "2"

    seta com_showFPS "0"

    seta com_purgeAll "0"

     

     

     

    I've just experimented a bit more, and it seems reasonably certain that the game only crashes for me if I try to load a game with the F8/F9 shortcut (I've remapped it to F9 which I like better, but I've also tried with F8, and that too causes a crash). There seems to be no crash at all when I load the game from the main menu, even if it's the same quicksave file.

  6. This file is more like debug info for developers, it does not contain anything interesting now.

    Better post console contents.

     

    Open darkmod.cfg and add a line at the end (don't forget to remove it when investigation is over):

    seta logFile "2"
    Now run the game. After it crashes, look at file fms/<name_of_mission>/qconsole.log.

    Attach it here as txt.

     

    P.S. There is also a way to record crashdump, but that's quite tedious (if the described approach even works on WinXP).

    So let's start with console log described above.

     

    I followed your instructions, and here's what I got in the log file:

     

     

    log file 'qconsole.log' opened on Fri Jun 01 19:07:13 2018

     

    Couldn't exec autoexec.cfg - file does not exist.

    I18N: SetLanguage: 'english'.

    I18N: Found no character remapping for english.

    I18N: 1251 strings read from strings/english.lang

    I18N: 'strings/fm/english.lang' not found.

    ----- Initializing OpenAL -----

    Setup OpenAL device and context

    OpenAL: found device 'OpenAL Soft on HD Audio rear output'

    OpenAL: found device 'OpenAL Soft on Logitech USB Headset H340'

    OpenAL: using 'OpenAL Soft'

    OpenAL vendor: OpenAL Community

    OpenAL renderer: OpenAL Soft

    OpenAL version: 1.1 ALSOFT 1.18.2

    OpenAL: found EFX extension

    OpenAL: found 256 hardware voices

    ----- Initializing OpenGL -----

    Initializing OpenGL subsystem

    ...getting default gamma ramp: success

    ...registered window class

    ...registered fake window class

    ...initializing QGL

    ...calling LoadLibrary( 'opengl32' ): succeeded

    ...calling CDS: ok

    ...created window @ 0,0 (1280x1024)

    Initializing OpenGL driver

    ...getting DC: succeeded

    ...PIXELFORMAT 10 selected

    ...creating GL context: succeeded

    ...creating secondary shared GL context: succeeded

    ...sharing contexts: succeeded

    ...making context current: succeeded

     

    ------- Input Initialization -------

    Initializing DirectInput...

    mouse: DirectInput initialized.

    keyboard: DirectInput initialized.

    ------------------------------------

    OpenGL vendor: NVIDIA Corporation

    OpenGL renderer: GeForce 9600 GT/PCIe/SSE2

    OpenGL version: 3.3.0

    Checking portable OpenGL extensions...

    v - using GL_ARB_multitexture

    Max texture coords: 8

    Max active textures: 96

    v - using GL_ARB_texture_cube_map

    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_stencil_wrap

    v - using glStencilOpSeparate

    v - using GL_ARB_vertex_buffer_object

    v - using GL_ARB_map_buffer_range

    v - using EXT_depth_bounds_test

    v - using GL_ARB_framebuffer_object

    v - using ARB_pixel_buffer_object

    v - using GL_ARB_draw_buffers

    v - using GL_ARB_sync

    GL fence sync available

    Max vertex attribs: 16

    Max env parameters: 256

    ----- R_ReloadARBPrograms -----

    glprogs/test.vfp 8

    glprogs/test.vfp 9

    glprogs/interaction.vfp 1

    glprogs/interaction.vfp 2

    glprogs/bumpyEnvironment.vfp 5

    glprogs/bumpyEnvironment.vfp 6

    glprogs/ambientLight.vfp 10

    glprogs/ambientLight.vfp 11

    glprogs/shadow.vp 7

    glprogs/environment.vfp 3

    glprogs/environment.vfp 4

    glprogs/test_direct.vfp 12

    glprogs/test_direct.vfp 13

    glprogs/interaction_direct.vfp 14

    glprogs/interaction_direct.vfp 15

    glprogs/soft_particle.vfp 16

    glprogs/soft_particle.vfp 17

    glprogs/cubic_light_point.vfp 18

    glprogs/cubic_light_point.vfp 19

    glprogs/cubic_light_proj.vfp 20

    glprogs/cubic_light_proj.vfp 21

    glprogs/test_cubic_light_point.vfp 22

    glprogs/test_cubic_light_point.vfp 23

    glprogs/test_cubic_light_proj.vfp 24

    glprogs/test_cubic_light_proj.vfp 25

    glprogs/ambient_cubic_light.vfp 26

    glprogs/ambient_cubic_light.vfp 27

    glprogs/cookMath_pass1.vfp 28

    glprogs/cookMath_pass1.vfp 29

    glprogs/cookMath_pass2.vfp 30

    glprogs/cookMath_pass2.vfp 31

    glprogs/brightPass_opt.vfp 32

    glprogs/brightPass_opt.vfp 33

    glprogs/blurx.vfp 34

    glprogs/blurx.vfp 35

    glprogs/blury.vfp 36

    glprogs/blury.vfp 37

    glprogs/finalScenePass_opt.vfp 38

    glprogs/finalScenePass_opt.vfp 39

    -------------------------------

    ---------- R_ReloadGLSLPrograms_f -----------

    interaction VF

    ambientInteraction VF

    stencilShadow VF

    shadowMap VGF

    oldStage VF

    depthAlpha VF

    fog VF

    blend VF

    cubeMap VF

    ---------------------------------

    using ARB_vertex_buffer_object memory

    Font fonts/english/stone in size 12 not found, using size 24 instead.

    --------- Initializing Game ----------

    The Dark Mod 2.06/32, win-x86, code revision 7400

    Build date: May 16 2018

    WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366

    WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1

    Initializing event system

    ...835 event definitions

    Initializing class hierarchy

    ...170 classes, 410820 bytes for event callbacks

    Initializing scripts

    Compiled 'tdm_ai_lanternbot::startAlarmWhistle': 207.9 ms

    ---------- Compile stats ----------

     

    Memory usage:

    Strings: 48, 5904 bytes

    Statements: 20532, 410640 bytes

    Functions: 1268, 129520 bytes

    Variables: 93520 bytes

    Mem used: 1137272 bytes

    Static data: 2277600 bytes

    Allocated: 2835704 bytes

    Thread size: 7068 bytes

     

    ...6 aas types

    game initialized.

    --------------------------------------

    Parsing material files

    Found 0 new mission packages.

    Found 3 mods in the FM folder.

    Parsed 3 mission declarations.

    No 'tdm_mapsequence.txt' file found for the current mod: newjob

    -------- 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.

    WARNING:Image name "0" is too short

    WARNING:Couldn't load image: 0

    session initialized

    --------------------------------------

    --- Common Initialization Complete ---

    ------------- Warnings ---------------

    during The Dark Mod initialization...

    WARNING:Couldn't load image: 0

    WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366

    WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1

    WARNING:file sound/trilogy.sndshd, line 381: sound 'sink_handle' previously defined at sound/tdm_sfx_machinery.sndshd:441

    WARNING:Image name "0" is too short

    5 warnings

    Couldn't exec autocommands.cfg - file does not exist.

    reloading guis/mainmenu.gui.

    reloading guis/restart.gui.

    reloading guis/msg.gui.

    --------- Map Initialization ---------

    Map: prologue9

    glprogs/ambientEnvironment.vfp 79

    glprogs/ambientEnvironment.vfp 80

    glprogs/HeatHazeWithMaskAndDepth.vfp 81

    glprogs/HeatHazeWithMaskAndDepth.vfp 82

    ------- Game Map Init SaveGame -------

    Compiled 'c:\Games\Darkmod\maps\prologue9.script': 5.9 ms

    ---------- Compile stats ----------

     

    Memory usage:

    Strings: 49, 6000 bytes

    Statements: 20928, 418560 bytes

    Functions: 1293, 131572 bytes

    Variables: 94104 bytes

    Mem used: 1152300 bytes

    Static data: 2277600 bytes

    Allocated: 2842864 bytes

    Thread size: 7068 bytes

     

    collision data:

    293 models

    14818 vertices (347 KB)

    23079 edges (811 KB)

    9218 polygons (642 KB)

    1711 brushes (232 KB)

    15907 nodes (434 KB)

    28093 polygon refs (219 KB)

    11710 brush refs (91 KB)

    5812 internal edges

    163 sharp edges

    0 contained polygons removed

    0 polygons merged

    2779 KB total memory used

    171 msec to load collision data.

    map bounds are (9253.0, 3692.0, 3602.0)

    max clip sector is (289.2, 230.8, 450.3)

    4 KB passage memory used to build PVS

    2 msec to calculate PVS

    67 areas

    152 portals

    17 areas visible on average

    804 bytes PVS data

    [Load AAS]

    loading maps/prologue9.aas48

    [Load AAS]

    loading maps/prologue9.aas96

    [Load AAS]

    loading maps/prologue9.aas32

    done.

    [Load AAS]

    loading maps/prologue9.aas100

    [Load AAS]

    loading maps/prologue9.aas_rat

    [Load AAS]

    loading maps/prologue9.aas_elemental

    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/heatHaze.vfp 83

    glprogs/heatHaze.vfp 84

    WARNING:Image name "-" is too short

    WARNING:Couldn't load sound 'vo_sleeper.wav' using default

    WARNING:Couldn't load sound 'sound/map_specific/vo_room.ogg' using default

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport03.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport03.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport03.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport03.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    glprogs/heatHazeWithDepth.vfp 85

    glprogs/heatHazeWithDepth.vfp 86

    No running thread for RestoreScriptObject(), creating new one.

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    --------------------------------------

    ----- idRenderModelManagerLocal::EndLevelLoad -----

    0 models purged from previous level, 1022 models kept.

    ---------------------------------------------------

    ----- idImageManager::EndLevelLoad -----

    WARNING:Couldn't load image: layer3s

    WARNING:Couldn't load image: tdm_tongue

    WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal

    WARNING:Couldn't load image: rope_belt

    WARNING:Couldn't load image: arms_legs

    WARNING:Couldn't load image: belt

    WARNING:Couldn't load image: -

    WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01

    WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbase

    WARNING:Couldn't load image: nodraw

    WARNING:Couldn't load image: textures/darkmod/other/ext_timber01_module/timber01_window01_mixedblocks_lit

    WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s

    WARNING:Couldn't load image: window_side_2

    WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01

    WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour_poor_ed

    WARNING:Couldn't load image: black

    WARNING:Couldn't load image: textures/darkmod/wood/boards/wood_brown_dull01_ns

    WARNING:Couldn't load image: textures/darkmod/wood/panels/molding_white_painted_s

    WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns

    WARNING:Couldn't load image: addnormals( models/md5/chars/npc_hand_full_local, heightmap( models/md5/chars/npc_hand_full_h, 3))

    WARNING:Couldn't load image: alembic_grey

    WARNING:Couldn't load image: textures/darkmod/other/ext_stone02_plain/ext_stone01_window02

    0 purged from previous

    208 kept from previous

    1201 new loaded

    all images loaded in 115.4 seconds

    ----------------------------------------

    ----------------------------------------

    ----- idSoundCache::EndLevelLoad -----

    173434k referenced

    4838k purged

    ----------------------------------------

    -----------------------------------

    166683 msec to load prologue9

    interactionTable generated of size: 134217728 bytes

    ------------- Warnings ---------------

    during prologue9...

    WARNING:Couldn't load image: -

    WARNING:Couldn't load image: addnormals( models/md5/chars/npc_hand_full_local, heightmap( models/md5/chars/npc_hand_full_h, 3))

    WARNING:Couldn't load image: alembic_grey

    WARNING:Couldn't load image: arms_legs

    WARNING:Couldn't load image: belt

    WARNING:Couldn't load image: black

    WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01

    WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbase

    WARNING:Couldn't load image: layer3s

    WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal

    WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01

    WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns

    WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour_poor_ed

    WARNING:Couldn't load image: nodraw

    WARNING:Couldn't load image: rope_belt

    WARNING:Couldn't load image: tdm_tongue

    WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s

    WARNING:Couldn't load image: textures/darkmod/other/ext_stone02_plain/ext_stone01_window02

    WARNING:Couldn't load image: textures/darkmod/other/ext_timber01_module/timber01_window01_mixedblocks_lit

    WARNING:Couldn't load image: textures/darkmod/wood/boards/wood_brown_dull01_ns

    WARNING:Couldn't load image: textures/darkmod/wood/panels/molding_white_painted_s

    WARNING:Couldn't load image: window_side_2

    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:Couldn't load sound 'sound/map_specific/vo_room.ogg' using default

    WARNING:Couldn't load sound 'vo_sleeper.wav' using default

    WARNING:Image name "-" is too short

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport03.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport03.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport03.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport03.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    57 warnings

    Restarting ambient sound snd_generic_streets'(city_bustle_distant01__quiet_loop) with volume 0

    Quicksave_1

    Quicksave_0

    --------- Game Map Shutdown ----------

    WARNING:Door func_static_2010 is not within a valid AAS area

    WARNING:Door atdm_6panel_104x56_1 is not within a valid AAS area

    WARNING:Door func_static_2299 is not within a valid AAS area

    WARNING:Door func_static_2312 is not within a valid AAS area

    WARNING:Door func_static_2313 is not within a valid AAS area

    ModelGenerator memory: 432 LOD entries with 921 users using 310600 bytes, memory saved: 396721 bytes.

    WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0)

    --------- Game Map Shutdown done -----

    reloading guis/mainmenu.gui.

    reloading guis/restart.gui.

    reloading guis/msg.gui.

    reloading guis/map/prologue9.gui.

    reloading guis/tdm_inv.gui.

    reloading guis/tdm_loot.gui.

    reloading guis/playertools/compass.gui.

    reloading guis/tdm_lockpick.gui.

    reloading guis/tdm_hud.gui.

    reloading guis/readables/books/book_calig_carolingia_world.gui.

    reloading guis/readables/books/book_hand_ellianerelle_smaller_world.gui.

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport03_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    reloading guis/readables/sheets/newspaper_bridgeport03_world.gui.

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    reloading guis/readables/sheets/newspaper_bridgeport02_world.gui.

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport02_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    reloading guis/readables/sheets/newspaper_bridgeport02_world.gui.

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var leftPageCurl::matcolor

    WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgeport01_world.gui: a transition does not have a valid destination var rightPageCurl::matcolor

    reloading guis/readables/sheets/newspaper_bridgeport01_world.gui.

    reloading guis/prologue.gui.

    reloading guis/playertools/spyglass.gui.

    ModelGenerator memory: No LOD entries.

     

     

  7. Well, my previous problem was apparently solved with stgatilov's kind help, but now I have a different one.

     

    Roughly every... maybe third or fourth attempt at loading a savegame results in a crash to desktop. So far it always seems to manifest when quickloading, and so far it has never manifested while loading manually (even if it's a quicksave file), but to be fair, I haven't tried manually loading that often yet.

     

    This is occuring on a brand new installation of the game from scratch, on the FM "A new Job" that comes with the installation. Before I've reinstalled the game, it also happened in other FM's as well, also on 2.06. Haven't tried other missions on this new installation yet, but I expect it would be the same.

     

    All this is on WinXP, and nothing like this has ever happened with previous versions. Don't know what log file would be relevant, but Darkmod.log says:

     

     

    [game\DarkModGlobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2018.05.31 22:05:06

    [game\DarkModGlobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on May 16 2018 15:57:22

    [game\DarkModGlobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.06/32, code revision 7400 (7400M)

    [game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 0

    [game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 0

    [game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 0

    [game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 0

    [game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 0

    [game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0

    [game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0

     

     

  8. Well, here's something I just noticed.

     

    I'm using v0.62 of the updater, because newer versions than that don't run for me (maybe because I'm on an XP, not sure).

     

    Once I start downloading TDM 2.06 (with updater self-updating turned off), the 200-something megabytes of files get downloaded normally... then they immediately and without any sort of button-clicking or other input from the user start getting downloaded again. Ad infinitum, stuck in an infinite loop. It's as if the updater was getting an instruction of "now start again from the beginning" where it should receive "Job well done, stop."

     

    Question for a quick-fix: if I just downloaded the game directly from the website and installed it in the same directory where it is now, would that in any way mess up my library of FMs?

     

     

    EDIT: Having said that, I just tried running the program after simply shutting down the updater during the latest round of downloading. It seems to run, the bottom corner in the main menu says "2.06/32" and the training mission loads up and starts, so maybe the problem doesn't prevent the update from actually installing, it might be just the download that loops.

  9.  

     

    As for the balcony you can find the key inside Walters office. You can only get up there by using a rope arrow from Jordan Wivertons balcony and climbing up there.

     

     

     

    Hope that helps to clarify things :)

    I have to ask for some more help with this specific part. I'm standing exactly on the balcony. It's the place with signs of struggle, and Corbus says something like "this must be Wiverton's balcony" the first time I get there. You're saying I should, I quote:

     

     

     

    [use] a rope arrow from Jordan Wivertons balcony and climbing up there.[/size]

     

     

     

    However, I cannot see ANY rope-able surfaces here anywhere within straight line of sight from the balcony! The closest rope-able thing is the wooden balcony to the door mentioned before, but that's the wrong side of the door. Where exactly am I supposed to shoot the rope arrow?

  10. A lovely mission, congratulations, Goldwell!

     

    I've just finished it, but will have to go back to a save and play more, because I'm missing several secrets and some 3,000 loot...

     

    I have a couple of questions:

     

     

     

    - At the Thieves' Guild, there's a readable about a heist being planned at... Hendry's (?) place. I couldn't find the location. Is it a reference to something in a later mission, and if not, then where is it?

    - Near one of the exits from the Thieves' Guild, there's a balcony belonging to a not!Hammerite church. Across from, there, there's a wooden balcony with a small potted tree. The door there is unpickable and I can't find the key. Where is it?

    - In the first section of the city, there's a drunkard who mutters something about a missing thief and a well, I couldn't make it all out. I could only find a single well, a covered one in the same area, but can't do anything with it. Is this a red herring, or what?

    - Could someone prod me in the direction of... whatever huge and well-hidden loot might be responsible for me coming up a taffing 3,000 short?

     

     

  11. I just started playing this mission, and it's awesome! However, I think I've run into two bugs.

     

    - Vine arrows don't seem to work for me. I can shoot them, and if they hit a valid surface, they create green patches of plant growth... but there's no vine hanging down! Just to make sure I'm trying with the correct surface, I've also tried it on wood which works for normal rope arrows, but still nothing. This is with the recentmost version of TDM.

     

    - In the city area at the beginning, I got a [spoil]hand from a secret location, where I also got a fire arrow.[/spoil] Now I'm down underground, and I no longer seem to have the item in my inventory. I don't know when exactly it happened, but now I can cycle all the way through with [ and ], and it's just not there any more.

  12. That's the one I found, and the first link in the post (which sounds like the one I need) says "This site has been disabled for violations of our Terms of Service. If you feel this disabling was in error, please fill in our appeal form."

     

     

     

    One thing that might be happening is that you may be bumping into the 2GB address limit during mission loading.

    I'm not sure how mission loading is relevant to the problem. I can run Darkmod.exe, and I can install and load missions. What I cannot run is tdmupdate.exe*; and without that, I cannot update Darkmod from 2.03 to 2.04.

     

    *And I could run its earlier version, until it downloaded and installed the new version (of itself, not of Darkmod).

     

     

    If you delete the Darkmod.exe and Gamex86.dll then run tdm_updater then move the currently installed mission out of the FMS

    directory does TDM start?

    Well, I launched Darkmod.exe, uninstalled the mission I had in place, quit Darkmod, moved Darkmod.exe and Gamex86.dll to a different directory, and ran tdm_updater... and it failed to launch with an Access Denies message.

     

    It seems to me like the problem is definitely with the updater program - the last-but-one version could run and work on 32-bit WinXP, the newest one (which I guess was created the same time as Darkmod 2.04) doesn't.

     

     

    EDIT: As a stopgap solution, could someone perhaps post a direct download link to an older version of tdmupdate.exe? Not the current one, but the one before that. As I recall, it might be possible to forbid it from updating itself and only allowing it to update Darkmod.

  13. The folder has the read-only attribute set, and Windows refuses to unset it, not even with the attrib -r command in cmd.exe. However, I CAN manually move files out of and back into the folder.

     

    I can't find Freyk's installer, because the only relevant link I could locate on the TDM page points to a forum thread here, and the only relevant-looking link there is dead. Could you please post a direct link?

  14. I hope this is the right thread for this: I have a big problem.

     

    I've launched tdmupdate.exe, it downloaded and installed its own new version (which, I guess, would then download and install 2.04).

     

    However, when the updater tried to restart itself, it crashed with an error message saying "This is not a 32-bit Windows application." Further attempts to manually start it result in "Access denied."

     

    What's the deal? Did you make the new updater version a 64-bit only app? What about The Dark Mod itself? If that's still 32-bit, then how can I update it now? If the game itself is 64-bit now, then... you've just dumped me.

  15.  

     

     

     

    That coat rack opens a door a nearby secret door.

     

     

     

     

    Stronger hint:

     

     

     

     

    At the back of the closet near the entrance of the main pub room.

     

     

     

     

    Found it, thank you very much!

     

     

    I've actually noticed that closet earlier and it looked and felt a bit out of place, but after several hours of pla ying late at night, it dudn't occur to me to check it again.

     

  16. An excellent mission, I love it!

     

    A question:

     

     

    At the inn, I've found a diary in the basement referencing a coat rack and an attached mechanism. I've found the rack and frobbed the proper part of it, but nothing seems to happen in the immediate area other than a sound effect. The phrasing of the diary suggests that whatever was opened or changed might be directly above or below, since there's a cavity in the wall, probably for the mechanism. However, searching the other levels of the building yield nothing. Could someone please give me explicit directions to the spot where the mechanism changes something?

     

  17. A couple of pages ago I posted about the game crashing to desktop when trying to load the second mission due to memory issues.

     

    For posterity: if anyone's in the same shoes - WinXP, 4Gb physical RAM -, they should google how to run WinXP in "3Gb mode" and what it does. Still playing and greatly enjoying the second mission, and so far this solution has been working out for me.

    • Like 1
  18. I have the exact same problem as prjames. Also, same OS, same (I think) graphics card, but supposedly 4Gb RAM - Everest displays it as "3584 Mb".

     

    Now, some people above suggested adding "image_downSizeLimit "256"" and/or "seta image_preload "0"", and I'd be willing to experiment, but where exactly am I supposed to add these? Are these supposed to go in an .ini file, and if so, where is it; or are they command line parameters, and what would be the full command line; or what?

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