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Posts
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Joined
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Last visited
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Days Won
32
Posts posted by DeTeEff
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1 hour ago, Marbrien said:
Playing on Expert, and I'm curious about missing loot. I've got 5624 out of 6384, so 760 is missing, despite quite a lot of searching. I already have:
Also
and
plus
I also found
Any other hints would be much appreciated!
Wow! A completionist!
To be frank, I have not logged all loot because there is so much. But I can mention stuff from the top of my head:
SpoilerThere is a lot of purses on the civilians. Special mention goes to the guy sitting by the fountain on the plaza. He moves when you're coming back from the Roughboys warehouse so you have a better chance of getting his purse.
SpoilerThen we have the plates in the rubble room in the slums. (The house with the wooden stairs)
SpoilerWe have a purse under a bed in the other poor house. The bed with the sleeping lady.
SpoilerAnd speaking of sleeping ladies, the tudorhouse on the plaza is packed
Spoilerand so is the mansion on the other side of the plaza
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7 minutes ago, Wellingtoncrab said:
This is a great mission! It’s so dynamic changing course and adding new ideas up until the very end. I was quite struck by the impressive attention to detail with so many interactive objects, some very fine brushwork and an impressive eye for lighting and particles.
After starting a few times I did admittedly eventually switch to the easiest difficulty as the ambient light level and quantity of AI was tough in many areas for a clumsy taffer lime me and this felt the most balanced to me - so hopefully I didn’t miss out on too much!
Great job on this one, it clearly was a lot of work!
Glad you liked it! Praise from a talanted mapper as yourself goes straight to the heart
I'm glad I took your advise to rework parts of the mission.
SpoilerHehe, yes, there's some more civilians on Bustling difficulty, but that also means more purses to snatch
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7 hours ago, hanmin said:
Congrats on the mission!
Unfortunately I get segfaults near the Greasy Hog. My hardware is pretty old, but works on most missions.
Console dump:
~/darkmod$ ./thedarkmod.x64
TDM 2.10/64 #9845 (1435:9845) linux-x86_64 Feb 8 2022 10:03:25
/proc/cpuinfo CPU frequency: 1450.04 MHz
1450 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX
found interface lo - loopback
found interface wlp3s0 - 10.10.10.xx/255.255.255.0
found interface wlp3s0 - 10.10.10.xy/255.255.255.0
Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX
TDM using AVX for SIMD processing.
Found 0 new missions and 0 packages.
------ Initializing File System ------
Current search path:
/home/someuser/darkmod/fms/wwtw
/home/someuser/darkmod/fms/wwtw/wwtw.pk4 (480 files)
/home/someuser/darkmod/
/home/someuser/darkmod/tdm_textures_wood01.pk4 (376 files)
/home/someuser/darkmod/tdm_textures_window01.pk4 (391 files)
/home/someuser/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files)
/home/someuser/darkmod/tdm_textures_stone_natural01.pk4 (133 files)
/home/someuser/darkmod/tdm_textures_stone_flat01.pk4 (302 files)
/home/someuser/darkmod/tdm_textures_stone_cobblestones01.pk4 (226 files)
/home/someuser/darkmod/tdm_textures_stone_brick01.pk4 (520 files)
/home/someuser/darkmod/tdm_textures_sfx01.pk4 (69 files)
/home/someuser/darkmod/tdm_textures_roof01.pk4 (72 files)
/home/someuser/darkmod/tdm_textures_plaster01.pk4 (142 files)
/home/someuser/darkmod/tdm_textures_paint_paper01.pk4 (63 files)
/home/someuser/darkmod/tdm_textures_other01.pk4 (127 files)
/home/someuser/darkmod/tdm_textures_nature01.pk4 (287 files)
/home/someuser/darkmod/tdm_textures_metal01.pk4 (497 files)
/home/someuser/darkmod/tdm_textures_glass01.pk4 (51 files)
/home/someuser/darkmod/tdm_textures_fabric01.pk4 (43 files)
/home/someuser/darkmod/tdm_textures_door01.pk4 (177 files)
/home/someuser/darkmod/tdm_textures_decals01.pk4 (466 files)
/home/someuser/darkmod/tdm_textures_carpet01.pk4 (92 files)
/home/someuser/darkmod/tdm_textures_base01.pk4 (421 files)
/home/someuser/darkmod/tdm_standalone.pk4 (4 files)
/home/someuser/darkmod/tdm_sound_vocals_decls01.pk4 (32 files)
/home/someuser/darkmod/tdm_sound_vocals07.pk4 (1111 files)
/home/someuser/darkmod/tdm_sound_vocals06.pk4 (696 files)
/home/someuser/darkmod/tdm_sound_vocals05.pk4 (119 files)
/home/someuser/darkmod/tdm_sound_vocals04.pk4 (2869 files)
/home/someuser/darkmod/tdm_sound_vocals03.pk4 (743 files)
/home/someuser/darkmod/tdm_sound_vocals02.pk4 (1299 files)
/home/someuser/darkmod/tdm_sound_vocals01.pk4 (82 files)
/home/someuser/darkmod/tdm_sound_sfx02.pk4 (605 files)
/home/someuser/darkmod/tdm_sound_sfx01.pk4 (971 files)
/home/someuser/darkmod/tdm_sound_ambient_decls01.pk4 (8 files)
/home/someuser/darkmod/tdm_sound_ambient03.pk4 (24 files)
/home/someuser/darkmod/tdm_sound_ambient02.pk4 (163 files)
/home/someuser/darkmod/tdm_sound_ambient01.pk4 (220 files)
/home/someuser/darkmod/tdm_prefabs01.pk4 (977 files)
/home/someuser/darkmod/tdm_player01.pk4 (125 files)
/home/someuser/darkmod/tdm_models_decls01.pk4 (103 files)
/home/someuser/darkmod/tdm_models02.pk4 (2059 files)
/home/someuser/darkmod/tdm_models01.pk4 (3179 files)
/home/someuser/darkmod/tdm_gui_credits01.pk4 (49 files)
/home/someuser/darkmod/tdm_gui01.pk4 (727 files)
/home/someuser/darkmod/tdm_fonts01.pk4 (696 files)
/home/someuser/darkmod/tdm_env01.pk4 (152 files)
/home/someuser/darkmod/tdm_defs01.pk4 (189 files)
/home/someuser/darkmod/tdm_base01.pk4 (209 files)
/home/someuser/darkmod/tdm_ai_steambots01.pk4 (31 files)
/home/someuser/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files)
/home/someuser/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files)
/home/someuser/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files)
/home/someuser/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files)
/home/someuser/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files)
/home/someuser/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files)
/home/someuser/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files)
/home/someuser/darkmod/tdm_ai_humanoid_guards01.pk4 (378 files)
/home/someuser/darkmod/tdm_ai_humanoid_females01.pk4 (172 files)
/home/someuser/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files)
/home/someuser/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files)
/home/someuser/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files)
/home/someuser/darkmod/tdm_ai_base01.pk4 (9 files)
/home/someuser/darkmod/tdm_ai_animals01.pk4 (82 files)
File System Initialized.
--------------------------------------
Couldn't open journal files
/proc/cpuinfo CPU processors: 2
/proc/cpuinfo CPU logical cores: 4
----- Initializing Decls -----
WARNING:file skins/tdm_gen_wood.skin, line 439: skin 'doorframe_rough_wood_brown_dull' previously defined at skins/deteeff.skin:1429
------------------------------
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1317 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
Couldn't exec editor.cfg - file does not exist.
execing default.cfg
Gamepad modifier button assigned to 6
execing Darkmod.cfg
execing DarkmodKeybinds.cfg
execing DarkmodPadbinds.cfg
Gamepad modifier button assigned to 6
Couldn't exec autoexec.cfg - file does not exist.
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1317 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
----- Initializing OpenAL -----
Setup OpenAL device and context
OpenAL: found device 'ALSA Default' [ACTIVE]
OpenAL: found device 'HDA Intel PCH, CX20590 Analog (CARD=PCH,DEV=0)'
OpenAL: found device 'HDA Intel PCH, HDMI 0 (CARD=PCH,DEV=3)'
OpenAL: found device 'HDA Intel PCH, HDMI 1 (CARD=PCH,DEV=7)'
OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)'
OpenAL: device 'ALSA Default' opened successfully
OpenAL: HRTF is available
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.21.1
OpenAL: found EFX extension
OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT)
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
Initializing OpenGL display
Borderless fullscreen - using current video mode for monitor 0: 1600 x 900
...initializing QGL------- Input Initialization -------
------------------------------------
OpenGL vendor: Intel Open Source Technology Center
OpenGL renderer: Mesa DRI Intel(R) HD Graphics 3000 (SNB GT2)
OpenGL version: 3.3 (Core Profile) Mesa 21.2.6 core
Checking required OpenGL features...
v - using GL_VERSION_3_3
v - using GL_EXT_texture_compression_s3tc
Checking optional OpenGL extensions...
v - using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
X - GL_ARB_stencil_texturing not found
X - GL_EXT_depth_bounds_test not found
v - using GL_ARB_buffer_storage
v - using GL_ARB_texture_storage
X - GL_ARB_multi_draw_indirect not found
v - using GL_ARB_vertex_attrib_binding
X - GL_ARB_bindless_texture not found
X - GL_ARB_compatibility not found
v - using GL_KHR_debug
Max active texture units in fragment shader: 16
Max combined texture units: 48
Max anti-aliasing samples: 4
Max geometry output vertices: 256
Max geometry output components: 1024
Max vertex attribs: 16
---------- R_ReloadGLSLPrograms_f -----------
Linking GLSL program cubeMap ...
Linking GLSL program bumpyEnvironment ...
Linking GLSL program depthAlpha ...
Linking GLSL program fog ...
Linking GLSL program oldStage ...
Linking GLSL program blend ...
Linking GLSL program stencilshadow ...
Linking GLSL program shadowMapA ...
Linking GLSL program shadowMapN ...
Linking GLSL program shadowMapNG ...
Linking GLSL program ambientInteraction ...
Linking GLSL program interactionStencil ...
Linking GLSL program interactionShadowMaps ...
WARNING:Compiling shader file interactionMultiLight.fs failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
File indexes:
0 - interactionMultiLight.fs
1 - tdm_shadowmaps.glslWARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight.
Linking GLSL program interactionMultiLight ...
Linking GLSL program frob ...
Linking GLSL program soft_particle ...
Linking GLSL program tonemap ...
Linking GLSL program gaussian_blur ...
Linking GLSL program volumetric ...
---------------------------------
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.10/64, linux-x86_64, code revision 9845
Build date: Feb 8 2022
WARNING:file def/tdm_ai_ambient.def, line 13: entityDef 'atdm:ambient_citywatch' previously defined at def/hanged.def:154
Initializing event system
...866 event definitions
Initializing class hierarchy
...172 classes, 1718144 bytes for event callbacks
Initializing scripts
---------- Compile stats ----------Memory usage:
Strings: 48, 7640 bytes
Statements: 20906, 836240 bytes
Functions: 1309, 170372 bytes
Variables: 96648 bytes
Mem used: 2076488 bytes
Static data: 3989840 bytes
Allocated: 5067716 bytes
Thread size: 7904 bytesMaximum object size: 884
Largest object type name: weapon_arrow
...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new missions and 0 packages.
Found 128 mods in the FM folder.
Parsed 128 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: wwtw
-------- Initializing Session --------
session initialized
--------------------------------------
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.
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:Compiling shader file interactionMultiLight.fs failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
File indexes:
0 - interactionMultiLight.fs
1 - tdm_shadowmaps.glslWARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight.
WARNING:file def/tdm_ai_ambient.def, line 13: entityDef 'atdm:ambient_citywatch' previously defined at def/hanged.def:154
WARNING:file skins/tdm_gen_wood.skin, line 439: skin 'doorframe_rough_wood_brown_dull' previously defined at skins/deteeff.skin:1429
4 warnings
WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly
terminal support enabled ( use +set in_tty 0 to disabled )
pid: 79275
Async thread started
Couldn't exec autocommands.cfg - file does not exist.
Found 0 new missions and 0 packages.
Found 128 mods in the FM folder.
reloading guis/msg.gui.
reloading guis/mainmenu.gui.
--------- Map Initialization ---------
Map: wwtw
------- Game Map Init SaveGame -------
---------- Compile stats ----------Memory usage:
Strings: 49, 7736 bytes
Statements: 23120, 924800 bytes
Functions: 1412, 183456 bytes
Variables: 110716 bytes
Mem used: 2256600 bytes
Static data: 3989840 bytes
Allocated: 5161640 bytes
Thread size: 7904 bytescollision data:
3338 models
311780 vertices (7307 KB)
548610 edges (19287 KB)
232517 polygons (17155 KB)
17774 brushes (2512 KB)
78200 nodes (3665 KB)
345212 polygon refs (5393 KB)
56872 brush refs (888 KB)
147555 internal edges
5905 sharp edges
0 contained polygons removed
0 polygons merged
56210 KB total memory used
1779 msec to load collision data.
map bounds are (16720.0, 10864.0, 2000.0)
max clip sector is (522.5, 339.5, 500.0)
57 KB passage memory used to build PVS
11 msec to calculate PVS
151 areas
442 portals
9 areas visible on average
2 KB PVS data
[Load AAS]
loading maps/wwtw.aas48
[Load AAS]
loading maps/wwtw.aas96
[Load AAS]
loading maps/wwtw.aas32
done.
[Load AAS]
loading maps/wwtw.aas100
done.
[Load AAS]
loading maps/wwtw.aas_rat
[Load AAS]
loading maps/wwtw.aas_elemental
WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/decorative/model_brig_high.lwo' has 12/8734 nontriangular polygons. Make sure you triplet it down
WARNING:Couldn't load sound 'sound/ambient/environmental/dd_owl_01.ogg' using default
[map entity: ambient_sounds_0]
[decl: wwtw_city_ambient in sound/wwtw.sndshd]
[sound: sound/ambient/environmental/dd_owl_01.ogg]
No running thread for RestoreScriptObject(), creating new one.
--------------------------------------
----- idRenderModelManagerLocal::EndLevelLoad -----
0 models purged from previous level, 4806 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING:Couldn't load image: textures/decals/coppergrove_logo/coppergrove_logo
[model: func_static_6078]
[decl: textures/deteeff/decals/coppergrove_logo in materials/wwtw.mtr]
[image: textures/decals/coppergrove_logo/coppergrove_logo]
WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s
[model: MerryChest5Body]
[decl: textures/darkmod/metal/detailed/rivet_strip01 in materials/tdm_metal_detailed.mtr]
[image: textures/darkmod/metal/detailed/rivet_strip01_s]
WARNING:Couldn't load image: textures/darkmod/window/metal_grated_moonlit_s
[model: func_static_861]
[decl: textures/darkmod/window/metal_grated_unlit in materials/tdm_windows.mtr]
[image: textures/darkmod/window/metal_grated_moonlit_s]
WARNING:Couldn't load image: textures/darkmod/window/metal_grated_moonlit
[model: func_static_861]
[decl: textures/darkmod/window/metal_grated_unlit in materials/tdm_windows.mtr]
[image: textures/darkmod/window/metal_grated_moonlit]
WARNING:Couldn't load image: textures/mcity/mcityplain6
[model: _area21]
[decl: textures/mcity/mcityplain6 in <implicit file>]
[image: textures/mcity/mcityplain6]
WARNING:Couldn't load image: window_side_2
[map entity: func_static_102]
[model: models/darkmod/architecture/modules/exteriors/ext_timber01/ext_timber01_window02_shuttered.lwo]
[decl: window_side_2 in <implicit file>]
[image: window_side_2]
WARNING:Couldn't load image: models/darkmod/props/textures/candle02_local
[map entity: func_static_1270]
[model: models/darkmod/lights/extinguishable/candle_set02_1.lwo]
[decl: models/darkmod/props/textures/candles/candle02 in materials/tdm_models_lights.mtr]
[image: models/darkmod/props/textures/candle02_local]
WARNING:Couldn't load image: scale( models/darkmod/props/textures/candle02_add, 0.75, 1, 0.75, 1)
[map entity: func_static_1270]
[model: models/darkmod/lights/extinguishable/candle_set02_1.lwo]
[decl: models/darkmod/props/textures/candles/candle02 in materials/tdm_models_lights.mtr]
[image: scale( models/darkmod/props/textures/candle02_add, 0.75, 1, 0.75, 1)]
WARNING:Couldn't load image: transformer_needle
[map entity: func_static_1489]
[decl: arc_transformer_001_on in skins/tdm_epi_skins.skin]
[decl: transformer_needle in <implicit file>]
[image: transformer_needle]
WARNING:Couldn't load image: arms_legs
[map entity: civilian_4sdfdsf]
[decl: atdm:ai_merchant01 in def/tdm_ai_townsfolk_commoner.def]
[decl: atdm:ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
[decl: tdm_ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
[model: models/md5/chars/townsfolk/commoner/tdm_townsfolk_commoner.md5mesh]
[decl: arms_legs in <implicit file>]
[image: arms_legs]
WARNING:Couldn't load image: rope_belt
[map entity: civilian_4sdfdsf]
[decl: atdm:ai_merchant01 in def/tdm_ai_townsfolk_commoner.def]
[decl: atdm:ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
[decl: tdm_ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
[model: models/md5/chars/townsfolk/commoner/tdm_townsfolk_commoner.md5mesh]
[decl: rope_belt in <implicit file>]
[image: rope_belt]
WARNING:Couldn't load image: belt
[map entity: civilian_4sdfdsf]
[decl: atdm:ai_merchant01 in def/tdm_ai_townsfolk_commoner.def]
[decl: atdm:ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
[decl: tdm_ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
[model: models/md5/chars/townsfolk/commoner/tdm_townsfolk_commoner.md5mesh]
[decl: belt in <implicit file>]
[image: belt]
WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal
[map entity: func_static_2419]
[model: models/darkmod/architecture/buildings/tudor_buildings/building2.lwo]
[decl: tudor01_plaster in materials/tdm_models_architecture.mtr]
[image: models/darkmod/props/textures/plaster_normal]
WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armor_poor_ed
[map entity: citywatch_12]
[decl: atdm:ai_head03_citywatch_poor in def/tdm_ai_heads_springheel.def]
[decl: heads/head_citywatch_poor_lowshadows in skins/tdm_ai_heads.skin]
[decl: models/md5/chars/guards/citywatch/citywatch_armor_poor_noshadows in materials/tdm_ai_citywatch.mtr]
[image: models/md5/chars/guards/citywatch/citywatch_armor_poor_ed]
WARNING:Couldn't load image: tdm_tongue
[map entity: crowd_17]
[decl: atdm:ai_townsfolk_female in def/tdm_ai_townsfolk_female.def]
[decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def]
[decl: female_head02 in def/tdm_ai_heads_springheel.def]
[model: models/md5/chars/heads/npcs/female_head02.md5mesh]
[decl: tdm_tongue in <implicit file>]
[image: tdm_tongue]
WARNING:Couldn't load image: models/darkmod/props/textures/
[map entity: func_static_2900]
[decl: builder_priest in skins/tdm_decorative_wall.skin]
[decl: painting_merry14 in materials/tdm_models_decorative_wall.mtr]
[image: models/darkmod/props/textures/]
WARNING:Couldn't load image: tudor01_doorwin_mix
[map entity: func_static_4121]
[model: models/darkmod/architecture/buildings/tudor_buildings/building4.lwo]
[decl: tudor01_doorwin_mix in <implicit file>]
[image: tudor01_doorwin_mix]
WARNING:Couldn't load image: nodraw
[map entity: func_static_5089]
[decl: lamp_unlit_transparent in skins/tdm_lights.skin]
[decl: nodraw in <implicit file>]
[image: nodraw]
WARNING:Couldn't load image: sleeve_frill
[map entity: crowd_12]
[decl: atdm:ai_townsfolk_wench in def/tdm_ai_townsfolk_wench.def]
[decl: wench/default in skins/tdm_ai_townsfolk_wench.skin]
[decl: sleeve_frill in <implicit file>]
[image: sleeve_frill]
WARNING:Couldn't load image: sleeve
[map entity: crowd_12]
[decl: atdm:ai_townsfolk_wench in def/tdm_ai_townsfolk_wench.def]
[decl: wench/default in skins/tdm_ai_townsfolk_wench.skin]
[decl: sleeve in <implicit file>]
[image: sleeve]
WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns
[map entity: func_static_6227]
[decl: mansion_redwood in skins/tdm_models_architecture_modules.skin]
[decl: models/darkmod/wood/panels/panel_vase_painted_white_ns in <implicit file>]
[image: models/darkmod/wood/panels/panel_vase_painted_white_ns]
WARNING:Couldn't load image: models/md5/chars/nobles/noblewoman/wench_hands
[map entity: atdm_ai_townsfolk_wench_1]
[decl: wench/bare_feet in skins/tdm_ai_townsfolk_wench.skin]
[decl: models/md5/chars/nobles/noblewoman/wench_hands in <implicit file>]
[image: models/md5/chars/nobles/noblewoman/wench_hands]
WARNING:Couldn't load image: bed_main
[map entity: func_static_6822]
[model: models/darkmod/furniture/beds/builder_bed02_ornate.lwo]
[decl: bed_main in <implicit file>]
[image: bed_main]
0 purged from previous
208 kept from previous
2763 new loaded
all images loaded in 17.3 seconds
----------------------------------------
Linking GLSL program cubeMap ...
Linking GLSL program bumpyEnvironment ...
Linking GLSL program depthAlpha ...
Linking GLSL program fog ...
Linking GLSL program oldStage ...
Linking GLSL program blend ...
Linking GLSL program stencilshadow ...
Linking GLSL program shadowMapA ...
Linking GLSL program shadowMapN ...
Linking GLSL program shadowMapNG ...
Linking GLSL program ambientInteraction ...
Linking GLSL program interactionStencil ...
Linking GLSL program interactionShadowMaps ...
WARNING:Compiling shader file interactionMultiLight.fs failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
File indexes:
0 - interactionMultiLight.fs
1 - tdm_shadowmaps.glslWARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight.
Linking GLSL program interactionMultiLight ...
Linking GLSL program frob ...
Linking GLSL program soft_particle ...
Linking GLSL program tonemap ...
Linking GLSL program gaussian_blur ...
Linking GLSL program volumetric ...
Linking GLSL program depth ...
Linking GLSL program interaction_ambient ...
Linking GLSL program interaction_stencil ...
Linking GLSL program interaction_shadowmap ...
WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
File indexes:
0 - stages/interaction/manylight.frag.glsl
1 - stages/interaction/manylight.params.glsl
2 - stages/interaction/manylight.shadowmap.glsl
3 - tdm_shadowmaps.glslWARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to program manylight.
Linking GLSL program manylight ...
Linking GLSL program stencil_shadow ...
Linking GLSL program shadow_map ...
Linking GLSL program frob_silhouette ...
Linking GLSL program frob_highlight ...
Linking GLSL program frob_extrude ...
Linking GLSL program frob_apply ...
Linking GLSL program heatHazeWithDepth ...
Linking GLSL program HeatHazeWithMaskAndDepth ...
Linking GLSL program ambientEnvironment ...
Linking GLSL program heatHazeWithMaskAndBlur ...
Linking GLSL program heatHazeWithMaskAndDepth ...
Linking GLSL program heatHaze ...
----------------------------------------
----- idSoundCache::EndLevelLoad -----
325998k referenced
125k purged
----------------------------------------
Loading EFX effect for location 'old_apartments' (#1)
Loading EFX effect for location 'apartments' (#2)
Loading EFX effect for location 'streets' (#3)
Loading EFX effect for location 'ballroom' (#4)
Loading EFX effect for location 'tenements_1' (#5)
Loading EFX effect for location 'tenements_2' (#6)
Loading EFX effect for location 'tudorhouse_1' (#7)
Loading EFX effect for location 'preston_apartment' (#8)
Loading EFX effect for location 'basement' (#9)
Loading EFX effect for location 'authors_house' (#10)
Loading EFX effect for location 'glass_blowers_house' (#11)
Loading EFX effect for location 'cabinet_room' (#12)
Loading EFX effect for location 'industrial_zone' (#13)
Loading EFX effect for location 'church' (#14)
Loading EFX effect for location 'shop' (#15)
Loading EFX effect for location 'behind_shop' (#16)
Loading EFX effect for location 'digged' (#17)
Loading EFX effect for location 'servicetunnels' (#18)
Loading EFX effect for location 'warehouse_wood' (#19)
Loading EFX effect for location 'warehouse_stone' (#20)
Loading EFX effect for location 'greynards_bedroom' (#21)
Loading EFX effect for location 'interrogation_room' (#22)
Loading EFX effect for location 'ventilation' (#23)
sound: found efxs/wwtw.efx
-----------------------------------
31306 msec to load wwtw
Interaction table generated: size = 0/512
Initial counts: 10923 entities 422 lightDefs 9120 entityDefs
------------- Warnings ---------------
during wwtw...
WARNING:Compiling shader file interactionMultiLight.fs failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
File indexes:
0 - interactionMultiLight.fs
1 - tdm_shadowmaps.glslWARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
File indexes:
0 - stages/interaction/manylight.frag.glsl
1 - stages/interaction/manylight.params.glsl
2 - stages/interaction/manylight.shadowmap.glsl
3 - tdm_shadowmaps.glslWARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/decorative/model_brig_high.lwo' has 12/8734 nontriangular polygons. Make sure you triplet it down
WARNING:Couldn't load image: arms_legs
WARNING:Couldn't load image: bed_main
WARNING:Couldn't load image: belt
WARNING:Couldn't load image: models/darkmod/props/textures/
WARNING:Couldn't load image: models/darkmod/props/textures/candle02_local
WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal
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_armor_poor_ed
WARNING:Couldn't load image: models/md5/chars/nobles/noblewoman/wench_hands
WARNING:Couldn't load image: nodraw
WARNING:Couldn't load image: rope_belt
WARNING:Couldn't load image: scale( models/darkmod/props/textures/candle02_add, 0.75, 1, 0.75, 1)
WARNING:Couldn't load image: sleeve
WARNING:Couldn't load image: sleeve_frill
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/window/metal_grated_moonlit
WARNING:Couldn't load image: textures/darkmod/window/metal_grated_moonlit_s
WARNING:Couldn't load image: textures/decals/coppergrove_logo/coppergrove_logo
WARNING:Couldn't load image: textures/mcity/mcityplain6
WARNING:Couldn't load image: transformer_needle
WARNING:Couldn't load image: tudor01_doorwin_mix
WARNING:Couldn't load image: window_side_2
WARNING:Couldn't load sound 'sound/ambient/environmental/dd_owl_01.ogg' using default
WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight.WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to program manylight.
29 warnings
Interaction table generated: size = 0/512
Initial counts: 10923 entities 422 lightDefs 9120 entityDefs
Resizing dynamic VertexCache: index 4096 kb -> 4096 kb, vertex 4096 kb -> 8192 kb
Linking GLSL program environment ...
Switching to EFX 'streets' (#3)
WARNING:Already have an attachment at hand_r, skipping frame command.
Restarting ambient sound snd_streets'(city_streets01_loop) with volume 0
WARNING:Cannot find attachment 'card' to destroy in animation.
WARNING:Already have an attachment at hand_r, skipping frame command.
WARNING:Cannot find attachment 'card' to destroy in animation.
Resizing dynamic VertexCache: index 4096 kb -> 8192 kb, vertex 4096 kb -> 8192 kb
signal caught: Segmentation fault
si_code 1
Trying to exit gracefully..
--------- Game Map Shutdown ----------
ModelGenerator memory: 85 LOD entries with 144 users using 42655 bytes, memory saved: 56267 bytes.
WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0)
--------- Game Map Shutdown done -----
Shutting down sound hardware
idRenderSystem::Shutdown()
...shutting down QGL
I18NLocal: Shutdown.
------------ Game Shutdown -----------
ModelGenerator memory: No LOD entries.
Shutdown event system
--------------------------------------
shutdown terminal support
About to exit with code 0
~/darkmod$Let's do it like this: I'll PM you a link to a version where the card playing bug is removed so we can see if it's that bug that causes your crash. What do you say?
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I have had the mission active now for several minutes with timescale 10 activated (10 times clock speed) and haven't seen any card removing bugs. So it seems I have squashed this bug...I removed my own card playing animation path loop and copied the spawnargs from the prefab and have managed to get the same behaviour as I wanted
One has to add the spawnarg idle_animations_interval (12 is chosen in the prefab), to the AIs to make them play cards. I have no idea how that works. As i mentioned, I built my own using path_anims, but that seems to have caused those errors. I don't know if we should upload the update just yet, perhaps more bugs will emerge from the wood work (even after my betatesters sweeping eyes
)
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40 minutes ago, Tarhiel said:
You need three parts of the evidence;
-The diary in the safe
-Any of the letters in the desk
-The torturers log, in the interrogation room.@DeTeEffThank you for pointing out those thongs, I did not know when or on what to use them.
the crowbar was self-explanatory.
Regarding the evidence - I had all of those and I read all of those till the last page, yet the mission objective did not check-off as complete.Very strange that it didn't finished off then...*sigh* perhaps one of those bugs that just randomly happen some of the time...
EDIT
It may have been because:
SpoilerNot all the letters in the drawers are counted as evidence, some are merely fluff. Did you try to pick up several of them and read?
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When the AI is making the drawing animation, a card is automatically spawned in his hand as he moves it towards his cards in hand, then it disappears (destroys) but it's baked in the animation...
But don't kill any devs yet. I have found a prefab with card players (problably created by someone smarter than me), and they have a different setup than mine. I'll have to see if I can integrate their version into mine...
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Regarding the card players; there are two AI who play cards.
They are setup like this:
Each AI is first targeted to sit in their chair, then targeted to an path_anim "playcards_idle" and then to a path_anim "playcards_idle_draw" via a path_wait with randomizing seconds to wait to offset any sync between the two players. These two animations keep repeating until anything disturbs them.
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13 minutes ago, Nort said:
Actually, I suspect that you might be able to do something about this. The last warnings, just before the segmentation fault, mentions failures to destroy cards. This leads me to believe that you have some guys playing cards in your map, and that you've set that card game up wrong somehow.
If I remember correctly, segmentation faults will usually happen when you destroy things in programs. It's when you destroy something, which has a pointer still pointing to it, and it happens because the item was the last item in a segment, and so the engine automatically removes that segment, and disallows anything pointing to it, and so when the pointer is still trying to access a forbidden segment, that's when you get a hard-to-pinpoint crash.
I don't know anything about card animations, but judging by these warnings, you are attempting to destroy cards, and then attach new cards that are already attached. Try not doing that. I think that the animation might already toggle the visibility/existence of one ever-existing card on and off automatically.
I hear you and I know there's errors with the card players, but as there is tons of varnings and small errors in vanilla TDM and it hasn't caused any problems, neither for me or the betatesters, I have not put any effort into fixing that bug.
SpoilerAnd the card players are situated at the end of the mission and are spawned at startup so I don't think it's they that are causing the crash
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5 hours ago, hanmin said:
Congrats on the mission!
Unfortunately I get segfaults near the Greasy Hog. My hardware is pretty old, but works on most missions.
Console dump:
~/darkmod$ ./thedarkmod.x64
TDM 2.10/64 #9845 (1435:9845) linux-x86_64 Feb 8 2022 10:03:25
/proc/cpuinfo CPU frequency: 1450.04 MHz
1450 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX
found interface lo - loopback
found interface wlp3s0 - 10.10.10.xx/255.255.255.0
found interface wlp3s0 - 10.10.10.xy/255.255.255.0
Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX
TDM using AVX for SIMD processing.
Found 0 new missions and 0 packages.
------ Initializing File System ------
Current search path:
/home/someuser/darkmod/fms/wwtw
/home/someuser/darkmod/fms/wwtw/wwtw.pk4 (480 files)
/home/someuser/darkmod/
/home/someuser/darkmod/tdm_textures_wood01.pk4 (376 files)
/home/someuser/darkmod/tdm_textures_window01.pk4 (391 files)
/home/someuser/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files)
/home/someuser/darkmod/tdm_textures_stone_natural01.pk4 (133 files)
/home/someuser/darkmod/tdm_textures_stone_flat01.pk4 (302 files)
/home/someuser/darkmod/tdm_textures_stone_cobblestones01.pk4 (226 files)
/home/someuser/darkmod/tdm_textures_stone_brick01.pk4 (520 files)
/home/someuser/darkmod/tdm_textures_sfx01.pk4 (69 files)
/home/someuser/darkmod/tdm_textures_roof01.pk4 (72 files)
/home/someuser/darkmod/tdm_textures_plaster01.pk4 (142 files)
/home/someuser/darkmod/tdm_textures_paint_paper01.pk4 (63 files)
/home/someuser/darkmod/tdm_textures_other01.pk4 (127 files)
/home/someuser/darkmod/tdm_textures_nature01.pk4 (287 files)
/home/someuser/darkmod/tdm_textures_metal01.pk4 (497 files)
/home/someuser/darkmod/tdm_textures_glass01.pk4 (51 files)
/home/someuser/darkmod/tdm_textures_fabric01.pk4 (43 files)
/home/someuser/darkmod/tdm_textures_door01.pk4 (177 files)
/home/someuser/darkmod/tdm_textures_decals01.pk4 (466 files)
/home/someuser/darkmod/tdm_textures_carpet01.pk4 (92 files)
/home/someuser/darkmod/tdm_textures_base01.pk4 (421 files)
/home/someuser/darkmod/tdm_standalone.pk4 (4 files)
/home/someuser/darkmod/tdm_sound_vocals_decls01.pk4 (32 files)
/home/someuser/darkmod/tdm_sound_vocals07.pk4 (1111 files)
/home/someuser/darkmod/tdm_sound_vocals06.pk4 (696 files)
/home/someuser/darkmod/tdm_sound_vocals05.pk4 (119 files)
/home/someuser/darkmod/tdm_sound_vocals04.pk4 (2869 files)
/home/someuser/darkmod/tdm_sound_vocals03.pk4 (743 files)
/home/someuser/darkmod/tdm_sound_vocals02.pk4 (1299 files)
/home/someuser/darkmod/tdm_sound_vocals01.pk4 (82 files)
/home/someuser/darkmod/tdm_sound_sfx02.pk4 (605 files)
/home/someuser/darkmod/tdm_sound_sfx01.pk4 (971 files)
/home/someuser/darkmod/tdm_sound_ambient_decls01.pk4 (8 files)
/home/someuser/darkmod/tdm_sound_ambient03.pk4 (24 files)
/home/someuser/darkmod/tdm_sound_ambient02.pk4 (163 files)
/home/someuser/darkmod/tdm_sound_ambient01.pk4 (220 files)
/home/someuser/darkmod/tdm_prefabs01.pk4 (977 files)
/home/someuser/darkmod/tdm_player01.pk4 (125 files)
/home/someuser/darkmod/tdm_models_decls01.pk4 (103 files)
/home/someuser/darkmod/tdm_models02.pk4 (2059 files)
/home/someuser/darkmod/tdm_models01.pk4 (3179 files)
/home/someuser/darkmod/tdm_gui_credits01.pk4 (49 files)
/home/someuser/darkmod/tdm_gui01.pk4 (727 files)
/home/someuser/darkmod/tdm_fonts01.pk4 (696 files)
/home/someuser/darkmod/tdm_env01.pk4 (152 files)
/home/someuser/darkmod/tdm_defs01.pk4 (189 files)
/home/someuser/darkmod/tdm_base01.pk4 (209 files)
/home/someuser/darkmod/tdm_ai_steambots01.pk4 (31 files)
/home/someuser/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files)
/home/someuser/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files)
/home/someuser/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files)
/home/someuser/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files)
/home/someuser/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files)
/home/someuser/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files)
/home/someuser/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files)
/home/someuser/darkmod/tdm_ai_humanoid_guards01.pk4 (378 files)
/home/someuser/darkmod/tdm_ai_humanoid_females01.pk4 (172 files)
/home/someuser/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files)
/home/someuser/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files)
/home/someuser/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files)
/home/someuser/darkmod/tdm_ai_base01.pk4 (9 files)
/home/someuser/darkmod/tdm_ai_animals01.pk4 (82 files)
File System Initialized.
--------------------------------------
Couldn't open journal files
/proc/cpuinfo CPU processors: 2
/proc/cpuinfo CPU logical cores: 4
----- Initializing Decls -----
WARNING:file skins/tdm_gen_wood.skin, line 439: skin 'doorframe_rough_wood_brown_dull' previously defined at skins/deteeff.skin:1429
------------------------------
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1317 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
Couldn't exec editor.cfg - file does not exist.
execing default.cfg
Gamepad modifier button assigned to 6
execing Darkmod.cfg
execing DarkmodKeybinds.cfg
execing DarkmodPadbinds.cfg
Gamepad modifier button assigned to 6
Couldn't exec autoexec.cfg - file does not exist.
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1317 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
----- Initializing OpenAL -----
Setup OpenAL device and context
OpenAL: found device 'ALSA Default' [ACTIVE]
OpenAL: found device 'HDA Intel PCH, CX20590 Analog (CARD=PCH,DEV=0)'
OpenAL: found device 'HDA Intel PCH, HDMI 0 (CARD=PCH,DEV=3)'
OpenAL: found device 'HDA Intel PCH, HDMI 1 (CARD=PCH,DEV=7)'
OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)'
OpenAL: device 'ALSA Default' opened successfully
OpenAL: HRTF is available
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.21.1
OpenAL: found EFX extension
OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT)
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
Initializing OpenGL display
Borderless fullscreen - using current video mode for monitor 0: 1600 x 900
...initializing QGL------- Input Initialization -------
------------------------------------
OpenGL vendor: Intel Open Source Technology Center
OpenGL renderer: Mesa DRI Intel(R) HD Graphics 3000 (SNB GT2)
OpenGL version: 3.3 (Core Profile) Mesa 21.2.6 core
Checking required OpenGL features...
v - using GL_VERSION_3_3
v - using GL_EXT_texture_compression_s3tc
Checking optional OpenGL extensions...
v - using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
X - GL_ARB_stencil_texturing not found
X - GL_EXT_depth_bounds_test not found
v - using GL_ARB_buffer_storage
v - using GL_ARB_texture_storage
X - GL_ARB_multi_draw_indirect not found
v - using GL_ARB_vertex_attrib_binding
X - GL_ARB_bindless_texture not found
X - GL_ARB_compatibility not found
v - using GL_KHR_debug
Max active texture units in fragment shader: 16
Max combined texture units: 48
Max anti-aliasing samples: 4
Max geometry output vertices: 256
Max geometry output components: 1024
Max vertex attribs: 16
---------- R_ReloadGLSLPrograms_f -----------
Linking GLSL program cubeMap ...
Linking GLSL program bumpyEnvironment ...
Linking GLSL program depthAlpha ...
Linking GLSL program fog ...
Linking GLSL program oldStage ...
Linking GLSL program blend ...
Linking GLSL program stencilshadow ...
Linking GLSL program shadowMapA ...
Linking GLSL program shadowMapN ...
Linking GLSL program shadowMapNG ...
Linking GLSL program ambientInteraction ...
Linking GLSL program interactionStencil ...
Linking GLSL program interactionShadowMaps ...
WARNING:Compiling shader file interactionMultiLight.fs failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
File indexes:
0 - interactionMultiLight.fs
1 - tdm_shadowmaps.glslWARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight.
Linking GLSL program interactionMultiLight ...
Linking GLSL program frob ...
Linking GLSL program soft_particle ...
Linking GLSL program tonemap ...
Linking GLSL program gaussian_blur ...
Linking GLSL program volumetric ...
---------------------------------
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.10/64, linux-x86_64, code revision 9845
Build date: Feb 8 2022
WARNING:file def/tdm_ai_ambient.def, line 13: entityDef 'atdm:ambient_citywatch' previously defined at def/hanged.def:154
Initializing event system
...866 event definitions
Initializing class hierarchy
...172 classes, 1718144 bytes for event callbacks
Initializing scripts
---------- Compile stats ----------Memory usage:
Strings: 48, 7640 bytes
Statements: 20906, 836240 bytes
Functions: 1309, 170372 bytes
Variables: 96648 bytes
Mem used: 2076488 bytes
Static data: 3989840 bytes
Allocated: 5067716 bytes
Thread size: 7904 bytesMaximum object size: 884
Largest object type name: weapon_arrow
...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new missions and 0 packages.
Found 128 mods in the FM folder.
Parsed 128 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: wwtw
-------- Initializing Session --------
session initialized
--------------------------------------
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.
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:Compiling shader file interactionMultiLight.fs failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
File indexes:
0 - interactionMultiLight.fs
1 - tdm_shadowmaps.glslWARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight.
WARNING:file def/tdm_ai_ambient.def, line 13: entityDef 'atdm:ambient_citywatch' previously defined at def/hanged.def:154
WARNING:file skins/tdm_gen_wood.skin, line 439: skin 'doorframe_rough_wood_brown_dull' previously defined at skins/deteeff.skin:1429
4 warnings
WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly
terminal support enabled ( use +set in_tty 0 to disabled )
pid: 79275
Async thread started
Couldn't exec autocommands.cfg - file does not exist.
Found 0 new missions and 0 packages.
Found 128 mods in the FM folder.
reloading guis/msg.gui.
reloading guis/mainmenu.gui.
--------- Map Initialization ---------
Map: wwtw
------- Game Map Init SaveGame -------
---------- Compile stats ----------Memory usage:
Strings: 49, 7736 bytes
Statements: 23120, 924800 bytes
Functions: 1412, 183456 bytes
Variables: 110716 bytes
Mem used: 2256600 bytes
Static data: 3989840 bytes
Allocated: 5161640 bytes
Thread size: 7904 bytescollision data:
3338 models
311780 vertices (7307 KB)
548610 edges (19287 KB)
232517 polygons (17155 KB)
17774 brushes (2512 KB)
78200 nodes (3665 KB)
345212 polygon refs (5393 KB)
56872 brush refs (888 KB)
147555 internal edges
5905 sharp edges
0 contained polygons removed
0 polygons merged
56210 KB total memory used
1779 msec to load collision data.
map bounds are (16720.0, 10864.0, 2000.0)
max clip sector is (522.5, 339.5, 500.0)
57 KB passage memory used to build PVS
11 msec to calculate PVS
151 areas
442 portals
9 areas visible on average
2 KB PVS data
[Load AAS]
loading maps/wwtw.aas48
[Load AAS]
loading maps/wwtw.aas96
[Load AAS]
loading maps/wwtw.aas32
done.
[Load AAS]
loading maps/wwtw.aas100
done.
[Load AAS]
loading maps/wwtw.aas_rat
[Load AAS]
loading maps/wwtw.aas_elemental
WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/decorative/model_brig_high.lwo' has 12/8734 nontriangular polygons. Make sure you triplet it down
WARNING:Couldn't load sound 'sound/ambient/environmental/dd_owl_01.ogg' using default
[map entity: ambient_sounds_0]
[decl: wwtw_city_ambient in sound/wwtw.sndshd]
[sound: sound/ambient/environmental/dd_owl_01.ogg]
No running thread for RestoreScriptObject(), creating new one.
--------------------------------------
----- idRenderModelManagerLocal::EndLevelLoad -----
0 models purged from previous level, 4806 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING:Couldn't load image: textures/decals/coppergrove_logo/coppergrove_logo
[model: func_static_6078]
[decl: textures/deteeff/decals/coppergrove_logo in materials/wwtw.mtr]
[image: textures/decals/coppergrove_logo/coppergrove_logo]
WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s
[model: MerryChest5Body]
[decl: textures/darkmod/metal/detailed/rivet_strip01 in materials/tdm_metal_detailed.mtr]
[image: textures/darkmod/metal/detailed/rivet_strip01_s]
WARNING:Couldn't load image: textures/darkmod/window/metal_grated_moonlit_s
[model: func_static_861]
[decl: textures/darkmod/window/metal_grated_unlit in materials/tdm_windows.mtr]
[image: textures/darkmod/window/metal_grated_moonlit_s]
WARNING:Couldn't load image: textures/darkmod/window/metal_grated_moonlit
[model: func_static_861]
[decl: textures/darkmod/window/metal_grated_unlit in materials/tdm_windows.mtr]
[image: textures/darkmod/window/metal_grated_moonlit]
WARNING:Couldn't load image: textures/mcity/mcityplain6
[model: _area21]
[decl: textures/mcity/mcityplain6 in <implicit file>]
[image: textures/mcity/mcityplain6]
WARNING:Couldn't load image: window_side_2
[map entity: func_static_102]
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~/darkmod$Thanks for playing!
I'm no programmer so sadly I don't know how to help you in this matter. Which difficultiy are you playing? It's a quite crowded place, especially on Bustling and perhaps it's the amount of AI that kills your setup?
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19 minutes ago, Marbrien said:
Thanks very much for the mission.
I managed to get through it on expert with 5549 loot, but parts were tough - especially the tailing part - and required reloads once I knew in which direction my target was heading.
Oohhh, very good looting. Yes, there are some tight spots in the following objective. I'm glad you pulled through!
I used the start areato lure elite guards there so I could climb on the awning and knock them out with a dropped crate.
Tedious but also strangely satisying! Had I known they were all going to spawn again I may not have bothered, although I did eventually manage to eliminate all the guards even after returning from the thieves lair.
Hehe, no shame in some violence, though
SpoilerHad you NOT downed anyone, there hadn't been any elite guards to knock down
19 minutes ago, Marbrien said:On my way to the lair I passed through a shop run by a female thief who had a purse, I think. I was too busy following my target and staying out of sight to steal it then, and on my way back she seemed to have completely disappeared so her purse was unobtainable. Is that right, or is she hiding somewhere?
Regarding Hedda:
SpoilerShe is just carrying a key to the small cash box behind the counter and that box is pickable.
19 minutes ago, Marbrien said:Very good;
SpoilerThere are actually three nests in the mission.
19 minutes ago, Marbrien said:and managed to perform some
to get some more!
SpoilerHaha, very good! Not much loot vise, but a fun/morbid touch
Despite scouring the map, I don't think I found the
mentioned above. Could I have a hint please?
SpoilerTo find the room you need to use the console command NOCLIP and fly around like an angel and look out for a well lit room God created as a test piece to easy test stuff in His almighty creation
In other words, nothing the player should see.
SpoilerAs a sidenote, regarding the aformentioned dentistry, the teeth are bound to those loot items Tarhiel mentioned were stuck in the wall. That's because I didn't bother to tweak the teeth to become loot. I just bound them to some random loot, and hid that loot inside the wall, away from the player. Just a dirty hack to make my life easier.
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1 hour ago, Tarhiel said:
Congratulations on the release!
That was an interesting premise, having to tail your target throughout almost the whole map, reminded me the of the Assassins level from T1
It was very unique, having to go through quite a lot of map, and then your mission only started, once you started tailing the guard - and tailing was through a long part of the level. I found it interesting that you couldn´t explore right away, you had to remember to do it later, once the tailing part ended, basically piggyback your way back.And I also liked the detail
with having to find something (was it a feather?) to identify who sacked your place while you were gone, before you could call it a day.
These were the things that could be improved - please, do take them as a constructive criticism, not a griping:
- first, that needlessly empty area at the beginning of the map - there is nothing to loot for a long time and for no reason, just like that, from the certain point on the map, there is - it creates discrepancy, because I as a player have no idea why I should I bother to look for a loot, when few meters away there was nothing at all. I was able to see that thanks to a console command. Just cut that part of the level altogether, and move the start area somewhere closer to the populated area with loot or fill it with something meaningful for player to see and do.
- Ai was too prescient - not that they could see me from miles away, but they could see me in the dimmest light, they could find a corpses in a complete darkness and what made the level almost unplayable - once one(!) them see you, all of them go bonkers, started to look for me all of them at once. That completely killed any joy of playing, and I was playing on the easiest difficulty.
- I was not able to find the third readable required to mark the main objective,Glad you liked it!
Yes, I know the start sections are a bit bare; loot vise, but there is
Spoilerat least a health potion in the apartments straight across from your lair.
There could be more, yes, but I think there are other sections with lots more loot so yes, there may be some discrepancies towards the rest of the level.
Yes, the AI may be brutal if they suspect anything and they may end up as a collective mob that search high and low for the player. But I believe it's not impossible to escape or sneak away, should you upset anyone. Perhaps I should've added flash bombs to the starting equipment...
Regarding the mentioned readables:
SpoilerYou need three parts of the evidence;
-The diary in the safe
-Any of the letters in the desk
-The torturers log, in the interrogation room.1 hour ago, Tarhiel said:I guess there´s a broken script - when I found the letters of the watch captain in the drawer, after reading a first of them there was trigger, which executed the first "I should find more of the evidence" talk, when I found, I think it was diary in the other drawer/in a safe nearby, there was a second talk, and that was it, I wasn´t able to execute the third, and the last one I guess.
I would not be able to finish the main objective, had I not stumbled by sheer accident upon your test room - you know which one I mean - the one with white walls, several readables (duplicates of those I found in the drawer) and 4 switches. When I switched all of the 4 switches, the objective was ticked off.- when I was returning back to the apartment, streets were full of guards - was that intentional, or did I accidentally alerted one of them, who then brought over all his friends?
- Also, there was a place in the gangs hideout, right next to a broken air-conditioning shaft, where there was 3 objects in the wall for taking, marked as loot - but noclipping showed nothing at all and they were unfrobbable. Maybe they were supposed to spawn somewhere else, but I do not know where.
Was I supposed to trigger something to get to them?In this mission you may KO/kill as many AI you like, but it will have consequences:
SpoilerLore vise, the guards report to one another and a missing guard will raise suspicion; he will be replaced with another guard that is on the lookout. Gameplay/scipting vise this means every Citywatch guard you down will get replaced and depending on difficulty, you will also have to face reinforcements in the form of torch guards and elites that roam the areas. I thought of adding some kind of signal/hint for this, but couldn't find a way to make it believable. I could have added some kind of meter to show the player how much ruckus he has done, but I felt that would feel to gamey.
Regarding the loot:SpoilerThose loot objects in the wall are bound to some other stuff. I should put them in the blue room, but that wont't matter unless you use consol loot commands.
But what are they for, then?
SpoilerTry to find the tongs and head for the interrogation room...
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So the purpose becomes creating an open world without any set goals, just for exploring? It may be a nice steak to put in your mouth, but I think it will sorely be missing in flavour if one leaves out the story/loot/purpose. This whole idea makes me think about the movie Gummo...
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I didn't mean to sound like a nice environment is created in a handwave, it takes time, of course. But it ought to be less work to create a mission without story/briefing etc than an ordinary one. My newly released Who Watches The Watcher took almost 2000 hours all in all, but that doesn't count all those hours I sat and plotted out the story and wrote readables and voice lines. I remember sitting in a gas mask in our covid unit during the pandemic, plotting on story elements
(Yes, there were times when we could sit and take breaks.)
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Your ideas boil down to basically not having any purposeful objectives at all (other than the Do not get spotted). And as you don't have any story, your mission ought to be more quick to build than any ordinary mission. Yes, you may have to put even more emphasis on visual storytelling but as I said, there is no big deal to add any Do-not-get-spotted-objectives.
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It's an easy feat to add an objective that fails if you get spotted. And if you make it OPTIONAL the player gets alerted that they're spotted and may restart if they want, but as it isn't forced, every player can decide for themself if they should continue playing or restart.
I would argue that the community as a whole are generally against forced ghosting, but with the aformentioned setup you can get both.
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11 minutes ago, datiswous said:
Congratulations! I'm sorry I wasn't around more for testing. I am excited to try it again.
Every contribution counts. I would like to object and say you were one of the more vocal testers, and found...
Spoiler...lots of crappy behaviour on some iffy Sergeant
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- Popular Post
- Popular Post
The time has finally come for me to release my 5th mission for The Dark Mod. This project started sometime around 2015-2016 (couldn't find any old files to confirm) with me starting poking on a city mission and for some time I built quite randomly without a plan. I expected I could plot a story later; You can never go wrong with a city section, eh? I had a hiatus and did other projects in my life with model painting and skydiving and mapping became more and more scarce. Now and then I felt an itch to map and some kind of responsibility towards the mod team to produce something, to provide and give something back, if you will. At the start of the pandemic I started building more focused on this misson, but still no exact goal on what I wanted to achieve. Finally I decided I wanted a mission where you follow a person and the mission continued to grow in a linear fashion.
I am not the quickest mapper and have severe problems on how to imagine a scene without building it first. This means that I often have to redo scenes and lots of stuff gets unnecessarily built just to be removed later, hence the almost absurd build time (about 1900 hours all in all). Betatesting came about and I got very good tips and feedback and decided to redo a lot of the mission. This need for a rework could have killed my motivation but fortunately, as the map was designed, it only required a modest amount of work and the mission became so much better for it!
Sometimes I believe I'm somewhat of the uncrowned king of missions with a bit more unusual and experimental playstyles and this mission also have some elements that isn't used that much. In contrast to some of my other missions though, this one isn't depending on any quirky meter or sun shining down on the player (Reap as you sow *cough*). As mentioned, it is a sprawling city mission with lots of exploring that I hope will satisfy you!
So DeTeEff gives to you:
Who Watches The Watcher? ver 1.0
https://drive.google.com/file/d/1YYoJJnxr2UbGxemTR-WoWmH64fbazusH/view?usp=sharing
The night is creeping over Bridgeport. You squint in the street lights as you trot down the small alley to where you're about to meet your contact. As a man who straddles the line between lawful and outlaw, it's not often you have peaceful interactions with the City watch but as you're about to learn, this time they have more problems on their hands than to deal with petty thieves like yourself. You see the trademark silhouette of a City watch helmet approaching and you make a last take of your immediate surroundings, should you have to flee if things get awry. The guard presents himself as Albert and you listen carefully to his story and you quickly realise that you don't have much to fear from this man; The Citywatch has wrestled with some internal problems lately with missing reports and evidence that disappear. Albert strongly believes they have a mole on the inside that works for the Greynard RoughBoys; a band of ruthless thugs that doesn't hesitate to maim anyone who oppose them. You learn that he thinks the mole is no other than a Sergeant named Clerwick. Your mission will be to find this man, and collect intelligence on his doings for the night. And as it is payday, you should of course also help the inhabitants to carry some of their heavy purses.
Mission type:
SpoilerCityromping
Following a guy
Heist elementsCreepy elements?
SpoilerSome
Undead?
SpoilerNo
Spiders?
SpoilerNo
Thanks to:
My wonderful girlfriend who endures my constant talking about mapping and for helping me with readables and story design and some voice lines.
Dragofer - Scripting help
Springheel - All those modules
Sotha - Hangman model
Henrik Swenson for providing some ambients
Digiffects Sound Library for some custom sound bitesBetatesters:
Acolytesix
Datiswous
Duzenko
Jaxa
Mezla
Nort
Prjames
Shadow
Thebigh
Wellingtoncrab
Wesp5And a big thank you to the community for keeping the mod alive!
I hope I haven't forgotten anyone...
Known bugs:
-The AI in TDM is inaccurate in some ways. They will sometimes behave strangely when returning to their original routes after being alerted, like sitting on chairs in weird ways or turning in places, especially if they meet another AI in narrow places. I have done my best to adjust these weird behaviours but with the complexity of everything that's going on and the player making different desicions/noise, it's probably impossible to adjust for everything. I believe I have ironed out the last wrinkles I can, with respect to my knowledge/skills.-Frobbing out of boxes/chests/drawers has always been a pain but I think this is largely an error within the code and how frobing works as the frob highlight wants to lock onto the box itself and not its contents.
-There seems to be some kind of bug with the skybox, especially in places where there is water reflections present; The Sky/water volume switch between an opaque variant to a more translucent one. Neither is straight up ugly, but it's jarring to see the sky switch (as it seems randomly). I don't know what is causing this, and I have decided to let this one pass (if any players knows what is causing this, please let me know so can I squash this annoying bug.
PLEASE POST ANY QUESTIONS/SPOILERS IN SPOILER BRACKETS
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13 hours ago, Acolytesix said:
I've been playing Iris. I like that one.
Version 1.01 is up in the beta forum
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Thread created in the Beta test forums!
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Haha, is somebody still playing this? Humbling
Updating this should be like polishing a rubble with the finest sandpaper
But yeah, perhaps updating it so it at least runs/doesn't crasch/glitch may not be a bad thing...
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Hello!
The days draws near. I've finally come to the point that I can send this project to the testers!
It's been about ten years since I released a mission so it's about time!
@thebigh has already showed intererst, but do we have any more interrested?
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On 3/13/2022 at 8:59 PM, AluminumHaste said:
This feature exists in the first Splinter Cell from back in the day.
When there was noise like from thunder or loud machines, your detection meter went up, indicating you could make more noise before being detected.
Yeah, I remembered they had a meter that measured your noise, and a bar went up if the ambience sound was loud and you could create noise, as long as you stayed under that bar. Nice game, too bad they stopped making more Splinter Cells in that vein.
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This must have been discussed before, but I have no exact wording for it, but I will try to do it via this scenario: The player is sneaking around in a room with lots of humming machinery and loud sounds. It's very annoying that the AI has super hearing and can distinguish that THAT sound came from the player and thus, he is alerted to your positon. Would it be possible to add some kind of sound mask when designing a mission so you need to produce more noise to be detected?
I feel bad for posting this, as I believe this has been discussed before, but as I don't have any wording for the "issue" it's hard to do a search...
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I'm creeping closer to starting the real alpha testing stage of my VIP. Meaning I will play the mission from the beginning as if it was a real mission. I still have some graphical stuff that needs tending to, but gameplay wise, I'm getting closer... I guess it's fair game to send the mission to beta while still working on visual stuff to save time. Or what do you say? Is it too risky? Forgetting some important stuff and releasing a non tested version as finished?
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Fan Mission: Who Watches The Watcher? v1.0 by DeTeEff (2022/05/28)
in Fan Missions
Posted
Then I have no clue to why it doesn't work.
The script works like this:
void check_evidence()
{
evidence_counter = evidence_counter + 1;
if(evidence_counter == 1) // IF THE PLAYER HAS GATHERED ONE PART OF THE EVIDENCE.
{
sys.trigger($player_got_evidence_1); // PLAY PLAYER MUSING
}
if(evidence_counter == 2) // IF THE PLAYER HAS GATHERED TWO PARTS OF THE EVIDENCE.
{
sys.trigger($player_got_evidence_2); // PLAY PLAYER MUSING
}
if(evidence_counter == 3) // IF THE PLAYER HAS GATHERED THREE PARTS OF THE EVIDENCE.
{
sys.trigger($player_got_evidence_3); // PLAY PLAYER MUSING
sys.trigger($complete_obj_4);
}
}
void possess_letter_evidence()
{
if (got_letter == 0)
{
sys.print("\nPICKED UP LETTER EVIDENCE!\n");
got_letter = 1;
thread check_evidence();
}
}
evidence_counter gets called when
-Greynard's diary is picked up and read
-The Torturers log is picked up and read
possess_letter_evidence gets called when picking up and reading any of the relevant letters. Then the evidence_counter thread gets called.
The variable got_letter is to check when ONE letter is checked. You only need one of those so any more letter reading won't trigger the counting of the evidence.
When 3 parts of the evidence are collected/read the game triggers complete_obj_4 and that objective gets checked off as completed.