vozka
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Posts posted by vozka
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Interesting how each of us sees this differently. For me Sun Coast was super pleasant just because it's Sun Coast - bright, colorful and inviting, great to get to know the new systems, learn about the game world etc. Of course the walk to Ark was amazing and after that the game truly opened up, but I really enjoyed the beginning.
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On 2/1/2022 at 2:31 PM, datiswous said:
I think these games get away with poor graphics under the name "art direction" or "indy".
I also think it's a legit esthetic choice, but even if it was like you say - why not? Indie developers have tiny budgets and if this allows them to make games with interesting gameplay, I'm all for it.
But personally I kinda like this style, been very happy with the wave of "boomer shooters". Even though I think that filtering low-res textures is a mistake.
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I have over 40 hours in the game and I'm also 100% recommending it.
First of all as a Bethesda hater I find it a bit sad that their best games after Morrowind are games made by 3rd party devs on their engines, New Vegas and Enderal. Enderal showed me how good Skyrim could have been and it was a final nail in the coffin, can't go back to normal Bethesda games now.
This could have easily been a successful commercial game, it improves on Skyrim in almost every way - the RPG systems are better, the magic is better, the writing is way better, the graphics is slightly improved too. This is probably why the game is so enjoyable, everything feels familiar but improved. Especially the capital of the region called Ark is amazing, it's a city that actually feels like a city, has several quarters and a huge underground slum. And the dungeons are more interesting and diverse as well.
I gotta say I didn't enjoy Nehrim much, the difficulty felt a bit unbalanced, the game allowed you to get to a dead end by underlevelling, the writing and voice acting were a bit worse and it was all underlined by the Oblivion engine which I find horrible, janky and ugly. But I saw the potential, and all of that potential is realized in Enderal.
I wouldn't put it among the best RPGs ever like some fans, but it's really solid and definitely worth playing. And it looks decent without mods imo.
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2 hours ago, Wellingtoncrab said:
I would still ask his permission directly when it comes to using them in a tdm mission given the core mod is open source and images are freely accessible from the .pk4 - this is also iffy with his license agreement. He remembers us and has been ok with his textures being used in people's missions, but he will often simultaneously reiterate things which are in his license agreement which gave me the overall impression it was not worth the risk going forward. He asked me to include this information in my readme "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information."
I would say this is pretty important because if I understand it correctly all the content in TDM is licensed by a Creative Commons license by default and CC licenses are in direct conflict with the textures.com license because they explicitly allow redistribution. So maybe the textures.com guy gave permission to use his assets, but using them in TDM without declaring a compatible license means explicitly saying "you are allowed to redistribute them" to anybody who extracts them from TDM.
The same applies to other "asset licenses" which are essentially "do anything you want except redistribution and resale".
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- Popular Post
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This will sound weird in TDM forums, but I just finished Thief 2 for the first time.
Took me a long time because there were some elements that I didn't enjoy that much and I got a bit tired of it in the second half, so there were pauses between play sessions, often playing new TDM missions instead when I was feeling sneaky.
Tried to find what I actually had issues with, and I think it was mostly the cameras and automatic guns. The First City Bank and Trust was the first mission where around 2/3 in I thought "well, this is just starting to be a drag". I had to be too careful, too slow, and avoiding the cameras didn't feel rewarding like avoiding people did. With robots it was a bit similar, although not as bad with a few exceptions where they seemed to have inhuman dark vision.
I appreciate the work put into the setting and the overall polish and slightly better graphics, plus some of the missions were amazing of course, but I realized that overall I simply prefer the atmosphere and themes of Thief Gold (Gold mainly for the opera mission, if only for the amazing soundscapes and the singing hermit). There's just something about the spooky atmosphere of Bonehoard, Cragscleft or the Haunted Cathedral that worked really well for me and I didn't mind the end missions either. Whereas Sabotage at Soulforge was a bit of a pain and the outro video a disappointment.
It's great how both games still hold up though. Must have been revolutionary at the time of release. And after playing them I realize why Deadly Shadows was a disappointment. I still think it's a really good game (after removing the riddiculous in-level loading screens), but it was nowhere near as innovative.
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Are there any plans to integrate this into master? I love how it looks.
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Another great mission. The size surprised me this time, it's certainly one of the bigger missions and it's made with attention to detail - which can be said about the whole series, it's solid and consistent. And that includes more readables with dumb jokes, 10/10.
Played this while waiting for my sourdough bread to proof, so the bread collecting side objective was especially fitting. Except that some of the cheese wheels look a lot like loaves of bread from a certain angle until you notice the cut :)).
I couldn't help but notice the quality of the Builder's compound assets. Being so hi-res and crisp, they really stand out, the side effect of course being that some of the other assets look outdated in comparison. Great job by the author, I wonder if we ever get some of the more "dirty" street style assets in such quality and realism - don't know what it's like for actual 3D artists, but making things dirty and worn is what I generally struggle with the most when working with 3D graphics.
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This one was great fun as well. Several times when I thought I went through a particular part of the neighborhood I suddenly found a new place I haven't seen or a new way to traverse the area. Despite that I spent some time reaching the loot objective, the last 100 gold was a bit of a pain, only to find out upon finishing there's almost 1500 gold left who knows where and to recall that I saw an entry into the sewers which I forgot to explore at all. Oh well.
The readable about being trapped in the city and the one mentioning boofing made me laugh. I also thought it was funny that one of the brothel rooms and the interrogation room contained almost the same tools.
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Well this was great! Hard to believe it was your first mission, everything seemed really solid including all the staples like rooftops, vertical shortcuts, hidden compartments, readables etc. And it wasn't a small mission either! The similarities to CoS 0 were quite apparent too, looking forward to continuing with CoS 2
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A nice mission! Exploring took me longer than expected, especially finding those safe deposit boxes, even though I have to admit the clues were there the whole time. I enjoyed the overall theme - Four Flags seems to be way more fun than Six Flags. And just today, what's the chance, I was thinking that it would be nice to have occasional more modern music in TDM missions, just as a throwback to a couple tracks from the original games, so I was very pleasantly surprised.
What I disliked was mostly already said: some parts of the building seemed a bit too empty of people and because the NPCs also seemed to be super attentive, the contrast between how careful I had to be on the ground floor and in the rest of the building seemed a bit strange.
And the first cutscene was just way too silly for me. I don't think this method worked well together with the stuttering fps, low visual quality of the models and artifacts of the engine like the lady's shadow seemingly being bald. It reminded me of this cinematic masterpiece where somebody remade the whole of Titanic in The Sims 2. The playable scene after that was hilarious though.
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Great mission!
I have to admit I wasn't patient enough to find nearly everything, only spent about 80 minutes with it, but I loved the atmosphere (although that seems the be the rule with almost every mission I play, especially city missions). I realized I would prefer it if the main objective was a bit longer (even if it meant less side content), but that's just personal preference, can't please everyone :).
Like other people I appreciated the library and the "Narnia" secret quite a bit :). Didn't find the third secret in the library.
SpoilerFound the opening bookcase and the one opened with the light fixture, but didn't find a use for the key under the model ship. Also the ring under the sofa caught me off guard, didn't expect anything more, but I don't assume that was the third thing. The whole idea with the thief admirer was hilarious of course.
The only small problem I had was that a guard on the ground floor of the manor spotted me through a closed door or through a wall from the kitchen. A bit annoying in a place where being spotted means game over, but it only happened once.
I had a good time and since this was my first CoS mission, I'm now sure I'll try the rest of the miniseries too.
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That's what I thought, aren't some types of companies designed specifically so that you can only lose everything the company owns and not anything that is a property of you as a person? Of course starting one would still cost money, yes. I imagine that if someone volunteered to actually do it and go through the bureaucracy, the community would chip in and get the money together. But I'm not going to be the one who volunteers.
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Another problem not mentioned in this thread is that I'm pretty sure TDM contains textures that are distributed under licenses not compatible with TDM's licensing models ("asset license" which prohibits redistribution, relicensed as CC-BY-NC-SA which allows redistribution). Had some discussion about that in this thread, but the crux is that even if people wanted to use a non-free platform like Steam (which, imo, would be a great idea), I don't think anybody would want to legally sign their name under a project with known licensing issues unless those are fixed.
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You do still need to have modelling skills, but there are some tools that allow automatic retopology to lowpoly available. The state of the art really is surprisingly good and improving every year because there's a lot of demand in commercial games development.
InstaLOD is truly amazing, it's a commercial piece of software, but you can get a free license with some limitations (none are a problem for a project like Dark Mod). I think it's for a year, but I'm not sure. I tried it and it does actually work, the results often do need some tweaking, but really not that much, it saves hours and hours of work. It's so good I thought about making a thread about it here. It even has automatic tools to remove baked shadows which are kinda usable.
The biggest problem I found is that Dark Mod need to be much more lowpoly than most modern games and the polycounts needed are at the bottom edge of what InstaLOD can do, and that the system for baking textures lacked some slightly niche features that I wanted.
I actually think that getting good photogrammetry data without too many anomalies and with workable lighting is a bigger problem nowadays. It looks easy in these youtube videos, but I personally couldn't get good data unless I had a proper mirrorless camera and lucky lighting.
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I appreciate the effort to try to make PBR work with current materials as that's probably the only way it could be integrated in the game, but have you tried testing it with proper PBR materials? Either remaking some that are in-game by hand or just getting some "standard PBR" textures from the internet. One of the big advantages of the PBR workflow is that there's a lot of good quality assets with compatible licensing on the internet, like https://cc0textures.com/
I'm honestly wondering how big of a difference it could make. I don't have an idea because while I believe the PBR workflow to be visually simply superior, I don't have enough understanding of engine developoment to know how well it can be implemented into an older engine that wasn't created with PBR in mind. At the same time I like your work already and I'm sure using actual PBR would only make it better.
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Following the recommended age limits strictly is imo only useful when parents don't care about what the kids consume and don't have good judgement themselves. The age rating is a useful guideline for sure, especially for people who don't have the option to check everything their kids play, but that's all it is for me.
One thing that I'm missing a rating of how serious, realistic and gritty something is - I believe grotesque violence or sex to be a much smaller problem than adult topics which do not even have to be super explicit visually, but are just too heavy. Prostitution, slavery, rape, gang stuff, topics like that.
I'm answering as someone who doesn't have kids yet, but I'm in my early 30s and believe I have enough perspective regarding my own childhood gaming. When I was a kid I played a lot of violent games, I enjoyed them then and I still enjoy them now (Brutal Doom is some of the best fun I've had with video games). I never had a problem distinguishing between games and reality, I've always been a peaceful person. My dad made me go return Carmageddon when I was like 11 years old and looking back at it honestly, I don't think playing it would have any negative influence on me.
But I realize that most of the games weren't super realistic or super heavy, and those that did feature more adult topics were typically RPGs with a lot text, which, at the age when they would be inappropriate, I found boring (don't know why, I read a lot of books, but in games I wanted easier interactivity). Nowadays, with the trend of adult gritty TV series, and with story and dialogs presented in more realistic graphics with voice acting (although not nearly as realistic as in TV series, yet), we may get games that are too adult and realistic due to topics shown and the way they're pictured. That I would actually consider a problem for kids.
I think that videogames are still a juvenile medium, you rarely get games that truly seem like they're aimed just at adults and feature difficult topics. But we will probably get those in the future. I don't think kids playing Doom Eternal or even Postal 4 is necessarily a problem, but a kid playing a gaming equivalent of Breaking Bad, Narcos or The Wire definitely can be one.
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18 minutes ago, boissiere said:
Confirmed. When I have something other than a key in hand, it works normally, no crash.
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It's fine, I know it's not an easy problem to solve .
Would a savefile help? This is a save just in front of the decontamination chamber, when I go inside and pull the lever the game crashes right after the decontamination mist sprays me: https://www.dropbox.com/s/2zd6371szm82rdy/hhta_crash_save.zip?dl=0
I'm running a relatively fresh install of 2.09 in Windows if it helps (I do have several other missions installed, other than that I'm mostly in default settings and did not do any updates).
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15 hours ago, hanmin said:
Thanks for this so far great mission. However, the game crashes when
I engage the airlock to the excavation area after turning on the generator. I can engage it with the generator turned off.
Here is the dump:
qwert@X230:~/darkmod$ ./thedarkmod.x64
TDM 2.09/64 #9108 (1435:9108) linux-x86_64 Feb 3 2021 21:16:28
found interface lo - loopback
found interface wlp3s0 - 10.10.10.51/255.255.255.0
found interface wlp3s0 - 10.10.10.41/255.255.255.0
Found Generic CPU, features: SSE SSE2 SSE3
TDM using SSE3 for SIMD processing.
------ Initializing File System ------
Current search path:
/home/qwert/darkmod/fms/hhta
/home/qwert/darkmod/fms/hhta/hhta.pk4 (423 files)
/home/qwert/darkmod/
/home/qwert/darkmod/tdm_textures_wood01.pk4 (376 files)
/home/qwert/darkmod/tdm_textures_window01.pk4 (389 files)
/home/qwert/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files)
/home/qwert/darkmod/tdm_textures_stone_natural01.pk4 (133 files)
/home/qwert/darkmod/tdm_textures_stone_flat01.pk4 (302 files)
/home/qwert/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files)
/home/qwert/darkmod/tdm_textures_stone_brick01.pk4 (520 files)
/home/qwert/darkmod/tdm_textures_sfx01.pk4 (69 files)
/home/qwert/darkmod/tdm_textures_roof01.pk4 (72 files)
/home/qwert/darkmod/tdm_textures_plaster01.pk4 (142 files)
/home/qwert/darkmod/tdm_textures_paint_paper01.pk4 (63 files)
/home/qwert/darkmod/tdm_textures_other01.pk4 (127 files)
/home/qwert/darkmod/tdm_textures_nature01.pk4 (286 files)
/home/qwert/darkmod/tdm_textures_metal01.pk4 (497 files)
/home/qwert/darkmod/tdm_textures_glass01.pk4 (51 files)
/home/qwert/darkmod/tdm_textures_fabric01.pk4 (43 files)
/home/qwert/darkmod/tdm_textures_door01.pk4 (177 files)
/home/qwert/darkmod/tdm_textures_decals01.pk4 (465 files)
/home/qwert/darkmod/tdm_textures_carpet01.pk4 (92 files)
/home/qwert/darkmod/tdm_textures_base01.pk4 (407 files)
/home/qwert/darkmod/tdm_standalone.pk4 (4 files)
/home/qwert/darkmod/tdm_sound_vocals_decls01.pk4 (27 files)
/home/qwert/darkmod/tdm_sound_vocals07.pk4 (1111 files)
/home/qwert/darkmod/tdm_sound_vocals06.pk4 (696 files)
/home/qwert/darkmod/tdm_sound_vocals05.pk4 (119 files)
/home/qwert/darkmod/tdm_sound_vocals04.pk4 (2869 files)
/home/qwert/darkmod/tdm_sound_vocals03.pk4 (743 files)
/home/qwert/darkmod/tdm_sound_vocals02.pk4 (1299 files)
/home/qwert/darkmod/tdm_sound_vocals01.pk4 (82 files)
/home/qwert/darkmod/tdm_sound_sfx02.pk4 (605 files)
/home/qwert/darkmod/tdm_sound_sfx01.pk4 (966 files)
/home/qwert/darkmod/tdm_sound_ambient_decls01.pk4 (8 files)
/home/qwert/darkmod/tdm_sound_ambient03.pk4 (24 files)
/home/qwert/darkmod/tdm_sound_ambient02.pk4 (163 files)
/home/qwert/darkmod/tdm_sound_ambient01.pk4 (220 files)
/home/qwert/darkmod/tdm_prefabs01.pk4 (961 files)
/home/qwert/darkmod/tdm_player01.pk4 (125 files)
/home/qwert/darkmod/tdm_models_decls01.pk4 (103 files)
/home/qwert/darkmod/tdm_models02.pk4 (2053 files)
/home/qwert/darkmod/tdm_models01.pk4 (3163 files)
/home/qwert/darkmod/tdm_gui_credits01.pk4 (49 files)
/home/qwert/darkmod/tdm_gui01.pk4 (721 files)
/home/qwert/darkmod/tdm_fonts01.pk4 (696 files)
/home/qwert/darkmod/tdm_env01.pk4 (152 files)
/home/qwert/darkmod/tdm_defs01.pk4 (187 files)
/home/qwert/darkmod/tdm_base01.pk4 (198 files)
/home/qwert/darkmod/tdm_ai_steambots01.pk4 (24 files)
/home/qwert/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files)
/home/qwert/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files)
/home/qwert/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files)
/home/qwert/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files)
/home/qwert/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files)
/home/qwert/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files)
/home/qwert/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files)
/home/qwert/darkmod/tdm_ai_humanoid_guards01.pk4 (378 files)
/home/qwert/darkmod/tdm_ai_humanoid_females01.pk4 (172 files)
/home/qwert/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files)
/home/qwert/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files)
/home/qwert/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files)
/home/qwert/darkmod/tdm_ai_base01.pk4 (9 files)
/home/qwert/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 sound/ambient.sndshd, line 202: sound 'firstfloor' previously defined at sound/ambient.sndshd:174
WARNING:file sound/comments.sndshd, line 185: Expecting '{' but found '}'
WARNING:file sound/tdm_ai_steampunk_automaton.sndshd, line 40: sound 'automaton_utilize' previously defined at sound/tdm_ai_automaton.sndshd:22
WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:11
------------------------------
/proc/cpuinfo CPU frequency: 3425.42 MHz
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1277 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: 1277 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, ALC269VC 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
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.19.1
OpenAL: found EFX extension
OpenAL: HRTF is disabled (reason: 0 = ALC_HRTF_DISABLED_SOFT)
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
Setup X display connection
Using screen 0 of 0x593dd70 display
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
Free86-VidModeExtension Activated at 1366x768
Chosen visual: 0x021
...creating GL context: core-fc
...initializing QGL------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
OpenGL vendor: Intel Open Source Technology Center
OpenGL renderer: Mesa DRI Intel(R) HD Graphics 4000 (IVB GT2)
OpenGL version: 4.2 (Core Profile) Mesa 20.0.8 core
Checking required OpenGL features...
v - using GL_VERSION_3_3
v - using GL_EXT_texture_compression_s3tc
v - using GLX_VERSION_1_4
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_multi_draw_indirect
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: 96
Max anti-aliasing samples: 8
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 ...
WARNING:Linking program shadowMapNG failed:
error: fragment shader input `texCoord' has no matching output in the previous stage
WARNING:Validation for program shadowMapNG failed:
�
Linking GLSL program ambientInteraction ...
Linking GLSL program interactionStencil ...
Linking GLSL program interactionShadowMaps ...
Linking GLSL program interactionMultiLight ...
Linking GLSL program frob ...
Linking GLSL program soft_particle ...
Linking GLSL program tonemap ...
---------------------------------
New buffer size: 12288 kb
New buffer size: 12288 kb
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:
0:157(55): warning: `diffuse' used uninitialized
0:159(61): warning: `specular' used uninitialized
0:166(35): warning: `specular' used uninitialized
0:169(41): warning: `specular' used uninitialized
0:174(15): warning: `diffuse' used uninitialized
2:128(2): error: `return' with wrong type int, in function `UseShadowMap' returning float
0:229(56): warning: `specular' used uninitialized
0:233(54): warning: `specular' used uninitialized
0:233(66): warning: `diffuse' used uninitialized
0:250(71): warning: `diffuse' used uninitialized
0:262(7): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
File indexes:
0 - stages/interaction/manylight.frag.glsl
1 - stages/interaction/manylight.params.glsl
2 - stages/interaction/manylight.shadowmap.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 ...
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.09/64, linux-x86_64, code revision 9108
Build date: Feb 3 2021
Initializing event system
...842 event definitions
Initializing class hierarchy
...172 classes, 1670528 bytes for event callbacks
Initializing scripts
---------- Compile stats ----------Memory usage:
Strings: 49, 8192 bytes
Statements: 20769, 830760 bytes
Functions: 1281, 171792 bytes
Variables: 94292 bytes
Mem used: 2137128 bytes
Static data: 4014424 bytes
Allocated: 5152504 bytes
Thread size: 7912 bytesMaximum object size: 884
Largest object type name: weapon_arrow
...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new mission packages.
Found 103 mods in the FM folder.
Parsed 103 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: hhta
-------- Initializing Session --------
Font fonts/english/mason_glow in size 12 not found, using size 48 instead.
Font fonts/english/mason_glow in size 24 not found, using size 48 instead.
Font fonts/english/mason in size 12 not found, using size 48 instead.
Font fonts/english/mason in size 24 not found, using size 48 instead.
session initialized
--------------------------------------
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed:
0:157(55): warning: `diffuse' used uninitialized
0:159(61): warning: `specular' used uninitialized
0:166(35): warning: `specular' used uninitialized
0:169(41): warning: `specular' used uninitialized
0:174(15): warning: `diffuse' used uninitialized
2:128(2): error: `return' with wrong type int, in function `UseShadowMap' returning float
0:229(56): warning: `specular' used uninitialized
0:233(54): warning: `specular' used uninitialized
0:233(66): warning: `diffuse' used uninitialized
0:250(71): warning: `diffuse' used uninitialized
0:262(7): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability
File indexes:
0 - stages/interaction/manylight.frag.glsl
1 - stages/interaction/manylight.params.glsl
2 - stages/interaction/manylight.shadowmap.glslWARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to program manylight.
WARNING:file sound/ambient.sndshd, line 202: sound 'firstfloor' previously defined at sound/ambient.sndshd:174
WARNING:file sound/comments.sndshd, line 185: Expecting '{' but found '}'
WARNING:file sound/tdm_ai_steampunk_automaton.sndshd, line 40: sound 'automaton_utilize' previously defined at sound/tdm_ai_automaton.sndshd:22
WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:11
WARNING:Linking program shadowMapNG failed:
error: fragment shader input `texCoord' has no matching output in the previous stage
WARNING:Validation for program shadowMapNG failed:
�
8 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: 51413
Async thread started
Couldn't exec autocommands.cfg - file does not exist.
reloading guis/mainmenu.gui.
reloading guis/restart.gui.
reloading guis/msg.gui.
[mov,mp4,m4a,3gp,3g2,mj2 @ 0x73f9400] Protocol name not provided, cannot determine if input is local or a network protocol, buffers and access patterns cannot be configured optimally without knowing the protocol
--------- Map Initialization ---------
Map: hhta
Linking GLSL program HeatHazeWithMaskAndDepth ...
Linking GLSL program heatHazeWithDepth ...
Linking GLSL program heatHazeWithMaskAndBlur ...
Linking GLSL program heatHaze ...
------- Game Map Init SaveGame -------
---------- Compile stats ----------Memory usage:
Strings: 50, 8232 bytes
Statements: 21248, 849920 bytes
Functions: 1305, 174484 bytes
Variables: 95280 bytes
Mem used: 2176632 bytes
Static data: 4014424 bytes
Allocated: 5172852 bytes
Thread size: 7912 bytescollision data:
681 models
98992 vertices (2320 KB)
181513 edges (6381 KB)
83631 polygons (6110 KB)
7017 brushes (1043 KB)
40701 nodes (1907 KB)
153918 polygon refs (2404 KB)
33399 brush refs (521 KB)
63195 internal edges
10095 sharp edges
0 contained polygons removed
0 polygons merged
20690 KB total memory used
287 msec to load collision data.
map bounds are (9544.0, 6093.6, 5048.0)
max clip sector is (596.5, 380.9, 315.5)
36 KB passage memory used to build PVS
4 msec to calculate PVS
194 areas
408 portals
12 areas visible on average
5 KB PVS data
[Load AAS]
loading maps/hhta.aas48
done.
[Load AAS]
loading maps/hhta.aas96
[Load AAS]
loading maps/hhta.aas32
done.
[Load AAS]
loading maps/hhta.aas100
[Load AAS]
loading maps/hhta.aas_rat
[Load AAS]
loading maps/hhta.aas_elemental
done.
Linking GLSL program heatHazeWithMaskAndDepth ...
WARNING:Couldn't load sound 'swell' using default
[map entity: speaker_space_cutscene_swell]
[decl: swell in <implicit file>]
[sound: swell]
WARNING:Couldn't load model: 'models/foliage.ase' (nor the fallback to LWO)
WARNING:Couldn't load model: 'models/foliage.ase' (nor the fallback to LWO)
WARNING:Couldn't load model: 'models/foliage.ase' (nor the fallback to LWO)
WARNING:Couldn't load model: 'models/foliage.ase' (nor the fallback to LWO)
WARNING:Couldn't load model: 'models/foliage.ase' (nor the fallback to LWO)
WARNING:Couldn't load model: 'models/foliage.ase' (nor the fallback to LWO)
WARNING:Couldn't load sound 'forest' using default
[map entity: atdm_location_settings_1]
[decl: forest in <implicit file>]
[sound: forest]
Linking GLSL program heatHazeWithMask ...
WARNING:file materials/tdm_particles_legacy.mtr, line 375: Bad term 'ember1'
WARNING:Couldn't load sound 'elec_door1' using default
[map entity: func_static_1723]
[decl: elec_door1 in <implicit file>]
[sound: elec_door1]
WARNING:Couldn't load gui: 'guis/map_of.gui'
WARNING:Couldn't load sound 'sound/comments/thief_split.ogg' using default
[map entity: thief_split]
[decl: thief_split in sound/comments.sndshd]
[sound: sound/comments/thief_split.ogg]
WARNING:sound shader 'explosion' has shakes and uses OGG file 'sound/fx/explosion.ogg'
WARNING:Image name "-" is too short
Linking GLSL program ambientEnvironment ...
WARNING:Couldn't load model: 'models/foliage.ase' (nor the fallback to LWO)
WARNING:file /home/qwert/darkmod/models/_roth_gen/foliage_6bec7639538f2ba8.proxy, line 3: Source model not specified
WARNING:Couldn't load model: 'models/_roth_gen/foliage_6bec7639538f2ba8.proxy'
WARNING:Couldn't load model: 'models/foliage.ase' (nor the fallback to LWO)
WARNING:file /home/qwert/darkmod/models/_roth_gen/foliage_91659c588046ad3c.proxy, line 3: Source model not specified
WARNING:Couldn't load model: 'models/_roth_gen/foliage_91659c588046ad3c.proxy'
WARNING:Couldn't load model: 'models/foliage.ase' (nor the fallback to LWO)
WARNING:file /home/qwert/darkmod/models/_roth_gen/foliage_389fbc4c9ca7d1e2.proxy, line 3: Source model not specified
WARNING:Couldn't load model: 'models/_roth_gen/foliage_389fbc4c9ca7d1e2.proxy'
No running thread for RestoreScriptObject(), creating new one.
--------------------------------------
----- idRenderModelManagerLocal::EndLevelLoad -----
New buffer size: 64590 kb
New buffer size: 22802 kb
Static vertex data ready
New buffer size: 64590 kb
Static index data ready
New buffer size: 22802 kb
0 models purged from previous level, 1578 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING:Couldn't load image: heightmap( textures/darkmod/decals/webs/web4, 2)
[model: _area14]
[decl: textures/darkmod/decals/webs/web4_id in materials/tdm_decals_webs.mtr]
[image: heightmap( textures/darkmod/decals/webs/web4, 2)]
WARNING:Couldn't load image: arms_legs
[map entity: atdm_ai_undead_zombie_clothed01_1]
[decl: atdm:ai_undead_zombie_clothed01 in def/tdm_ai_undead_zombie.def]
[decl: tdm_ai_zombie_clothed01 in def/tdm_ai_undead_zombie.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: atdm_ai_undead_zombie_clothed01_1]
[decl: atdm:ai_undead_zombie_clothed01 in def/tdm_ai_undead_zombie.def]
[decl: tdm_ai_zombie_clothed01 in def/tdm_ai_undead_zombie.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: atdm_ai_undead_zombie_clothed01_1]
[decl: atdm:ai_undead_zombie_clothed01 in def/tdm_ai_undead_zombie.def]
[decl: tdm_ai_zombie_clothed01 in def/tdm_ai_undead_zombie.def]
[model: models/md5/chars/townsfolk/commoner/tdm_townsfolk_commoner.md5mesh]
[decl: belt in <implicit file>]
[image: belt]
WARNING:Couldn't load image: tdm_beggar_sleeves
[map entity: func_static_1737]
[model: models/preservedpagan_1.ase]
[decl: tdm_beggar_sleeves in <implicit file>]
[image: tdm_beggar_sleeves]
WARNING:Couldn't load image: guis/assets/hud/inventory_icons/rune_1
[map entity: hidden_rune3]
[decl: guis/assets/hud/inventory_icons/rune_1 in <implicit file>]
[image: guis/assets/hud/inventory_icons/rune_1]
WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon
[map entity: MapMansion1]
[decl: atdm:map_of in def/tdm_shopitems.def]
[decl: guis/assets/game_maps/map_of_icon in <implicit file>]
[image: guis/assets/game_maps/map_of_icon]
WARNING:Couldn't load image: -
[map entity: MapMansion1a]
[decl: atdm:static_custom_item in def/func.def]
[decl: - in <implicit file>]
[image: -]
0 purged from previous
190 kept from previous
1486 new loaded
all images loaded in 37.7 seconds
----------------------------------------
----------------------------------------
----- idSoundCache::EndLevelLoad -----
191259k referenced
125k purged
----------------------------------------
-----------------------------------
45378 msec to load hhta
Interaction table generated: size = 65851/131072
Initial counts: 4487 entities 566 lightDefs 3386 entityDefs
------------- Warnings ---------------
during hhta...
WARNING:Couldn't load gui: 'guis/map_of.gui'
WARNING:Couldn't load image: -
WARNING:Couldn't load image: arms_legs
WARNING:Couldn't load image: belt
WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon
WARNING:Couldn't load image: guis/assets/hud/inventory_icons/rune_1
WARNING:Couldn't load image: heightmap( textures/darkmod/decals/webs/web4, 2)
WARNING:Couldn't load image: rope_belt
WARNING:Couldn't load image: tdm_beggar_sleeves
WARNING:Couldn't load model: 'models/_roth_gen/foliage_389fbc4c9ca7d1e2.proxy'
WARNING:Couldn't load model: 'models/_roth_gen/foliage_6bec7639538f2ba8.proxy'
WARNING:Couldn't load model: 'models/_roth_gen/foliage_91659c588046ad3c.proxy'
WARNING:Couldn't load model: 'models/foliage.ase' (nor the fallback to LWO)
WARNING:Couldn't load sound 'elec_door1' using default
WARNING:Couldn't load sound 'forest' using default
WARNING:Couldn't load sound 'sound/comments/thief_split.ogg' using default
WARNING:Couldn't load sound 'swell' using default
WARNING:file /home/qwert/darkmod/models/_roth_gen/foliage_389fbc4c9ca7d1e2.proxy, line 3: Source model not specified
WARNING:file /home/qwert/darkmod/models/_roth_gen/foliage_6bec7639538f2ba8.proxy, line 3: Source model not specified
WARNING:file /home/qwert/darkmod/models/_roth_gen/foliage_91659c588046ad3c.proxy, line 3: Source model not specified
WARNING:file materials/tdm_particles_legacy.mtr, line 375: Bad term 'ember1'
WARNING:Image name "-" is too short
WARNING:sound shader 'explosion' has shakes and uses OGG file 'sound/fx/explosion.ogg'
23 warnings
Restarting ambient sound snd_basement2'(basement2) with volume -34.595421
Trying to load image guis/assets/mainmenu/buttons_start/arrow_up from frontend, deferring...
Trying to load image guis/assets/mainmenu/buttons_start/arrow_down from frontend, deferring...
Trying to load image guis/assets/mainmenu/black_swirl from frontend, deferring...
Trying to load image guis/assets/hud/inventory_icons/loot_icon_coin from frontend, deferring...
Trying to load image guis/assets/hud/inventory_icons/loot_icon_ruby from frontend, deferring...
Trying to load image guis/assets/hud/inventory_icons/loot_icon_bottle from frontend, deferring...
Trying to load image guis/assets/mainmenu/buttons_start/arrow_up_hover from frontend, deferring...
Trying to load image guis/assets/mainmenu/buttons_start/arrow_down_hover from frontend, deferring...
WARNING:Couldn't load sound 'sound' using default
[decl: sound in <implicit file>]
[sound: sound]
Linking GLSL program environment ...Changed location from '2nd_powerdome' to '2nd_roundabout'.
Changed location from '2nd_roundabout' to '2nd_maintenance'.
The ambient 'snd_silence' (silence) for location '2nd_maintenance' is now playing.
AL lib: (EE) ALCplaybackAlsa_mixerNoMMapProc: available update failed: Broken pipe
AL lib: (EE) ALCplaybackAlsa_mixerNoMMapProc: available update failed: Broken pipe
AL lib: (EE) ALCplaybackAlsa_mixerNoMMapProc: available update failed: Broken pipeChanged location from '2nd_maintenance' to 'hatch_barriere'.
The ambient 'snd_barriere' (machine_room_01) for location 'hatch_barriere' is now playing.Changed location from 'hatch_barriere' to 'hatch_airlock'.
Changed location from 'hatch_airlock' to 'hatch_barriere'.
Changed location from 'hatch_barriere' to 'hatch_airlock'.
signal caught: Segmentation fault
si_code 1
Trying to exit gracefully..
terminate called after throwing an instance of 'std::shared_ptr<ErrorReportedException>'
double fault Aborted, bailing out
shutdown terminal support
About to exit with code 6Disclaimer: I did cheat with spawning some fire arrows and killed everybody around, exept for the employee.
I can confirm this, the game crashes for me as well and I did not use any cheats.
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9 hours ago, Amadeus said:
Hey, thank you for playing. Also, thank you very much for the feedback! I agree with you that the loot count on expert should be a little less draconian, so I will look into that when I update it next. In the future, I think I am going to drop mandatory loot counts all together and try to focus on just making more interesting objectives to make up for it.
As for the bugs, that last one you listed is not a bug.The mage has a charm on him making him invulnerable. This is hinted at in a few readables. You steal the charm from him, he is no longer invulnerable
SpoilerNo, that was after I stole the charm and dispelled it in the builders shrine, that's what I meant by "destroyed his bracelet". Otherwise I assume he would have been invulnerable even when standing up.
In my case after making him vulnerable I could blackjack him when he was standing up or walking around, but when he was sitting down, he was still immune to blackjacks. Arrows worked normally.
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Just finished playing this, and like other said, that was a great first mission!
The environments were very good, this kind of "slice of the city" design is one of the reasons why I like playing Dark Mod. There were enough unique areas like the waterworks and shop basement to make it memorable and some interesting characters too.
Really almost everything about this mission was very solid and I had fun the first hour, but then I encountered a problem. Some of the things I had to do were mostly clear, but not at first sight and to solve them all I had to do quite a bit of backtracking. Example:
SpoilerIt was clear I had to power up the safe in the waterworks, but what each lever and button did was not clear at first, so I had to go check back and forth between the control room, the two levers and the safe. This is a realistic approach since a real life infiltrator likely wouldn't have any more information either, but each time I had to go through the flooded waterworks and avoid a patrolling guard with superhuman hearing (despite the noisy pumps) who could not be knocked out. Considering I had to go there more times later for secrets and loot, this just became tiring.
Because the loot objective at highest difficulty wasn't super easy, traversing back and forth through the whole level and finding what I missed not only in the waterworks but everywhere else as well became a slog for me. At 2320 loot I wasn't having fun anymore and decided to declare the mission finished.
Now this was subjectively quite a problem for me because I tend to remember the ending of an experience the most, so a great mission with an ending that I did not enjoy became kind of spoiled. But from a level design perspective I think this was largely a matter of a few NPCs being too alert, possibly breaking down the one big area with a couple hiding spots or different modes of traversal, and ideally having an optional loot objective. I think this might make a similar future mission friendlier to people like me without changing your creative vision.
I'm a fan of having optional loot objectives in general by the way, because I can never know in advance how difficult it's going to be to get it (it really varies) and how fun it's going to be, but I like to have a concrete number that tells me "if you got this much, you've probably seen most of the level".
I'm looking forward to playing any future missions from you.
Oh, and I encountered a few small bugs:
SpoilerThe shop owner (?), the guy sleeping in the first floor above the shop seemed to a problem with pathfinding. When I woke him up, he become alert and started running in circles between the door to the bathroom and his table. Did not stop, had to reload.
Also when I whacked him with the blackjack while he was sleeping, something in the physics broke, he immediately started flying around and banging on things, which shortly after that killed him. Tried it several times.
It seemed impossible to blackjack the mage when he was sitting. This was after I destroyed his bracelet of course. He was sitting facing the door leading to the safe (so to the side, backrest to his right) and no matter which side I came to him from, the blackjack only made him stand up and attack me. I had to throw some stuff at him to make him stand up and then I could blackjack him normally.
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What a great mission! I was expecting something short and focused on one topic/location, so the density and variation of content was a very pleasant surprise. The creepy house and the kitchen secret were especially excellent and helped the overall atmosphere. It felt not only sinister, but also kind of hopeless, which I never really got from other missions that I played. Quite often even in missions where the topic is kinda heavy the point of the mission is that you have some agency to influence it (like the Painter's Wife), whereas here you just explore and rob people and watch all the bad stuff that is happening or going to happen around you. I'd like to see more of that in the future.
The very end provided an unintentionally hilarious counterpoint when right after getting the message about what happened later that night together with some creepy music, the weird-ass "mission completed" jingle started playing, completely ruining the vibe. Well at least the final impression wasn't depressing.
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Great mission. All the important things have been said already - I liked the creepy atmosphere created only with events that were quite realistic, and I also thought the characters and writing were very good. The videos were great as well. I managed to find 3 out of 5 secrets, and about 4150 loot, and it took me about 1:45 hours - couldn't imagine getting 5k. Until I found one of the secrets even 3k was not simple.
There were small things that I couldn't solve:
SpoilerI couldn't find any information about what was being done with the people, so that optional quest stayed unsolved.
It also seemed like there is some purpose to the guy who was complaining about the water container making noise on the roof and barricaded his door from the inside. I did get to his room from the roof, but couldn't find anything.
Looking forward to anything else you create.
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11 hours ago, AluminumHaste said:
I used it to install to my k: drive without issues. Maybe we didn't make it idiot-proof enough.
So did I, but I had to write the path by hand. Not exactly intuitive.
Bought my first lockpicks
in Off-Topic
Posted
We have a set in our local hackerspace so I tried the transparent padlock and a couple very easy very cheap standard 2 and 3 pin padlocks with success, quite fun. Didn't manage any standard door lock though and didn't feel like practicing enough to learn.
I originally wanted to learn it for urban exploration, where sometimes you stumble upon locked doors even in places that are very obviously abandoned and empty, but there's always a risk of getting caught by police (happened once so far) and while with just a camera and snacks in your backpack there's a good chance they'll let you go with a warning or a symbolic fine, I imagine if they found a set of lockpicks it would be different. So in the end I decided not to.
Two things that I learned from a few cybersecurity guys who do it for fun and actually know how to do it is that:
They demonstrated opening a rigid U shaped bike lock by just knocking on it with a small hammer in a certain way to release the locking mechanism without breaking it. Other popular method is literally lifting a bike and rotating it until you twist the lock off.