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  1. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  2. Part of the location system is a script hook, where you can trigger a script based on location. But of course it's geared to the player's location. But it itself is just a script, so it's easy to just make a new copy, keep just what you need, change the variable names, and instead of a player location check at the top, you make an AI location check. And then you can have that new location script trigger a AI-location-script to keep track of the AI's location. (I tend to use the spawn args of dummy objects to hold data like this, but however you want to do it.) Then have it or another script trigger the barks based on that location value. And because it's all being done by script, you can package it with your FM to work. No sourcecode change necessary. The catch is, I don't know if id4's location system even recognizes AI. I think it may only be able to send back the player's location. If that's so, either you have to then change the source code for it to track AI location (which might give a performance hit?). Or another way is what I originally did for the location system, which was to use trigger brushes (the "object inside boundary" trigger brush type) at the entrances of locations and let those trigger the script that does the work. That should work but is more fiddly since you have to make sure the AI can't break its logic going back and forth many times. It's definitely possible. (Anything is technically possible. It's an open source game.) It might take some work to make it robust and not fiddly. Edit: A thing to keep in mind is that most AI are mostly frozen when you're not near them anyway. If I were trying something like this, I'd just use the location system for the player as usual, so it's the AI barking differently based on the player's location, not the AI's location, and then just design the level so that works out properly. (Most AI that the player will ever hear will be in the same location as the player. So the player location is a fine proxy.) Then you can just use the current Location system script as I mentioned at the top.
  3. I actually committed the relevant changes in source several months ago, but for some reason it looks like the generated HTML on the public user guide page hasn't update. I'll have to see if there is some problem with the CI script which is supposed to generate the web page from source control. I think the problem may be that the CI system is expecting the .html file to be included in source control directly (which it no longer is) rather than running AsciiDoctor itself.
  4. Yes: It could then be distributed as a mod that works universally. I may propose it for the modpack! I already did a brief test and it worked: I managed to give the player a guard head while the guard helmet was being worn! But soon after TDM would crash to the main menu, and after a few tweaks to the script even that stopped working and there's only the crash now. Likely some obscure internal issue that can be hopefully tackled in the engine. Thank you, that I shall! And the biggest issue with getting mods to work is the need for a tdm_custom_scripts.script which has been the biggest thorn in the backs of modders: I'd say either execute all scripts automatically the way all files are loaded, or if that's unsafe just allow a script carrying the name of the pk4 to be auto-executed.
  5. As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
  6. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  7. I rather regret that the namedEvent and runScript ideas were put in the same bugtracker request, since they each clearly justify their own topic. From the discussion above, it seems that namedEvent would be easier/safer to implement this round. It appears runScript is more problematic, and furthermore, may not be the only or best way to implement new capabilities for readables. The latter (e.g., tabs, different backdrops for different pages) probably also needs a separate bugtracker item. Turning to namedEvent... @stgatilov in the OP was wondering about whether the in-GUI call to namedEvent should be synchronous (i.e., happen immediately) or asynchronous. Synchronous is easier for the script writer to think about, and would be my preference. As he indicates, this would be less like other gui script aspects (some of them "weird"), but more like calls to gui named events from doomscript. And, by introducing nested call stacks, he thinks may provide future opportunities for reduction in weirdness. It is unclear to me if HMart's implementation is synchronous or asynchronous. Probably we should not worry about whether this usage is consistent with Quake 4, since we'll probably never know.
  8. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  9. Objectives are currently stored by entities named target_tdm_addobjectives inside the map files. Is it possible to store the objectives externally? For example in an xdata file. You do script editting (which often interact with objectives) outside DR, so it makes sense that you could edit objectives also outside DR. Maybe it needs a specific script that fetges the xdata and stores it in the entity at runtime?
  10. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  11. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  12. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  13. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  14. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  15. And shelve new initiatives for 12 months. At a glance, the below script-heavy missions are orbiting close to the boundaries: A house of locked secrets Hazard Pay Iris Painter's Wife Shadows of Northdale ACT I Seeking Lady Leicester Written in stone All it takes is a little push. Each new release of TDM comes with new core scripts and sooner or later something needs to happen. Let's hope the next "big one" doesn't get impacted.
  16. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  17. Here's a weird one. I have an AI on a patrol that was working fine, until I added a hacky little script. I wanted to add shouldBeOn to a candle as the result of trigger, and my solution was to spawn a new identical candle with the additional spawnarg and delete the old one. This all actually works great, the AI will notice and relight the swapped-out candle. The weird part is that if you trigger my replacement script while the AI's sit animation is playing. Then the AI gets stuck sitting and won't get up unless you alert him. I pulled out a simplified section of the map to reproduce the issue. When you start, the lever to trigger the replacement script is behind you. If you do nothing, the AI will leave the candle unlit as expected. If you pull the lever while the AI is walking, he will notice the candle and relight it. And if you pull the lever while the AI is starting to sit, then he gets stuck there forever. Any ideas? buggeroo.zip
  18. I'm definitely interested in this. In the past it used to worry and upset me that some of the assets are CC-BY-SA-NC: Not because I'd care to sell them in any conceivable format, but because it made the project seem less libre and FOSS and Linux friendly. I remember my only disagreement was with some developers being against FM authors taking donations for their own work on their personal maps and stories, I think that's more problematic but ultimately accepted and respected it since to me that's secondary and I'm just happy TDM and DarkRadiant exist for us all to create worlds with. As stated before, many of the existing assets would need replacements that look the same way. Since the authors of old FM's can't be expected to re-texture all of their maps, those replacements would need the same names or an automatic conversion script, and have to look in such a way that they fit the old textures just right at any transformation. This isn't impossible but something I find unlikely as few people willing to do the effort may find it useful enough to work on one. Such a transition could perhaps be considered if we ever switch to high-res textures: Many of the images could be upgraded with replacements someday... maybe this time we can avoid going for semi-libre assets and use fully FOSS compatible ones. I've also been dreaming of a cyberpunk conversion for years, to have a TDM that's less Thief and more DeusEx taking place in a futuristic environment... also unlikely to happen but the hope in my attempt was to ween off of the stricter assets.
  19. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  20. The output from terminal is in my first post, here is the log, I didn't know it was in ~/.cache/darkradiant (140556312476288) Started logging to /home/bitflow/.cache/darkradiant/darkradiant.log (140556312476288) This is DarkRadiant 3.2.0 amd64 (140556312476288) Today is 2022-09-24 16:37:50 (140556312476288) ModuleRegistry instantiated. (140556312476288) Module registered: RadiantCore (140556312476288) Current language setting: en (140556312476288) Found 1 language folders. (140556312476288) Module registered: CameraWndManager (140556312476288) Module registered: Clipboard (140556312476288) Module registered: EventManager (140556312476288) Module registered: MouseToolManager (140556312476288) Module registered: StartupMapLoader (140556312476288) Module registered: LocalisationModule (140556312476288) Module registered: EntityInspector (140556312476288) Module registered: FavouritesUserInterface (140556312476288) Module registered: FilterUserInterface (140556312476288) Module registered: wxGLWidgetManager (140556312476288) Module registered: GridUserInterface (140556312476288) Module registered: MainFrame (140556312476288) Module registered: MainFrameLayoutManager (140556312476288) Module registered: MaterialEditor (140556312476288) Module registered: DialogManager (140556312476288) Module registered: GroupDialogModule (140556312476288) Module registered: MenuManager (140556312476288) Module registered: ToolBarManager (140556312476288) Module registered: MediaBrowser (140556312476288) Module registered: OrthoContextMenu (140556312476288) Module registered: ScriptUserInterface (140556312476288) Module registered: StatusBarManager (140556312476288) Module registered: TextureBrowserManager (140556312476288) Module registered: UserInterfaceModule (140556312476288) Module registered: OrthoviewManager (140556312476288) Module registered: Doom3BrushCreator (140556312476288) Module registered: CameraManager (140556312476288) Module registered: Clipper (140556312476288) Module registered: CommandSystem (140556312476288) Module registered: DeclarationManager (140556312476288) Module registered: FavouritesManager (140556312476288) Module registered: EclassColourManager (140556312476288) Module registered: EntityClassManager (140556312476288) Module registered: EntityModule (140556312476288) Module registered: FileTypes (140556312476288) Module registered: FilterSystem (140556312476288) Module registered: FontManager (140556312476288) Module registered: Grid (140556312476288) Module registered: ImageLoader (140556312476288) Module registered: LayerModule (140556312476288) Module registered: ZAasFileManager (140556312476288) Module registered: Doom3AasFileLoader (140556312476288) Module registered: AutomaticMapSaver (140556312476288) Module registered: Counters (140556312476288) Module registered: EditingStopwatch (140556312476288) Module registered: Doom3MapLoader (140556312476288) Module registered: Doom3PrefabLoader (140556312476288) Module registered: MapFormatManager (140556312476288) Module registered: N3map6format17PortableMapFormatE (140556312476288) Module registered: Quake3MapLoader (140556312476288) Module registered: Quake3AlternateMapLoader (140556312476288) Module registered: Quake4MapLoader (140556312476288) Module registered: MapInfoFileManager (140556312476288) Module registered: Map (140556312476288) Module registered: MapResourceManager (140556312476288) Module registered: MRUManager (140556312476288) Module registered: NamespaceFactory (140556312476288) Module registered: RegionManager (140556312476288) Module registered: MD5Module (140556312476288) Module registered: MD5AnimationCache (140556312476288) Module registered: ModelCache (140556312476288) Module registered: ModelFormatManager (140556312476288) Module registered: PicoModelModule (140556312476288) Module registered: ParticlesManager (140556312476288) Module registered: PatchModule (140556312476288) Module registered: OpenGL (140556312476288) Module registered: ShaderCache (140556312476288) Module registered: RenderSystemFactory (140556312476288) Module registered: SharedGLContextHolder (140556312476288) Module registered: SceneGraph (140556312476288) Module registered: SceneGraphFactory (140556312476288) Module registered: SelectionGroupModule (140556312476288) Module registered: SelectionSystem (140556312476288) Module registered: SelectionSetModule (140556312476288) Module registered: ShaderClipboard (140556312476288) Module registered: TextureToolColourSchemeManager (140556312476288) Module registered: TextureToolSceneGraph (140556312476288) Module registered: TextureToolSelectionSystem (140556312476288) Module registered: ColourSchemeManager (140556312476288) Module registered: GameManager (140556312476288) Module registered: PreferenceSystem (140556312476288) Module registered: MaterialManager (140556312476288) Module registered: ModelSkinCache (140556312476288) Module registered: UndoSystemFactory (140556312476288) Module registered: VersionControlManager (140556312476288) Module registered: VirtualFileSystem (140556312476288) Module registered: XMLRegistry (140556312476288) ModuleRegistry Compatibility Level is 20211014 (140556312476288) ModuleLoader: loading modules from /usr/lib/x86_64-linux-gnu/darkradiant/modules/ (140556312476288) ModuleLoader: Loading module '/usr/lib/x86_64-linux-gnu/darkradiant/modules/libsound.so' (140556312476288) Module registered: SoundManager (140556312476288) ModuleLoader: Loading module '/usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so' (140556312476288) ModuleLoader: Loading module '/usr/lib/x86_64-linux-gnu/darkradiant/modules/libscript.so' (140556312476288) Module registered: ScriptingSystem (140556312476288) ModuleLoader: loading modules from /usr/lib/x86_64-linux-gnu/darkradiant/plugins/ (140556312476288) ModuleLoader::loadModules(): modules directory '/usr/lib/x86_64-linux-gnu/darkradiant/plugins/' not found. (140556312476288) XMLRegistry: looking for XML files in /usr/share/darkradiant/ (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/user.xml (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/colours.xml (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/input.xml (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/menu.xml (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/commandsystem.xml (140556312476288) XMLRegistry: Importing XML file: /home/bitflow/.config/darkradiant/3.2/user.xml (140556312476288) XMLRegistry: Importing XML file: /home/bitflow/.config/darkradiant/3.2/colours.xml (140556312476288) XMLRegistry: Importing XML file: /home/bitflow/.config/darkradiant/3.2/input.xml (140556312476288) XMLRegistry: Importing XML file: /home/bitflow/.config/darkradiant/3.2/filters.xml (140556312476288) GameManager: Scanning for game description files: /usr/share/darkradiant/games/ (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/dhewm3.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/quake4.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/quake3.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/xreal.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/doom3-demo.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/doom3.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/prey.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/darkmod.game (140556312476288) GameManager: Found game definitions: (140556312476288) Dhewm3 (140556312476288) Doom 3 (140556312476288) Doom 3 Demo (140556312476288) Prey (140556312476288) Quake 3 (140556312476288) Quake 4 (140556312476288) The Dark Mod 2.0 (Standalone) (140556312476288) XreaL (140556312476288) (140556312476288) GameManager: Selected game type: Dhewm3 (140556312476288) GameManager: Map path set to /home/bitflow/.doom3/base/maps/ (140556312476288) GameManager: Prefab path set to /home/bitflow/.doom3/base/prefabs/ (140556312476288) Initialising filesystem using 1 paths (140556312476288) VFS Search Path priority is: (140556312476288) - /home/bitflow/.doom3/base/ (140556312476288) Allowed PK4 Archive File Extensions: pk4 (140556312476288) [vfs] Searched directory: /home/bitflow/.doom3/base/ (140556312476288) EventManager successfully initialised. (140556312476288) ColourSchemeManager: Loading colour schemes... (140556178122496) [DeclParser] Parsed EntityDef declarations in 0.043288 seconds (140556169729792) [DeclParser] Parsed Material declarations in 0.00113893 seconds (140556312476288) [filters] Loaded 16 filters from registry. (140555824658176) 0 fonts registered. (140556312476288) wxWidgets Version: 3.0.4 (140556312476288) Default screen has 1 monitors. (140556312476288) Monitor 0 geometry: 1366x768 at 0, 0 (140555598468864) [DeclParser] Parsed Skin declarations in 3.69549e-05 seconds (140555590076160) [DeclParser] Parsed Particle declarations in 3.40939e-05 seconds (140556312476288) Registering darkradiant module to Python using pybind11 version 2.9.2 (140556312476288) SoundManager: initialising sound playback (140555573290752) [DeclParser] Parsed SoundShader declarations in 3.91006e-05 seconds (140556312476288) Found toolbar: view (140556312476288) Found toolbar: edit (140556312476288) Found toolbar: texture (140556312476288) Found toolbar: textool (140556312476288) ToolbarManager: Instantiating toolbar: view (140556312476288) ToolbarManager: Instantiating toolbar: edit (140556312476288) MainFrame: Activating layout Embedded (140556312476288) ToolbarManager: Instantiating toolbar: texture (140556312476288) ToolbarManager: Instantiating toolbar: textool (140556312476288) EventManager: Shortcuts found in Registry: 152 (140556312476288) Loading map from unnamed.map (140556312476288) map load timer: 0.00 second(s) elapsed (140556312476288) GL_VENDOR: Intel (140556312476288) GL_RENDERER: Mesa Intel(R) HD Graphics 5500 (BDW GT2) (140556312476288) GL_VERSION: 4.6 (Compatibility Profile) Mesa 21.2.6 (140556312476288) [OpenGLRenderSystem] GLSL shading IS available. (140556312476288) --- LoadMapFile --- (140556312476288) unnamed.map (140556312476288) 0 brushes (140556312476288) 0 patches (140556312476288) 0 entities (140556312476288) [OpenGLRenderSystem] GLSL shading IS available. (140556312476288) DarkRadiant init.py called, this is Python 3.8.10 (default, Jun 22 2022, 20:18:18) (140556312476288) [GCC 9.4.0] (140556312476288) Registered script file commands/example.py as Example (140556312476288) Registered script file commands/select_all_models_of_type.py as SelectAllModelsOfType (140556312476288) Registered script file commands/ase_export_blend.py as aseExportBlend (140556312476288) Registered script file commands/test_targets.py as test_targets (140556312476288) Registered script file commands/count_loot.py as CountLoot (140556312476288) Registered script file commands/check_for_invalid_visportals.py as check_invalid_visportals (140556312476288) Registered script file commands/find_duplicate_entities.py as findDuplicateEntities (140556312476288) Registered script file commands/shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomly (140556312476288) Registered script file commands/export_obj.py as objExport (140556312476288) Registered script file commands/patchsplitter.py as SplitPatch (140556312476288) Registered script file commands/shift_textures_randomly.py as ShiftTexturesRandomly (140556312476288) Registered script file commands/ase_export.py as aseExport (140556312476288) ScriptModule: Found 12 commands. (140555598468864) Auto-saving registry to user settings path. (140556312476288) GameManager: Map path set to /home/bitflow/.doom3/base/maps/ (140556312476288) GameManager: Prefab path set to /home/bitflow/.doom3/base/prefabs/ (140556312476288) Filesystem shut down (140556312476288) Initialising filesystem using 2 paths (140556312476288) VFS Search Path priority is: (140556312476288) - /home/bitflow/.doom3/base/ (140556312476288) - /usr/local/share/dhewm3/base/ (140556312476288) Allowed PK4 Archive File Extensions: pk4 (140556312476288) [vfs] Searched directory: /home/bitflow/.doom3/base/ (140556312476288) [vfs] Searched directory: /usr/local/share/dhewm3/base/ (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak008.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak007.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak006.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak005.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak004.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak003.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak002.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak001.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak000.pk4 (140555346503424) [DeclParser] Parsed Skin declarations in 0.036665 seconds (140555338110720) [DeclParser] Parsed Particle declarations in 0.0492978 seconds (140555329718016) [DeclParser] Parsed SoundShader declarations in 0.059556 seconds (140555354896128) SIGSEGV signal caught: 11 (140555354896128) 0: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6applog15SegFaultHandler14_handleSigSegvEi+0x474) [0x7fd5c9ae6ef4] (140555354896128) 1: /lib/x86_64-linux-gnu/libc.so.6(+0x43090) [0x7fd5d517d090] (140555354896128) 2: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN4decl23DeclarationFolderParser5parseERSiRKN3vfs8FileInfoERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE+0x202) [0x7fd5c99a6f32] (140555354896128) 3: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6parser18ThreadedDeclParserIvE12processFilesEv+0x87b) [0x7fd5c99b4f8b] (140555354896128) 4: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6parser18ThreadedDeclParserIvE7doParseEv+0x20) [0x7fd5c99b6140] (140555354896128) 5: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt17_Function_handlerIFSt10unique_ptrINSt13__future_base12_Result_baseENS2_8_DeleterEEvENS1_12_Task_setterIS0_INS1_7_ResultIvEES3_ENSt6thread8_InvokerISt5tupleIJZN6parser17ThreadedDefLoaderIvE19ensureLoaderStartedEvEUlvE_EEEEvEEE9_M_invokeERKSt9_Any_data+0x50) [0x7fd5c99cce20] (140555354896128) 6: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt13__future_base13_State_baseV29_M_do_setEPSt8functionIFSt10unique_ptrINS_12_Result_baseENS3_8_DeleterEEvEEPb+0x2d) [0x7fd5c99c1f2d] (140555354896128) 7: /lib/x86_64-linux-gnu/libpthread.so.0(+0x114df) [0x7fd5d533d4df] (140555354896128) 8: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt6thread11_State_implINS_8_InvokerISt5tupleIJZNSt13__future_base17_Async_state_implINS1_IS2_IJZN6parser17ThreadedDefLoaderIvE19ensureLoaderStartedEvEUlvE_EEEEvEC4EOSA_EUlvE_EEEEE6_M_runEv+0xfd) [0x7fd5c99c513d] (140555354896128) 9: /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xd6de4) [0x7fd5d5591de4] (140555354896128) 10: /lib/x86_64-linux-gnu/libpthread.so.0(+0x8609) [0x7fd5d5334609] (140555354896128) 11: /lib/x86_64-linux-gnu/libc.so.6(clone+0x43) [0x7fd5d5259133] (140555437008640) [DeclParser] Parsed EntityDef declarations in 0.0871708 seconds I also give you the last part of the strace output becouse it was too big for posting here, maybe is helpfull.. ... recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 484) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="A\0nBq\f\300\3\3\0\202\0\n\0\300\3\0p\6\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 483) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="#\203yB\30\0\0\0\6\0\2\0\341\371;\4\0\0\0\0}\1\0\0Q\10\300\3\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 128 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\203(\3\0Q\10\300\3\2\0\300\3", iov_len=12}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 12 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1(zB\7\0\0\0}\1\0\0\0\0\0\0\0\0\10\3\0\0\357\1\0\0P\1\0\0\354\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 60 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="((\4\0Q\10\300\3}\1\0\0\0\0\0\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1{B\0\0\0\0q\27\216\2\270\1\3\1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="((\4\0Q\10\300\3}\1\0\0\0\0\0\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1|B\0\0\0\0q\27\216\2\270\1\3\1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="((\4\0$\0\300\3}\1\0\0\0\0\33\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1}B\0\0\0\0\345\16\205\2\0\08\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 495) = 1 ([{fd=4, revents=POLLIN}]) read(4, "\1\0\0\0\0\0\0\0", 16) = 8 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="5\30\4\0s\f\300\3$\0\300\3J\5\23\0\213\4\6\0t\f\300\3s\f\300\3*\0\0\0"..., iov_len=584}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 584 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 15) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="5\30\4\0u\f\300\3$\0\300\3\341\4\23\0\213\4\6\0v\f\300\3u\f\300\3*\0\0\0"..., iov_len=368}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 368 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 381) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="#\203\232B\v\0\0\0\10\0\2\0\320\372;\4\2\0\1\0}\1\0\0Q\10\300\3\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 76 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="#\203\232B\v\0\0\0\n\0\3\0\321\372;\4\3\0\0\0}\1\0\0R\10\300\3\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 380 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="*\2\3\0R\10\300\3\0\0\0\0\203*\4\0Q\10\300\3\0\0\0\0\2\0\300\3(\0\4\0"..., iov_len=44}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 44 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="#\203\233B\v\0\0\0\n\0\3\0\322\372;\4\3\0\0\2}\1\0\0Q\10\300\3\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 184 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="(\2\4\0$\0\300\3}\1\0\0\0\0\33\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1\236B\0\0\0\0\345\16\205\2\0\08\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="(\2\4\0Q\10\300\3}\1\0\0\0\0\0\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1\237B\0\0\0\0q\27\216\2\270\1\3\1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="(\2\4\0Q\10\300\3}\1\0\0\0\0\0\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1\240B\0\0\0\0q\27\216\2\270\1\3\1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="(\2\4\0$\0\300\3}\1\0\0\0\0\33\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1\241B\0\0\0\0\345\16\205\2\0\08\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\22\0\7\0Q\10\300\3\203\1\0\0\6\0\0\0 \10\300\3\1\0\0\0\320\372;\4", iov_len=28}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 28 recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\34\0\242BQ\10\300\3\203\1\0\0\323\372;\4\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="5\30\4\0w\f\300\3Q\10\300\3\360\0\245\0\213\4\6\0x\f\300\3w\f\300\3*\0\0\0"..., iov_len=4008}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 4008 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="A\0\262B{\f\300\3\3\0\202\0\n\0\300\3\0p\6\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 16) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="#\203\301B\26\0\0\0\5\0\2\0\345\372;\4\1\0\0\0}\1\0\0Q\10\300\3\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 120 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="$\30\1\0\203(\3\0}\1\0\0\2\0\245\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1(\303B\7\0\0\0}\1\0\0q\27\216\2\0\0\10\3\0\0\357\1\0\0\10\3\0\0\357\1"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 60 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\203(\3\0q\27\216\2\2\0\0\0", iov_len=12}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 12 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1(\304B\7\0\0\0}\1\0\0r\27\216\2\0\0\10\3\0\0\357\1\0\0P\1\0\0\t\1"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 60 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\203(\3\0r\27\216\2\2\0\0\0", iov_len=12}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 12 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1(\305B\7\0\0\0}\1\0\0Q\10\300\3\0\0\10\3\0\0\357\1\0\0P\1\0\0\354\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 60 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\203(\3\0Q\10\300\3\2\0\0\0", iov_len=12}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 12 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1(\306B\7\0\0\0}\1\0\0\0\0\0\0\0\0\10\3\0\0\357\1\0\0P\1\0\0\354\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 60 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="%(\1\0", iov_len=4}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 4 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="+(\1\0", iov_len=4}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 4 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\2\310B\0\0\0\0R\10\300\3\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 stat("/usr/local/share/dhewm3/", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 write(4, "\1\0\0\0\0\0\0\0", 8) = 8 futex(0x564ecf781db0, FUTEX_WAKE_PRIVATE, 2147483647) = 0 write(4, "\1\0\0\0\0\0\0\0", 8) = 8 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\203*\4\0Q\10\300\3\0\0\0\0\2\0\245\0\n\4\2\0Q\10\300\3\31\0\v\0}\1\0\0"..., iov_len=72}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 72 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\22\0\312BQ\10\300\3Q\10\300\3\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 292 write(4, "\1\0\0\0\0\0\0\0", 8) = 8 futex(0x564ecf781db0, FUTEX_WAKE_PRIVATE, 2147483647) = 0 stat("/usr/local/share/dhewm3/", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 stat("/home/bitflow/.doom3", {st_mode=S_IFDIR|0775, st_size=4096, ...}) = 0 write(11, " (139855732226688) GameManager: "..., 80) = 80 lstat("/home/bitflow/.doom3/base/maps/", {st_mode=S_IFDIR|0777, st_size=4096, ...}) = 0 write(11, " (139855732226688) GameManager: "..., 86) = 86 write(11, " (139855732226688) Filesystem sh"..., 40) = 40 write(11, " (139855732226688) Initialising "..., 58) = 58 write(11, " (139855732226688) VFS Search Pa"..., 49) = 49 write(11, " (139855732226688) - /home/bitfl"..., 48) = 48 write(11, " (139855732226688) - /usr/local/"..., 51) = 51 write(11, " (139855732226688) Allowed PK4 A"..., 60) = 60 stat("/home/bitflow/.doom3/base/", {st_mode=S_IFDIR|0777, st_size=4096, ...}) = 0 openat(AT_FDCWD, "/home/bitflow/.doom3/base/", O_RDONLY|O_NONBLOCK|O_CLOEXEC|O_DIRECTORY) = 17 fstat(17, {st_mode=S_IFDIR|0777, st_size=4096, ...}) = 0 getdents64(17, /* 15 entries */, 32768) = 464 getdents64(17, /* 0 entries */, 32768) = 0 close(17) = 0 write(11, " (139855732226688) [vfs] Searche"..., 72) = 72 stat("/usr/local/share/dhewm3/base/", {st_mode=S_IFDIR|0775, st_size=4096, ...}) = 0 openat(AT_FDCWD, "/usr/local/share/dhewm3/base/", O_RDONLY|O_NONBLOCK|O_CLOEXEC|O_DIRECTORY) = 17 fstat(17, {st_mode=S_IFDIR|0775, st_size=4096, ...}) = 0 getdents64(17, /* 13 entries */, 32768) = 400 getdents64(17, /* 0 entries */, 32768) = 0 close(17) = 0 write(11, " (139855732226688) [vfs] Searche"..., 75) = 75 openat(AT_FDCWD, "/usr/local/share/dhewm3/base/pak008.pk4", O_RDONLY) = 17 fstat(17, {st_mode=S_IFREG|0644, st_size=12243, ...}) = 0 fstat(17, {st_mode=S_IFREG|0644, st_size=12243, ...}) = 0 lseek(17, 8192, SEEK_SET) = 8192 read(17, "\340\351H\4\212\1\4\322J\225w\36T\347\242\2157\3307\25\277/{\242\256tbn,\213\0030"..., 4051) = 4051 lseek(17, 12243, SEEK_SET) = 12243 lseek(17, 12243, SEEK_SET) = 12243 lseek(17, 8192, SEEK_SET) = 8192 read(17, "\340\351H\4\212\1\4\322J\225w\36T\347\242\2157\3307\25\277/{\242\256tbn,\213\0030"..., 4096) = 4051 lseek(17, 12243, SEEK_SET) = 12243 lseek(17, 12243, SEEK_SET) = 12243 lseek(17, 12243, SEEK_SET) = 12243 lseek(17, 12243, SEEK_SET) = 12243 write(11, " (139855732226688) [vfs] pak fil"..., 75) = 75 openat(AT_FDCWD, "/usr/local/share/dhewm3/base/pak007.pk4", O_RDONLY) = 18 fstat(18, {st_mode=S_IFREG|0644, st_size=192031, ...}) = 0 fstat(18, {st_mode=S_IFREG|0644, st_size=192031, ...}) = 0 lseek(18, 188416, SEEK_SET) = 188416 read(18, "P\2611\v\353\357\236i\356\315\274\307dW4\341\f3\357\335s?\357\235\271o\2\1#\300\277N"..., 3615) = 3615 lseek(18, 192031, SEEK_SET) = 192031 lseek(18, 192031, SEEK_SET) = 192031 lseek(18, 188416, SEEK_SET) = 188416 read(18, "P\2611\v\353\357\236i\356\315\274\307dW4\341\f3\357\335s?\357\235\271o\2\1#\300\277N"..., 4096) = 3615 ... lseek(25, 353159257, SEEK_SET) = 353159257 write(11, " (139855732226688) [vfs] pak fil"..., 75) = 75 clone(child_stack=0x7f32b0b91c70, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tid=[60738], tls=0x7f32b0b92700, child_tidptr=0x7f32b0b929d0) = 60738 mmap(NULL, 8392704, PROT_NONE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_STACK, -1, 0) = 0x7f327e0fc000 mprotect(0x7f327e0fd000, 8388608, PROT_READ|PROT_WRITE) = 0 clone(child_stack=0x7f327e8fbc70, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tid=[60739], tls=0x7f327e8fc700, child_tidptr=0x7f327e8fc9d0) = 60739 mmap(NULL, 8392704, PROT_NONE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_STACK, -1, 0) = 0x7f327d8fb000 mprotect(0x7f327d8fc000, 8388608, PROT_READ|PROT_WRITE) = 0 clone(child_stack=0x7f327e0fac70, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tid=[60740], tls=0x7f327e0fb700, child_tidptr=0x7f327e0fb9d0) = 60740 mmap(NULL, 8392704, PROT_NONE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_STACK, -1, 0) = 0x7f327d0fa000 mprotect(0x7f327d0fb000, 8388608, PROT_READ|PROT_WRITE) = 0 clone(child_stack=0x7f327d8f9c70, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tid=[60741], tls=0x7f327d8fa700, child_tidptr=0x7f327d8fa9d0) = 60741 mmap(NULL, 8392704, PROT_NONE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_STACK, -1, 0) = 0x7f327c8f9000 mprotect(0x7f327c8fa000, 8388608, PROT_READ|PROT_WRITE) = 0 clone(child_stack=0x7f327d0f8c70, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tid=[60742], tls=0x7f327d0f9700, child_tidptr=0x7f327d0f99d0) = 60742 futex(0x7f327d0f99d0, FUTEX_WAIT, 60742, NULL) = 0 futex(0x564ed0908308, FUTEX_WAKE_PRIVATE, 2147483647) = 0 futex(0x7f3274031718, FUTEX_WAKE_PRIVATE, 2147483647) = 0 futex(0x564ed0907da8, FUTEX_WAKE_PRIVATE, 2147483647) = 0 futex(0x7f326800ba78, FUTEX_WAKE_PRIVATE, 2147483647) = 0 munmap(0x7f327c8f9000, 8392704) = 0 futex(0x564ed11723d8, FUTEX_WAKE_PRIVATE, 2147483647) = 0 munmap(0x7f326effe000, 8392704) = 0 futex(0x7f3270074e78, FUTEX_WAKE_PRIVATE, 2147483647) = 0 futex(0x7f327e8fc9d0, FUTEX_WAIT, 60739, NULL) = ? +++ exited with 1 +++
  21. This is very much appreciated. Many thanks @Dragofer & Co! Thinking of the "transition period", I have a question: what happens if by the time 2.12 comes out an add-on has both a "tdm_user_addons.script" and a "tdm_user_addons_spiders.script"? First come first served, I guess. In the case of conflict the Modder (Addoner?) publishing his/her work last should be around listening and can be warned and take action.
  22. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  23. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  24. Yeah, I had the benefit of a vocal script for most utterances, to decipher what they were saying. In a few cases, I had to listen over and over, and then make a best guess. Their chatter usually makes sense, but not 100.000%
  25. Yes, this is happening for me as well. @Dragofer perhaps the immobilization script is misbehaving in 2.12? Should this be added to the 2.12 beta thread?
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