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  1. You need to use the alsa method and sollutions. Because your tdm-initlog says: dlopen(libasound.so.2) asoundlib version: 1.1.0 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes
  2. TDM 2.04 #6596 linux-x86 Jul 7 2016 15:43:56 found interface lo - loopback found interface eth0 - 192.168.123.3/255.255.255.0 found interface wlan0 - 192.168.22.25/255.255.255.0 Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV tdm using generic code for SIMD processing. ------ Initializing File System ------ Current search path: /home/myuser/games/darkmod/fms/saintlucia /home/myuser/games/darkmod/fms/saintlucia/saintlucia.pk4 (105 files) /home/myuser/games/darkmod/ /home/myuser/games/darkmod/tdm_textures_wood01.pk4 (317 files) /home/myuser/games/darkmod/tdm_textures_window01.pk4 (348 files) /home/myuser/games/darkmod/tdm_textures_stone_sculpted01.pk4 (424 files) /home/myuser/games/darkmod/tdm_textures_stone_natural01.pk4 (123 files) /home/myuser/games/darkmod/tdm_textures_stone_flat01.pk4 (281 files) /home/myuser/games/darkmod/tdm_textures_stone_cobblestones01.pk4 (214 files) /home/myuser/games/darkmod/tdm_textures_stone_brick01.pk4 (440 files) /home/myuser/games/darkmod/tdm_textures_sfx01.pk4 (64 files) /home/myuser/games/darkmod/tdm_textures_roof01.pk4 (65 files) /home/myuser/games/darkmod/tdm_textures_plaster01.pk4 (140 files) /home/myuser/games/darkmod/tdm_textures_paint_paper01.pk4 (42 files) /home/myuser/games/darkmod/tdm_textures_other01.pk4 (51 files) /home/myuser/games/darkmod/tdm_textures_nature01.pk4 (256 files) /home/myuser/games/darkmod/tdm_textures_metal01.pk4 (465 files) /home/myuser/games/darkmod/tdm_textures_glass01.pk4 (50 files) /home/myuser/games/darkmod/tdm_textures_fabric01.pk4 (41 files) /home/myuser/games/darkmod/tdm_textures_door01.pk4 (171 files) /home/myuser/games/darkmod/tdm_textures_decals01.pk4 (367 files) /home/myuser/games/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/myuser/games/darkmod/tdm_textures_base01.pk4 (375 files) /home/myuser/games/darkmod/tdm_standalone.pk4 (4 files) /home/myuser/games/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/myuser/games/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/myuser/games/darkmod/tdm_sound_vocals06.pk4 (688 files) /home/myuser/games/darkmod/tdm_sound_vocals05.pk4 (128 files) /home/myuser/games/darkmod/tdm_sound_vocals04.pk4 (2854 files) /home/myuser/games/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/myuser/games/darkmod/tdm_sound_vocals02.pk4 (1300 files) /home/myuser/games/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/myuser/games/darkmod/tdm_sound_sfx02.pk4 (596 files) /home/myuser/games/darkmod/tdm_sound_sfx01.pk4 (924 files) /home/myuser/games/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/myuser/games/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/myuser/games/darkmod/tdm_sound_ambient02.pk4 (156 files) /home/myuser/games/darkmod/tdm_sound_ambient01.pk4 (209 files) /home/myuser/games/darkmod/tdm_prefabs01.pk4 (557 files) /home/myuser/games/darkmod/tdm_player01.pk4 (125 files) /home/myuser/games/darkmod/tdm_models_decls01.pk4 (93 files) /home/myuser/games/darkmod/tdm_models02.pk4 (1836 files) /home/myuser/games/darkmod/tdm_models01.pk4 (1916 files) /home/myuser/games/darkmod/tdm_gui_credits01.pk4 (49 files) /home/myuser/games/darkmod/tdm_gui01.pk4 (679 files) /home/myuser/games/darkmod/tdm_game02.pk4 (2 files) /home/myuser/games/darkmod/tdm_game01.pk4 (2 files) /home/myuser/games/darkmod/tdm_fonts01.pk4 (696 files) /home/myuser/games/darkmod/tdm_env01.pk4 (98 files) /home/myuser/games/darkmod/tdm_defs01.pk4 (166 files) /home/myuser/games/darkmod/tdm_base01.pk4 (156 files) /home/myuser/games/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/myuser/games/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /home/myuser/games/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /home/myuser/games/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /home/myuser/games/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/myuser/games/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/myuser/games/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/myuser/games/darkmod/tdm_ai_humanoid_heads01.pk4 (96 files) /home/myuser/games/darkmod/tdm_ai_humanoid_guards01.pk4 (373 files) /home/myuser/games/darkmod/tdm_ai_humanoid_females01.pk4 (169 files) /home/myuser/games/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/myuser/games/darkmod/tdm_ai_base01.pk4 (8 files) /home/myuser/games/darkmod/tdm_ai_animals01.pk4 (80 files) File System Initialized. -------------------------------------- ----- Initializing Decls ----- WARNING:file sound/tdm_maps_saintlucia.sndshd, line 53: sound 'tdm_builder2_conv_1' previously defined at sound/tdm_ai_builder2.sndshd:2048 WARNING:file sound/tdm_maps_saintlucia.sndshd, line 63: sound 'tdm_builder2_conv_2' previously defined at sound/tdm_ai_builder2.sndshd:2067 WARNING:file sound/tdm_maps_saintlucia.sndshd, line 73: sound 'tdm_builder2_conv_3' previously defined at sound/tdm_ai_builder2.sndshd:2081 ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1228 strings read from strings/english.lang I18N: 83 strings read from strings/fm/english.lang WARNING:Couldn't load image: guis/assets/splash/launch Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command 'use' Unknown command 'console' Unknown command 'next' Unknown command 'prev' Unknown command 'previous' Unknown command 'next' Unknown command 'crouch' Unknown command 'Lean' Unknown command 'lean' Unknown command 'Readables' Unknown command 'spyglass' Unknown command 'compass' Unknown command 'lantern' Unknown command 'maps' Unknown command 'objectives' Unknown command 'keys' Unknown command 'lockpicks' Unknown command 'lean' Unknown command 'Inventory' Unknown command 'Mantle' Unknown command 'creep' Unknown command 'frob' Unknown command 'inventory' execing Darkmod.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1228 strings read from strings/english.lang I18N: 83 strings read from strings/fm/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1920x1080 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: Gallium 0.4 on AMD POLARIS10 (DRM 3.3.0 / 4.8.0-1-amd64, LLVM 3.9.0) GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_ATI_fragment_shader GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_NV_fog_distance GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_depth_bounds_test GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_ATI_texture_compression_3dc GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_ATI_texture_mirror_once GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_compression_latc GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_AMD_performance_monitor GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_ATI_meminfo GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_texture_compression_bptc GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_NV_vdpau_interop GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_base_instance GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_framebuffer_no_attachments GL_ARB_invalidate_subdata GL_ARB_program_interface_query GL_ARB_robust_buffer_access_behavior GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_KHR_debug GL_KHR_robustness GL_AMD_pinned_memory GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_compute_variable_group_size GL_ARB_internalformat_query2 GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_seamless_cubemap_per_texture GL_ARB_shader_draw_parameters GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_NVX_gpu_memory_info GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_texture_barrier GL_EXT_polygon_offset_clamp GL_KHR_context_flush_control GL_KHR_robust_buffer_access_behavior GL_ARB_shader_atomic_counter_ops GL_MESA_shader_integer_functions ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ dlopen(libasound.so.2) asoundlib version: 1.1.2 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- Checking portable OpenGL extensions... v - using GL_ARB_multitexture v - using GL_ARB_texture_env_combine v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_env_dot3 v - using GL_ARB_texture_env_add v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression v - using GL_EXT_texture_compression_s3tc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_texture3D v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate X - GL_NV_register_combiners not found v - using GL_ATI_fragment_shader v - using GL_ARB_vertex_buffer_object v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program v - using EXT_depth_bounds_test ---------- R_NV20_Init ---------- Not available. ----------- R200_Init ----------- GL_NUM_FRAGMENT_REGISTERS_ATI: 6 GL_NUM_FRAGMENT_CONSTANTS_ATI: 8 GL_NUM_PASSES_ATI: 2 GL_NUM_INSTRUCTIONS_PER_PASS_ATI: 8 GL_NUM_INSTRUCTIONS_TOTAL_ATI: 16 GL_COLOR_ALPHA_PAIRING_ATI: 1 GL_NUM_LOOPBACK_COMPONENTS_ATI: 3 GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: 3 FPROG_FAST_PATH --------------------- ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/test_direct.vfp glprogs/test_direct.vfp glprogs/interaction_direct.vfp glprogs/interaction_direct.vfp glprogs/soft_particle.vfp glprogs/soft_particle.vfp ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem Font fonts/english/stone in size 12 not found, using size 24 instead. gamex86 - Found SO in EXE path with timestamp of 1467906606 - /home/myuser/games/darkmod/gamex86.so gamex86 - Found SO in pak file with timestamp of 1467906606 - /home/myuser/games/darkmod/tdm_game02.pk4/gamex86.so gamex86 - SO in EXE path is newer, ignoring SO in pak file Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV game using generic code for SIMD processing. --------- Initializing Game ---------- The Dark Mod 2.04, code revision 6602 Build date: Jul 7 2016 Initializing event system ...832 event definitions Initializing class hierarchy ...170 classes, 818688 bytes for event callbacks Initializing scripts /proc/cpuinfo CPU frequency: 3746.97 MHz Compiled 'weapon_base::WeaponStolen': 77.2 ms ---------- Compile stats ---------- Memory usage: Strings: 40, 6352 bytes Statements: 19400, 388000 bytes Functions: 1229, 125044 bytes Variables: 89100 bytes Mem used: 1092288 bytes Static data: 2277552 bytes Allocated: 2811956 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 6 mods in the FM folder. Parsed 7 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: saintlucia -------- 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:Couldn't load image: guis/assets/splash/launch WARNING:file sound/tdm_maps_saintlucia.sndshd, line 53: sound 'tdm_builder2_conv_1' previously defined at sound/tdm_ai_builder2.sndshd:2048 WARNING:file sound/tdm_maps_saintlucia.sndshd, line 63: sound 'tdm_builder2_conv_2' previously defined at sound/tdm_ai_builder2.sndshd:2067 WARNING:file sound/tdm_maps_saintlucia.sndshd, line 73: sound 'tdm_builder2_conv_3' previously defined at sound/tdm_ai_builder2.sndshd:2081 4 warnings WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 2812 32128 MB System Memory guessing video ram ( use +set sys_videoRam to force ) .. guess failed, return default low-end VRAM setting ( 64MB VRAM ) 64 MB Video Memory Async thread started Couldn't exec autocommands.cfg - file does not exist. Widescreenmode was set to: 7 (1920x1080) reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. Widescreenmode was set to: 7 (1920x1080) --------- Map Initialization --------- Map: saintlucia glprogs/ambientEnvironment.vfp glprogs/ambientEnvironment.vfp glprogs/HeatHazeWithMaskAndDepth.vfp glprogs/HeatHazeWithMaskAndDepth.vfp ------- Game Map Init SaveGame ------- glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp Compiled '/home/myuser/games/darkmod/maps/saintlucia.script': 2.2 ms ---------- Compile stats ---------- Memory usage: Strings: 41, 6448 bytes Statements: 19677, 393540 bytes Functions: 1233, 125372 bytes Variables: 89732 bytes Mem used: 1100524 bytes Static data: 2277552 bytes Allocated: 2814660 bytes Thread size: 7068 bytes collision data: 515 models 79936 vertices (1873 KB) 131068 edges (4607 KB) 51085 polygons (3577 KB) 11067 brushes (1528 KB) 24085 nodes (658 KB) 95037 polygon refs (742 KB) 31118 brush refs (243 KB) 51540 internal edges 2226 sharp edges 0 contained polygons removed 0 polygons merged 13231 KB total memory used 200 msec to load collision data. map bounds are (5515.0, 5394.0, 1558.0) max clip sector is (172.3, 337.1, 194.8) 22 KB passage memory used to build PVS 3 msec to calculate PVS 144 areas 342 portals 10 areas visible on average 2 KB PVS data [Load AAS] loading maps/saintlucia.aas48 [Load AAS] loading maps/saintlucia.aas96 [Load AAS] loading maps/saintlucia.aas32 done. [Load AAS] loading maps/saintlucia.aas100 [Load AAS] loading maps/saintlucia.aas_rat done. [Load AAS] loading maps/saintlucia.aas_elemental WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default removed 16 degenerate triangles removed 16 degenerate triangles removed 12 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles removed 199 degenerate triangles removed 30 degenerate triangles removed 24 degenerate triangles removed 2 degenerate triangles removed 16 degenerate triangles removed 10 degenerate triangles removed 12 degenerate triangles removed 159 degenerate triangles removed 88 degenerate triangles glprogs/heatHazeWithDepth.vfp glprogs/heatHazeWithDepth.vfp removed 43 degenerate triangles removed 28 degenerate triangles removed 47 degenerate triangles removed 75 degenerate triangles removed 22 degenerate triangles removed 16 degenerate triangles removed 10 degenerate triangles removed 47 degenerate triangles removed 54 degenerate triangles removed 225 degenerate triangles removed 50 degenerate triangles removed 6 degenerate triangles removed 16 degenerate triangles removed 16 degenerate triangles removed 49 degenerate triangles WARNING:Couldn't load gui: 'guis/scoreboard.gui' WARNING:Couldn't load gui: 'guis/spectate.gui' WARNING:Couldn't load gui: 'guis/chat.gui' WARNING:Couldn't load gui: 'guis/mpmsgmode.gui' -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1184 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: textures/darkmod/window/diamond_pattern_andbars01_local WARNING:Couldn't load image: _bloomimage WARNING:Couldn't load image: _cookedmath WARNING:Couldn't load image: /flat WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: sleeve_frill WARNING:Couldn't load image: sleeve WARNING:Couldn't load image: tdm_tongue 0 purged from previous 211 kept from previous 1444 new loaded all images loaded in 17.1 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 186261k referenced 2286k purged ---------------------------------------- sound: missing efxs/saintlucia.efx ----------------------------------- 35100 msec to load saintlucia interactionTable generated of size: 134217728 bytes ------------- Warnings --------------- during saintlucia... WARNING:Couldn't load gui: 'guis/chat.gui' WARNING:Couldn't load gui: 'guis/mpmsgmode.gui' WARNING:Couldn't load gui: 'guis/scoreboard.gui' WARNING:Couldn't load gui: 'guis/spectate.gui' WARNING:Couldn't load image: /flat WARNING:Couldn't load image: _bloomimage WARNING:Couldn't load image: _cookedmath WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: sleeve WARNING:Couldn't load image: sleeve_frill WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/window/diamond_pattern_andbars01_local WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default 22 warnings Bloom Kernel size is set to: Small Using TDM's enhanced interaction Forcing an update on cooked math data. Cooking math data please wait... Cooking complete. snd_pcm_writei() reports broken pipe (underrun) while sending 4096 frames. Retrying but also sending 1024 duplicate frames first. Try increasing 's_alsa_underrun_extrafill' if this persists. --------- Game Map Shutdown ---------- WARNING:Door SewerTrapDoor is not within a valid AAS area WARNING:Door func_static_880 is not within a valid AAS area WARNING:Door func_static_1063 is not within a valid AAS area WARNING:Door func_static_449 is not within a valid AAS area ModelGenerator memory: 2 LOD entries with 0 users using 16 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0
  3. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  4. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  5. Made 2.09b the default version. I hope at least a few people have installed and played it I'll finish the release process tomorrow (tags, source, pdb, etc.)
  6. @Dragofer, I'm wondering what template tags to give to this page, besides the usual "Editing". I'm tempted to add "Physics", but are force fields really considered part of the physics engine?
  7. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  8. I'm trying to fix the warnings on my end, but remodelling the models is out of my league, so you're going to have to fix the stairs model on your end: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/architecture/stairs/set01_stairs.lwo' has 17/8108 nontriangular polygons. Make sure you triplet it down" Edit Also there's this model, which is probably a modelling issue as well: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/pickaxe_cm.lwo' has bad or missing uv data" I still have hopes for script-hotfixing the following warnings: "WARNING:Couldn't load image: tdm_tongue [map entity: atdm_ai_townsfolk_female_1] [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def] [decl: female_head02 in def/tdm_ai_heads_springheel.def] [model: models/md5/chars/heads/npcs/female_head02.md5mesh] [decl: tdm_tongue in <implicit file>] [image: tdm_tongue]” (Edit: I hotfixed this issue and attached the hotfix in the tech support forums. The "tdm_tongue" shader should simply be renamed to "tdm_character_tongue".) “WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 [map entity: func_static_53] [decl: old_plaster in skins/tdm_models_architecture_modules.skin] [decl: models/darkmod/wood/boards/wood_brown_dull01 in <implicit file>] [image: models/darkmod/wood/boards/wood_brown_dull01]" (Edit: I hotfixed this issue as well - see the tech support forums - but I think you should still go over this file, because there are a lot of other suspect textures in there as well.)
  9. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  10. I think that the existence of a dedicated bug tracker for this engine proves that I should somehow make it known when it crashes. I just figured that the tracker was an internal thing between developers, and that it was okay to instead report the bugs here, especially since I desperately needed help with it, and since you have two sub-forums mentioning that they're intended for reporting bugs. ...so why, when I report a bug, am I getting shamed for it? Why was the guy in the thread you linked getting shamed for not backing up his project, instead of the main dev acknowledging that there is a very deceptive button in the engine, that can remove fan mission folders when you press it? Blaming the reporter for not backing up his work, is certainly not how I would personally handle reports of entire projects disappearing, but I guess now I'm warned about how he sees these things, to the point where I'm wondering if it's a good idea to report any bugs I find in the future, at all, if I'm just going to be considered a bad person for it. "Hm, to my experience, crashes in free software is a regular thing. Try "Natron" and you will understand what I mean." I don't understand your point. If crashes happen frequently enough, should we treat them like Covid and just "try to live with it"? I'm pretty sure that the bind bug is easy to fix, but it's like you're saying that bugs have a right to exist too. "Lots of longtime DR mappers ask questions in the Newbie thread (myself included). Nothing to be ashamed of and by DR/DM standards you are a newbie (and you have not to be ashamed of that as well! )" So if I've programmed for 30 years, mapped for Dromed for countless years (since roughly the turn of the millenia), mapped for the Dark Mod for 1 year, but joined these forums just a few weeks ago, I'm a newbie. I think that by that definition, the word "newbie" has lost all meaning. Besides, reporting crashes are not the same as just asking questions. Anyone can reply to a question. It takes a developer to fix a crash issue. ...and it's like you don't expect the developers to even fix crashes, and I really hope that you're wrong about that. For example, since I updated to this year's version, Dark Radiant itself, hasn't even crashed once, and it used to crash all the time, and so I take that as evidence that development involves fixing crashes. "If you want to report a bug, then please use the Bug Tracker." Will do. I was just fooled by the subforum descriptions actually telling me to report bugs in them. "You wouldn't believe how many mappers lost WIPs because of defective hardware" Again: I don't see your point here, where you argue for not fixing defective hardware. When I'm told about a bug in my program, I just go "Thank you. I'll fix that.". I don't go "Well, weren't you a sucker for using my program.". That's not how I was brought up at all. "for somebody who expects Armageddon in the near future (and there are really good reasons for that), you have a pronounced need for communication. I think that does not fit, because: Why go on with communication when all hell will break lose the day after tomorrow?" Well, why not? Yes, I am so interested in mapping, that it's actually cutting into my apocalypse survival routines a bit, but that's just human nature, and a month's vacation from prepping, won't make that much of a difference. "I hope that you - despite of your own assessment - will finish your WIP and we all can enjoy a cool new mission in the future with your name in the credits." Well, for me, mapping is about pleasing myself - not others. Play The Beginner's Guide, and you'll see what I mean.
  11. Since it already has been mentioned in the forums, I'd like to announce a small project of mine. A few weeks ago I was playing Legend of Grimrock and it struck me that their level design is extremely simple and modular, and yet, the player can spend quite a lot of time in the game. And it looks pretty, too! So I wondered if it wouldn't be possible to create a modern "Dungeon Crawler" (solve puzzles, fight monsters, collect loot, progress your character, upgrade your equipment) type of game inside the TDM engine. The engine already supports a lot of things one needs for this, and the overal structure and assets work, too. And with prefabs, one might get the level layout done quickly. However, building a few test prefabs in DR is easy, but creating a full mission out of them is quite painful. Not only needs it a lot of planning, but you can also spend a lot of time "upgrading" things later on. For instance if you later want to add a grime decal to the walls, you have to revisit the entire map. Even worse is if you find out later that your block size must be bigger or smaller. So the idea was born to create a sort of framework that can assemble missions from prefabs. Preferable while getting the description of the mission from a text file. So far, this has been a lot easier than I thought. Here is what I got working so far: Overview: You can describe your mission in a (Unicode) text file. This contains overall options, different locations (each location can have its own ambient light, music,name, fog), and the connections between the locations. Each location can have multiple "floor levels", these are stacked on top of each other. The config file also specifies which symbol means "use this prefab". It is also possible to specify links (per location), which means you can say "this lever with the symbol A opens the door with the symbol D". The framework reads the prefabs, and then positiones them in the map. It also glues all the locations together, adds location_info entities, a player start, an exit, and an objective to reach the exit. The resulting map is then enhanced with script objects (all nec. assets are bundled together), and automatically dmapped via TDM. Everything then is packaged together into a working .PK4 file. My demo map takes about 20 seconds, where 15 are dmap. In addition to the "basic" stuff I also managed to get a few things working, like a pressure plate, portcullies, and also made some puzzles. Oh, and per location fog (fading from location to location). Different difficulty levels are also supported, one can specify "this prefab appears only on easy" etc. You can find more info and screenshots and demo here: http://bloodgate.com/swift/ There is also a developer diary where I will be posting interesting entries from time to time. Here is an DR shot of a sample level, consisting of small modular prefabs and one large (the large hall on the lower left): The next steps will be to add more randomness (either static at map generation, or at runtime, so the map is slightly different each time you replay it). Also, while it is already possible to "overlay" prefabs (e.g. "for this location, look first here before falling back to the default"), it is not yet possible to "reskin" prefabs. This would be something which is impossible in DR (you cannot really reskin worldspawn brushes, unless you live with the fact that it is all manual For now I'm quite excited!
  12. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  13. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  14. Love your signature over at the Eidos forums. Hahaha!

    1. Maijstral

      Maijstral

      I don't normally even use signatures, but I've used a few to voice my displeasure at what EM is doing to Thief. I'll probably stick with that one until I lose interest in visiting the EM forums.

  15. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
    1. rebb

      rebb

      What a pisstake ;)

    2. Diego

      Diego

      Now players will not onlyget spit on while hiding, they will be pissed on too!

  16. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
  17. What's going on with the Thi4f forums? They've been down for almost a week now.

    1. Show previous comments  1 more
    2. Sir Taffsalot

      Sir Taffsalot

      Well that's not going to work. If they can't post about Thi4f on the Thi4f forums they can come and post about TDM on the TDM forums.

    3. jtr7

      jtr7

      People thought it was the server migration under Square-Enix that we've been told about, but they came back online like nothing happened, and the dedicated thread about the coming migration had no new info.

      Can't see this?:

      http://forums.eidosgames.com/showthread.php?t=139127

    4. stumpy

      stumpy

      maybe it was a migration test, and it broke.

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