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  1. On a lighter note (and because my holiday started today, oh yeah!), let's have a new thread for music, that you just enjoy and probably is not so well known...or somehow obscure but does not sound as strange as the songs we report in @STiFU's progessive music thread. Here is one of my new favourites, a similar recording of this track by other artists has been used in an US show broadcasted last year ( @Amadeus: What is the name of the show? )
  2. i am having a hard time searching for specific keyword in bug tracker so i decided to wade into google search and found similar thread with similar issue : https://forums.thedarkmod.com/index.php?/topic/13723-key-drop-melee-animation-glitch/
  3. If like me you scour the web looking for inspiration for your next TDM mission then look no further.. Now... talking of images have you guys seen the latest from the master that is DrK from his Rocksbourg4 campaign. We need more dirty texture in TDM me thinks...
  4. There's an interesting question with this, which if I'm not mistaken I approached in another thread long ago. I've considered making a big special project in TDM, which if I did I'd have wanted the option to distribute it as standalone: The idea was that the mission would be in the FM list like any other, but also packaged with a copy of TDM containing only the base pk4's the map uses. If this secondary distribution system were considered, I'm curious if there's be any issues with putting it in places like Itch or GoG or similar. Free of charge to respect the non-commercial licensing and wishes of the team in that regard, but I wonder if there's anything in the licensing that goes against posting your mission embedded in a copy of TDM.
  5. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  6. Regarding the existing Russian version of TDM's MasonAlternative font, this had a different origin than those Russian fonts processed by Riff_Keeper. Tels created this in 2012. He started from bitmaps of an ASCII Mason font, then used his Perl patch program to copy selected ASCII glyphs (that resemble in some way Cyrillic) to new font "MasonAlternative". See https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274617 In GIMP, he flipped or otherwise hand-edited to make them Cyrillic. He said, "There are still a few dozen missing, but this is enough to render the two headlines we have (New Mission and Setting)" https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274623 This accounts for the incomplete coverage. Speculatively, he took this approach because it couldn't find a Mason-style TTF font with both Russian characters and an acceptable license (e.g., public domain, or at the least freely redistributable for non-commercial use). @kalinovka,I wonder what the licensing is for your masonchronicles3.ttf.
  7. Hi, I actually noticed this behavior and reported it in the Training Mission thread a few weeks ago, thinking it was specific to that mission: Of course, if you've noticed it outside the Training Mission then it's probably better that it's also posted outside of that thread as you've done here. An important thing to note is that not all keys can be "surfed" or elevator-ed, in my experience. Several of the keys in the Stealth section of the Training Mission don't have this problem, and when I tested keys in another mission (can't remember which now) I also failed to reproduce it.
  8. Probably makes sense to discuss this issue here instead of in the generic Shadows of Northdale 1 thread (where the same issue occured). I compiled the latest Darkmod source (Debug build) and reproduced the crash with that. The crash indeed does *not* happen in the main thread, but the "Frontend" thread: Thread 38 "Frontend" received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffb98006c0 (LWP 1220544)] 0x00007ffff48d5d29 in ?? () from /lib/x86_64-linux-gnu/libGLdispatch.so.0 (gdb) bt #0 0x00007ffff48d5d29 in ?? () from /lib/x86_64-linux-gnu/libGLdispatch.so.0 #1 0x0000000000be43c7 in GLSLProgram::Destroy (this=0x10fe9290) at darkmod_src/renderer/backend/GLSLProgram.cpp:61 #2 0x0000000000bece3e in GLSLProgramManager::LoadFromGenerator(char const*, std::function<void (GLSLProgram*)> const&) (this=0x2107cc0 <programManagerInstance>, name=0x7fffb013a1f0 "ambientEnvironment", generator=...) at darkmod_src/renderer/backend/GLSLProgramManager.cpp:103 #3 0x0000000000bec407 in GLSLProgramManager::Load (this=0x2107cc0 <programManagerInstance>, name=..., defines=...) at darkmod_src/renderer/backend/GLSLProgramManager.cpp:74 #4 0x0000000000cc642f in GLSL_LoadMaterialStageProgram (name=0x7ffed4053f40 "ambientEnvironment") at darkmod_src/renderer/resources/Material.cpp:783 #5 0x0000000000cc9602 in idMaterial::ParseStage (this=0x7ffed40069b0, src=..., trpDefault=TR_REPEAT) at darkmod_src/renderer/resources/Material.cpp:1568 #6 0x0000000000ccd04e in idMaterial::ParseMaterial (this=0x7ffed40069b0, src=...) at darkmod_src/renderer/resources/Material.cpp:2470 #7 0x0000000000ccd626 in idMaterial::Parse (this=0x7ffed40069b0, text=0x7fffb97eda30 "\n\npainting03_L\n{\n\tqer_editorimage\tmodels/darkmod/props/textures/painting03_l_d_ed\n\twood\n\n\tdiffusemap\tmodels/darkmod/props/textures/painting03_l_d\n\tbumpmap\t\tmodels/darkmod/props/textures/painting01_loc"..., textLength=1329) at darkmod_src/renderer/resources/Material.cpp:2559 #8 0x000000000049631d in idDeclLocal::ParseLocal (this=0x57c0bd0) at darkmod_src/framework/DeclManager.cpp:2318 #9 0x000000000049263f in idDeclManagerLocal::FindType (this=0x16fdc00 <declManagerLocal>, type=DECL_MATERIAL, name=0x7ffed40c03f0 "painting03_l", makeDefault=true) at darkmod_src/framework/DeclManager.cpp:1235 #10 0x0000000000494300 in idDeclManagerLocal::FindMaterial (this=0x16fdc00 <declManagerLocal>, name=0x7ffed40c03f0 "painting03_l", makeDefault=true) at darkmod_src/framework/DeclManager.cpp:1633 #11 0x000000000049f3ed in idDeclSkin::Parse (this=0x7ffed4034ad0, text=0x7fffb97ee290 "\n\nportrait_with_skull02_torn\n{\nmodel models/darkmod/decorative/wall/painting01.lwo\nmodel models/darkmod/decorative/wall/painting01_m.lwo\nmodel models/darkmod/decorative/wall/painting01_l.lwo\nmodel mod"..., textLength=404) at darkmod_src/framework/DeclSkin.cpp:78 #12 0x000000000049631d in idDeclLocal::ParseLocal (this=0x59f3e10) at darkmod_src/framework/DeclManager.cpp:2318 #13 0x000000000049263f in idDeclManagerLocal::FindType (this=0x16fdc00 <declManagerLocal>, type=DECL_SKIN, name=0x7ffed408bc6c "portrait_with_skull02_torn", makeDefault=true) at darkmod_src/framework/DeclManager.cpp:1235 #14 0x0000000000494382 in idDeclManagerLocal::FindSkin (this=0x16fdc00 <declManagerLocal>, name=0x7ffed408bc6c "portrait_with_skull02_torn", makeDefault=true) at darkmod_src/framework/DeclManager.cpp:1643 --Type <RET> for more, q to quit, c to continue without paging-- #15 0x000000000055a6bb in idEntity::Event_SetSkin (this=0x7ffed408d324, skinname=0x7ffed408bc6c "portrait_with_skull02_torn") at darkmod_src/game/Entity.cpp:7114 #16 0x0000000000987646 in idClass::ProcessEventArgPtr (this=0x7ffed408d324, ev=0x1f5ef00 <EV_SetSkin>, data=0x7fffb97ee600) at darkmod_src/game/gamesys/Callbacks.cpp:26 #17 0x0000000000a5a847 in idInterpreter::CallEvent (this=0x7ffed408b444, func=0x7ffff7961388, argsize=132) at darkmod_src/game/script/Script_Interpreter.cpp:817 #18 0x0000000000a5b1f7 in idInterpreter::Execute (this=0x7ffed408b444) at darkmod_src/game/script/Script_Interpreter.cpp:1091 #19 0x0000000000a6a0ce in idThread::Execute (this=0x7ffed408b414) at darkmod_src/game/script/Script_Thread.cpp:949 #20 0x0000000000561c23 in idEntity::FrobAction (this=0x16762504, frobMaster=true, isFrobPeerAction=false) at darkmod_src/game/Entity.cpp:9544 #21 0x000000000067d033 in idPlayer::PerformFrob (this=0x156bf4e4, impulseState=EPressed, target=0x16762504, allowUseCurrentInvItem=true) at darkmod_src/game/Player.cpp:11843 #22 0x000000000067d916 in idPlayer::PerformFrob (this=0x156bf4e4) at darkmod_src/game/Player.cpp:12047 #23 0x000000000066884c in idPlayer::PerformImpulse (this=0x156bf4e4, impulse=41) at darkmod_src/game/Player.cpp:5935 #24 0x00000000006696f4 in idPlayer::EvaluateControls (this=0x156bf4e4) at darkmod_src/game/Player.cpp:6347 #25 0x000000000066e72d in idPlayer::Think (this=0x156bf4e4) at darkmod_src/game/Player.cpp:7616 #26 0x00000000005ba9dd in idGameLocal::RunFrame (this=0x16b3a40 <gameLocal>, clientCmds=0x7fffb97eebe0, timestepMs=17, minorTic=false) at darkmod_src/game/Game_local.cpp:3397 #27 0x00000000004cac3c in idSessionLocal::RunGameTic (this=0x17055a0 <sessLocal>, timestepMs=17, minorTic=false) at darkmod_src/framework/Session.cpp:2997 #28 0x00000000004cb020 in idSessionLocal::RunGameTics (this=0x17055a0 <sessLocal>) at darkmod_src/framework/Session.cpp:3043 #29 0x00000000004cb291 in idSessionLocal::FrontendThreadFunction (this=0x17055a0 <sessLocal>) at darkmod_src/framework/Session.cpp:3104 #30 0x00000000004cb6bc in operator() (__closure=0x0, x=0x17055a0 <sessLocal>) at darkmod_src/framework/Session.cpp:3186 #31 0x00000000004cb6e4 in _FUN () at darkmod_src/framework/Session.cpp:3188 #32 0x00007ffff769caa4 in start_thread (arg=<optimized out>) at ./nptl/pthread_create.c:447 #33 0x00007ffff7729c3c in clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:78 The main thread calls GLimp_SwapBuffers() at the same time: (gdb) thread 1 [Switching to thread 1 (Thread 0x7ffff7ccf4c0 (LWP 1220498))] #0 0x00007ffff771b4cd in __GI___poll (fds=0x7fffffffd4e8, nfds=1, timeout=1000) at ../sysdeps/unix/sysv/linux/poll.c:29 warning: 29 ../sysdeps/unix/sysv/linux/poll.c: No such file or directory (gdb) bt #0 0x00007ffff771b4cd in __GI___poll (fds=0x7fffffffd4e8, nfds=1, timeout=1000) at ../sysdeps/unix/sysv/linux/poll.c:29 #1 0x00007fffd661d9df in ?? () from /lib/x86_64-linux-gnu/libnvidia-glcore.so.570.124.04 #2 0x00007fffd6603b11 in ?? () from /lib/x86_64-linux-gnu/libnvidia-glcore.so.570.124.04 #3 0x00007ffff3f7a1ec in ?? () from /lib/x86_64-linux-gnu/libGLX_nvidia.so.0 #4 0x00007ffff3f48500 in ?? () from /lib/x86_64-linux-gnu/libGLX_nvidia.so.0 #5 0x0000000000d95c36 in GLimp_SwapBuffers () at darkmod_src/sys/linux/glimp.cpp:76 #6 0x0000000000bf4ba0 in RB_SwapBuffers () at darkmod_src/renderer/backend/tr_backend.cpp:608 #7 0x000000000074adf1 in R_IssueRenderCommands (frameData=0x1fb31a0 <smpFrameData+96>) at darkmod_src/renderer/RenderSystem.cpp:173 #8 0x000000000074c6e6 in idRenderSystemLocal::EndFrame (this=0x1fa7c60 <tr>, frontEndMsec=0x0, backEndMsec=0x0) at darkmod_src/renderer/RenderSystem.cpp:768 #9 0x00000000004c9cb9 in idSessionLocal::UpdateScreen (this=0x17055a0 <sessLocal>, outOfSequence=false) at darkmod_src/framework/Session.cpp:2716 #10 0x000000000047477f in idCommonLocal::Frame (this=0x16de8c0 <commonLocal>) at darkmod_src/framework/Common.cpp:2479 #11 0x0000000000d99481 in main (argc=1, argv=0x7fffffffdd68) at darkmod_src/sys/posix/platform_linux.cpp:490
  9. Evidently a significant portion of the Cyrillic work was done by Keeper_Riff (in conjunction with Tels) back in 2011. These folks are not active in TDM these days. Keeper_Riff outlined a workflow, starting with FontLab to edit TTF files... https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/12/#findComment-271548 Specifically Carleton: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/4/#findComment-262135
  10. Might this not be better suited to https://forums.thedarkmod.com/index.php?/forum/58-tdm-tech-support/ or failing that make the text collapsable.
  11. I think we should create a thread where you can put requests and suggestions for Orbweaver. This thread should be NOT a discussion thread. If you want to discuss a proposal, create a specific thread for it. I want it to be only for collecting proposals, so we have an overview of what people might want to have. I guess this might also help Orb to decide what he should focus on once he gets productive. BTW: I really appreciate your effort, because we can really use this. So my personal wishlist proposal is that I would like to see a group handler. Similar like in Blender, where you can select several objects and put it in a group. When you select one or more of these groups, the objects are visible. If the group is not selected, it's invisible. In Blender and other 3D apps this is called layers (forgot the name before so I had to look it up).
  12. At the bottom of this post you can find a download with the current WIP. Place the pk4 in the TDM folder to give it a try. First impressions matter: instead of looking for the tips I suggest you pretend to play a mission. Feedback welcome! Here is the list of tips currently available (tips get displayed only once): GENERAL (auto / on action) MENUS: Time to review the OBJECTIVES and check your INVENTORY MANTLING: Hold JUMP or press MANTLE to prevent noisy landings CLIMBING: Pipes, chains, vines... try everywhere (*) ROPES: Press ATTACK to swing on the rope MOVEABLES: You can rotate, push/pull, drop and throw objects (*) Ladders, ropes, trees... are obvious, no? (Hold-Frob enabled) SHOULDERING: Alternatively hold FROB to grab body limbs CONSUMABLES: Hold FROB to eat food and recover some health TOGGABLES: Hold FROB to change the state of the item (Hold-Frob disabled) SHOULDERING: Grab the body and press USE to pick it up and flip it CONSUMABLES: Grab the item and press USE to recover some health TOGGABLES: Grab the item and press USE to change its state TOOLS (when acquiring or selecting a tool) KEYS: Re-locking doors is sometimes useful LOCKPICKS: Select a lockpick and hold FROB to pick locks SLOW MATCH: Press DROP to put the match in your hands FLASH BOMBS: Hold USE to increase the throwing distance MINES: You can disarm mines with the lockpicks HEALTH POTIONS: Healing properties apply gradually HOLY WATER: Fight the undead by blessing water arrows WEAPONS (when selecting the weapon type) BLACKJACK: Be wary of guards wearing elite helmets SHORT SWORD: Shiny blades make you more visible SHORT BOW: The bow makes your silhouette slightly more visible WATER ARROWS: Extinguish flames / Clean blood stains / Grow moss and vines FIRE ARROWS: The liquid fire makes you very visible ROPE ARROWS: Retrieve the arrow and deploy a rope multiple times GAS ARROWS: Neutralize opponents quickly and quietly NOISE ARROWS: Noisemakers can be used multiple times MOSS ARROWS: Reduce the noise of footsteps with moss patches VINE ARROWS: Vines grow vertically on rough surfaces z_gameplay_tips_mod_v0.5.pk4
  13. Websites prove their identity via certificates, which are valid for a set time period. The certificate for forums.thedarkmod.com expired on 10/18/2024. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
  14. Double topic. See also topic: https://forums.thedarkmod.com/index.php?/topic/22754-thief-vr-legacy-of-shadow-announcement/
  15. This seems like a futile process to me. We all love TheDarkMod and tremendous work has been done on the engine, but I suspect that when developing a new project, especially commercial, almost everyone would rather go for a more modern engine because the reality is that stealth games are a relatively small niche and you need everything you can get to make people notice and buy your thing. TDM with its historical limits on polycounts (unless switching to lightmaps removed that?) and other features that we're used to and have no problem with but that are not exactly state of the art in my opinion just isn't "it", and it's only going to be less and less "it" over time, despite being a brilliant game on its own. And making the game fully libre just so it can be included in certain distributions' free repos, while stripping out almost everything that makes TDM what it is, the community content, doesn't make sense to me either. If anything that could hurt its reputation because people who tried that wouldn't experience the actual game. I only skimmed parts of the thread, have I missed a good reason to do this? Also, another big issue that I think wasn't spelled out explicitly enough: I too thought that it would be awesome to have TDM on Steam. After looking into it, being educated by others and doing some searching I found out that TDM very likely contains a nontrivial amount of old content that may be seemingly re-licensed as CC-BY-NC, but legally cannot be, as its original license does not allow it. I'm talking specifically about old textures.com content - it uses its own asset license that explicitly disallows being released as CC (because CC allows redistribution anywhere and textures.com license explicitly prohibits that). Yet some of those assets are a part of TDM, and it's likely that nobody knows for sure which ones and how many there are. Textures.com was at one point even recommended as a source to create assets on the wiki. So you may get permission from some old mission author who doesn't even remember that he did this, but his content can still be non-free and in fact infringing on its original license. Realistically nobody cares because there's no damage to textures.com being done (the textures are not being redistributed anywhere, they're "just" being incorrectly rebranded with a license that would allow it), but it makes the whole libre thing even more difficult.
  16. Is there a thread for "Moving Day 2: Look Who's Moving Now"? If not, could someone hint me on what is Dick's birthday? This mission is quite enjoyable on its disturbing creepy implications.

    1. The Black Arrow

      The Black Arrow

      Nevermind, it was way too easier than I thought. However, I'm missing the second "Stone", as in secret, how do I get that?

    2. nbohr1more

      nbohr1more

      Mission thread:
       

       

       

    3. The Black Arrow

      The Black Arrow

      Thanks, this mission is driving me crazy with its weird implications.

  17. A Bridge Too Far (version 1.0, 2023-09-22) In this small scale mission, you seek to steal the original copy of a book from the boss of a counterfeit crime outfit, which are located on a bridge. Download link: https://drive.google.com/file/d/1IeGCBdiGY9W3k_r5Ip8tGtJq9lo5f_PF/view Much thanks to the beta-testers for all of their feedback (link to beta thread - @thebigh - @Cambridge Spy - @Zerg Rush - @wesp5 - @Shadow Screenshots:
  18. Or, just get in contact with the owners of the IP and ask them since just because an IP lawyer in one jurisdiction says it would be okay, doesn't mean it would be okay globally. There are several packs out there of scripts/definition files which are licenced under free licences (CC0 and WTFPL mostly) and claim their freedom by recreating them using "clean-room way". In fact, I used them in getting TDM running with mostly free licenced files by selectively choosing which had clearly been written from scratch albeit with reference to the originals, and which were just direct copy and paste with claimed free licences (I didn't use them). Then it was a case of finding/replacing the core engine textures, sounds, etc. the engine required to launch with free alternatives (again checking the packs since some were just copied direct from the game files and claiming to be free). In the end, the only non-free licenced files that were still required were those from TDM itself. The result of this TDM version is the screenshot I posted some posts ago here: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/page/3/#findComment-500642 However, you will notice the giant cursor on the screen in the screenshot, why? because the only reference to hiding the cursor is within the UI files which come under the game eula, so I didn't add in the command to hide it in game. In the case of the script/def files, this "clean-room" approach has stood up in a court of law when I looked online, however you wouldn't really want to end up being in the position of ending up in court defending yourself in the first place. The flaw in the def/scripts that were recreated are that they all wrote their files using the originals as reference. So if the originals are under the game eula, and if the information contained is in some way protected, then all these "clean-room" files revert to the original game eula, as the authors didn't have the right to change the licence. I believe (with a pinch of salt )that if the core scripts/files were made GPL by idSoftware/Microsoft then as files based off of or using them as parents (basically all TDM scripts/defs as far as I can make out) then all of the TDM scripts and def files would automatically become GPL as their authors could also not claim their work was NC-BY since it was then based on GPL work.
  19. First of all wow so much impressive stuff recently in the thread. I can't compete at all. What I've got is definitely rough, and I am well aware that certain textures are muddy at the moment. Second, this isn't quite abandoned yet, but don't get your hopes up. I'm usually very tired from work and if my stuff gets finished at all it will be a miracle. Yes, I am disregarding the advice to make your first stuff simple. Yes, I am being a hardhead. Gamma and brightness adjusted to make things more visible in the screenshots. It's a prison break-in mission with a twist. No interior to the prison yet, just exterior walls and a safehouse far in the countryside. Not exactly "Victorian" design. I'm going for a feeling that the institution is more modern than most stuff we have seen in TDM. The "death antennas" surrounding the walls are just cobbled together from previous contributor's work. An upside down water tank on a steel pole, with some high voltage transmitter looking stuff on the sides.
  20. Improved formatting: Thread 38 "Frontend" received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffb98006c0 (LWP 1220544)] 0x00007ffff48d5d29 in ?? () from /lib/x86_64-linux-gnu/libGLdispatch.so.0 (gdb) bt #0 0x00007ffff48d5d29 in ?? () from /lib/x86_64-linux-gnu/libGLdispatch.so.0 #1 0x0000000000be43c7 in GLSLProgram::Destroy (this=0x10fe9290) at darkmod_src/renderer/backend/GLSLProgram.cpp:61 #2 0x0000000000bece3e in GLSLProgramManager::LoadFromGenerator(char const*, std::function<void (GLSLProgram*)> const&) (this=0x2107cc0 <programManagerInstance>, name=0x7fffb013a1f0 "ambientEnvironment", generator=...) at darkmod_src/renderer/backend/GLSLProgramManager.cpp:103 #3 0x0000000000bec407 in GLSLProgramManager::Load (this=0x2107cc0 <programManagerInstance>, name=..., defines=...) at darkmod_src/renderer/backend/GLSLProgramManager.cpp:74 #4 0x0000000000cc642f in GLSL_LoadMaterialStageProgram (name=0x7ffed4053f40 "ambientEnvironment") at darkmod_src/renderer/resources/Material.cpp:783 #5 0x0000000000cc9602 in idMaterial::ParseStage (this=0x7ffed40069b0, src=..., trpDefault=TR_REPEAT) at darkmod_src/renderer/resources/Material.cpp:1568 #6 0x0000000000ccd04e in idMaterial::ParseMaterial (this=0x7ffed40069b0, src=...) at darkmod_src/renderer/resources/Material.cpp:2470 #7 0x0000000000ccd626 in idMaterial::Parse (this=0x7ffed40069b0, text=0x7fffb97eda30 "\n\npainting03_L\n{\n\tqer_editorimage\tmodels/darkmod/props/textures/painting03_l_d_ed\n\twood\n\n\tdiffusemap\tmodels/darkmod/props/textures/painting03_l_d\n\tbumpmap\t\tmodels/darkmod/props/textures/painting01_loc"..., textLength=1329) at darkmod_src/renderer/resources/Material.cpp:2559 #8 0x000000000049631d in idDeclLocal::ParseLocal (this=0x57c0bd0) at darkmod_src/framework/DeclManager.cpp:2318 #9 0x000000000049263f in idDeclManagerLocal::FindType (this=0x16fdc00 <declManagerLocal>, type=DECL_MATERIAL, name=0x7ffed40c03f0 "painting03_l", makeDefault=true) at darkmod_src/framework/DeclManager.cpp:1235 #10 0x0000000000494300 in idDeclManagerLocal::FindMaterial (this=0x16fdc00 <declManagerLocal>, name=0x7ffed40c03f0 "painting03_l", makeDefault=true) at darkmod_src/framework/DeclManager.cpp:1633 #11 0x000000000049f3ed in idDeclSkin::Parse (this=0x7ffed4034ad0, text=0x7fffb97ee290 "\n\nportrait_with_skull02_torn\n{\nmodel models/darkmod/decorative/wall/painting01.lwo\nmodel models/darkmod/decorative/wall/painting01_m.lwo\nmodel models/darkmod/decorative/wall/painting01_l.lwo\nmodel mod"..., textLength=404) at darkmod_src/framework/DeclSkin.cpp:78 #12 0x000000000049631d in idDeclLocal::ParseLocal (this=0x59f3e10) at darkmod_src/framework/DeclManager.cpp:2318 #13 0x000000000049263f in idDeclManagerLocal::FindType (this=0x16fdc00 <declManagerLocal>, type=DECL_SKIN, name=0x7ffed408bc6c "portrait_with_skull02_torn", makeDefault=true) at darkmod_src/framework/DeclManager.cpp:1235 #14 0x0000000000494382 in idDeclManagerLocal::FindSkin (this=0x16fdc00 <declManagerLocal>, name=0x7ffed408bc6c "portrait_with_skull02_torn", makeDefault=true) at darkmod_src/framework/DeclManager.cpp:1643 --Type <RET> for more, q to quit, c to continue without paging-- #15 0x000000000055a6bb in idEntity::Event_SetSkin (this=0x7ffed408d324, skinname=0x7ffed408bc6c "portrait_with_skull02_torn") at darkmod_src/game/Entity.cpp:7114 #16 0x0000000000987646 in idClass::ProcessEventArgPtr (this=0x7ffed408d324, ev=0x1f5ef00 <EV_SetSkin>, data=0x7fffb97ee600) at darkmod_src/game/gamesys/Callbacks.cpp:26 #17 0x0000000000a5a847 in idInterpreter::CallEvent (this=0x7ffed408b444, func=0x7ffff7961388, argsize=132) at darkmod_src/game/script/Script_Interpreter.cpp:817 #18 0x0000000000a5b1f7 in idInterpreter::Execute (this=0x7ffed408b444) at darkmod_src/game/script/Script_Interpreter.cpp:1091 #19 0x0000000000a6a0ce in idThread::Execute (this=0x7ffed408b414) at darkmod_src/game/script/Script_Thread.cpp:949 #20 0x0000000000561c23 in idEntity::FrobAction (this=0x16762504, frobMaster=true, isFrobPeerAction=false) at darkmod_src/game/Entity.cpp:9544 #21 0x000000000067d033 in idPlayer::PerformFrob (this=0x156bf4e4, impulseState=EPressed, target=0x16762504, allowUseCurrentInvItem=true) at darkmod_src/game/Player.cpp:11843 #22 0x000000000067d916 in idPlayer::PerformFrob (this=0x156bf4e4) at darkmod_src/game/Player.cpp:12047 #23 0x000000000066884c in idPlayer::PerformImpulse (this=0x156bf4e4, impulse=41) at darkmod_src/game/Player.cpp:5935 #24 0x00000000006696f4 in idPlayer::EvaluateControls (this=0x156bf4e4) at darkmod_src/game/Player.cpp:6347 #25 0x000000000066e72d in idPlayer::Think (this=0x156bf4e4) at darkmod_src/game/Player.cpp:7616 #26 0x00000000005ba9dd in idGameLocal::RunFrame (this=0x16b3a40 <gameLocal>, clientCmds=0x7fffb97eebe0, timestepMs=17, minorTic=false) at darkmod_src/game/Game_local.cpp:3397 #27 0x00000000004cac3c in idSessionLocal::RunGameTic (this=0x17055a0 <sessLocal>, timestepMs=17, minorTic=false) at darkmod_src/framework/Session.cpp:2997 #28 0x00000000004cb020 in idSessionLocal::RunGameTics (this=0x17055a0 <sessLocal>) at darkmod_src/framework/Session.cpp:3043 #29 0x00000000004cb291 in idSessionLocal::FrontendThreadFunction (this=0x17055a0 <sessLocal>) at darkmod_src/framework/Session.cpp:3104 #30 0x00000000004cb6bc in operator() (__closure=0x0, x=0x17055a0 <sessLocal>) at darkmod_src/framework/Session.cpp:3186 #31 0x00000000004cb6e4 in _FUN () at darkmod_src/framework/Session.cpp:3188 #32 0x00007ffff769caa4 in start_thread (arg=<optimized out>) at ./nptl/pthread_create.c:447 #33 0x00007ffff7729c3c in clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:78 (gdb) thread 1 [Switching to thread 1 (Thread 0x7ffff7ccf4c0 (LWP 1220498))] #0 0x00007ffff771b4cd in __GI___poll (fds=0x7fffffffd4e8, nfds=1, timeout=1000) at ../sysdeps/unix/sysv/linux/poll.c:29 warning: 29 ../sysdeps/unix/sysv/linux/poll.c: No such file or directory (gdb) bt #0 0x00007ffff771b4cd in __GI___poll (fds=0x7fffffffd4e8, nfds=1, timeout=1000) at ../sysdeps/unix/sysv/linux/poll.c:29 #1 0x00007fffd661d9df in ?? () from /lib/x86_64-linux-gnu/libnvidia-glcore.so.570.124.04 #2 0x00007fffd6603b11 in ?? () from /lib/x86_64-linux-gnu/libnvidia-glcore.so.570.124.04 #3 0x00007ffff3f7a1ec in ?? () from /lib/x86_64-linux-gnu/libGLX_nvidia.so.0 #4 0x00007ffff3f48500 in ?? () from /lib/x86_64-linux-gnu/libGLX_nvidia.so.0 #5 0x0000000000d95c36 in GLimp_SwapBuffers () at darkmod_src/sys/linux/glimp.cpp:76 #6 0x0000000000bf4ba0 in RB_SwapBuffers () at darkmod_src/renderer/backend/tr_backend.cpp:608 #7 0x000000000074adf1 in R_IssueRenderCommands (frameData=0x1fb31a0 <smpFrameData+96>) at darkmod_src/renderer/RenderSystem.cpp:173 #8 0x000000000074c6e6 in idRenderSystemLocal::EndFrame (this=0x1fa7c60 <tr>, frontEndMsec=0x0, backEndMsec=0x0) at darkmod_src/renderer/RenderSystem.cpp:768 #9 0x00000000004c9cb9 in idSessionLocal::UpdateScreen (this=0x17055a0 <sessLocal>, outOfSequence=false) at darkmod_src/framework/Session.cpp:2716 #10 0x000000000047477f in idCommonLocal::Frame (this=0x16de8c0 <commonLocal>) at darkmod_src/framework/Common.cpp:2479 #11 0x0000000000d99481 in main (argc=1, argv=0x7fffffffdd68) at darkmod_src/sys/posix/platform_linux.cpp:490
  21. I'm replaying old maps on 2.13 at the moment and found that some, I dare say, very very integral parts of TDM gameplay no longer works. Before, you could crouch and lean forward at the same time, find just the right angle with a bit of luck and slowly close the distance to a candle on a table just enough to put it out - without getting spotted. I know, it kinda is a stretch to believe a real human person could do that, but come on, game mechanics! This was pure genius, and f'ing fun! However, it seems to no longer work. Which sucks. Is this a result of whatever AI-something-lighting-something described in another thread (all just techno babble to me)? I'm probably the only one, but I don't like it.
  22. Pixabay also has a big catalogue of sounds and music for free download and use, (different CC licenses). Music of all genres also in the Free Music Archive
  23. I don't know if this bug has been found before and has made into the bug tracker, but there is a strange behaviour with key object in TDM. apparently you can make yourself float in the air with this key bug i have posted another video on the current beta testing thread, I videoed this bug in a mission called ‘training mission’ to avoid spoilers
  24. I think this has some promising signals. For one thing let's acknowledge that, after the Thief 4 reboot failure, it can't have been easy to get this thing made. The first reboot was a studio mandate project, clearly designed by a committee of brainless marketing execs to chase the proven Deus Ex HR buyer market. But who is the target market for this game? The legion of VR equipped Thief fanatics--all ten of them? No. This looks to me like it could be someone's passion project that somehow bubbled up through the studio system. Notice also that this one is far more naratively daring than 4. Firstly they are not trying to gaslight us with a fake Garrett. Instead they are actually trying to do a woman apprentice as teased by the ending of Deadly Shadows. Secondly, while it's easy to joke about Garrett becoming The Eye, that is actually a really interesting way of renewing the cycle. In the original trilogy The Eye was an enigma. It had no real explanation in either of its appearances. By transmuting the old protagonist into the new equivalent of that enigma, all the events of the previous games become legendary, and that lends the new story an opportunity for mythological gravitas that Theif 4 never had. Does that mean I expect it to be good? Hell no! The record for recent female led soft reboots of male led franchises is terrible. And making good stealth games is hard at the best of times. But there is the possibility. It seems like they are trying to learn from the sins of Thief 4. If they can thread the needle with the new protagonist, making her genuinely suffer and struggle without becoming pathetic, and get the gameplay right... Maybe.
  25. No no let them keep telling on themselves. This thread has been very informative.
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