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  1. Hi! Basically, I made these changes purely for myself, but suddenly someone will be interested in playing with them in the same way. 1) Tweaked Lightgem Cleaner Design: I've streamlined the Lightgem by removing those small side details. After all, you already know if you're crouched, right? In-Game Look: Check out how it appears in your game: Editor View: Here's a peek from the editor for good measure: Easy Install: Drop the 'x_newlightgem.pk4' file into your game's root directory to install. To remove, simply delete the file. 2) Tweaked HUD Vibrant Upgrade: I've boosted the color intensity of your health and air bars for better visibility. Sharper Look: Redesigned the 'staples' along the edges, cleaned up textures, and added a touch more definition. Installation Note: Unfortunately, .pk4 files weren't playing nicely for this tweak. Simply unzip the included 'dds.rar' archive into your game's root directory. 3) Health\Air Bar Relocation Streamlined HUD: Health bar repositions for easier monitoring. Zero Fuss: No extra settings to mess with. Plays Nice: Works seamlessly with my other mods. How its look: Installation: Download the zzz_ui_settings.pk4 file. Place the file in the game's root directory. Uninstallation: Delete the zzz_ui_settings.pk4 file from the game's root directory. Let me know if you'd like any other tweaks! x_newlightgem.pk4 dds.rar zzz_ui_settings.pk4
  2. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  3. To the "Path Nodes" wiki article, I've added a few sentences about path_follow_actor. It mentions that it currently doesn't support the actor being the player, and has pointers to the new bug report and the workaround given in this thread. The entry for path_follow_actor in the Entity Database now reads "... actor (= other AI, not player)...
  4. 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]
  5. Darkmod.cfg seta in_grabmouse "0" seta in_grabkeyboard "0" seta in_nowarp "0" seta in_nograb "0" seta in_dgamouse "0" seta in_mouse "1" seta v_nowmfullscreen "0" seta sys_videoRam "0" seta in_padInverseRY "0" seta in_padInverseRX "0" seta in_padDeadZone "0.15" seta in_padMouseSpeed "2.5" seta sys_lang "english" seta r_useBindlessTextures "1" seta r_useNewBackend "1" seta r_gpuBufferNonpersistentUpdateMode "0" seta r_legacyTangents "1" seta net_serverDlTable "" seta net_serverDlBaseURL "" seta net_serverDownload "0" seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow" seta g_mapCycle "mapcycle" seta g_voteFlags "0" seta g_gameReviewPause "10" seta g_countDown "10" seta g_password "" seta g_rotoscope "0" seta g_testModelHeadJoint "Spine2" seta g_testModelHead "atdm:ai_head_citywatch" seta g_skipViewEffects "0" seta g_fov "90" seta g_showBrass "1" seta g_showProjectilePct "0" seta g_showHud "1" seta g_showPlayerShadow "0" seta pm_air_regainingSpeed "4" seta pm_air "1800" seta pm_modelView "0" seta pm_thirdPersonDeath "0" seta pm_thirdPerson "0" seta pm_thirdPersonClip "1" seta pm_thirdPersonAngle "0" seta pm_thirdPersonHeight "0" seta pm_thirdPersonRange "80" seta pm_bobroll "0.0015" seta pm_bobpitch "0.001" seta pm_bobup "0.03" seta pm_runroll "0.003" seta pm_runpitch "0.001" seta pm_runbob "0.35" seta pm_walkbob "0.3" seta pm_crouchbob "0.2" seta pm_bboxwidth "32" seta pm_crouchrate "0.87" seta pm_deadviewheight "10" seta pm_deadheight "20" seta pm_normalviewheight "68" seta pm_normalheight "74" seta pm_crouchviewheight "34" seta pm_crouchheight "38" seta pm_maxviewpitch "89" seta pm_minviewpitch "-89" seta pm_noclipspeed "200" seta pm_walkspeed "70" seta pm_stepsize "16" seta pm_jumpheight "48" seta g_enablePortalSky "2" seta g_showcamerainfo "0" seta g_damageScale "1" seta g_decals "1" seta g_doubleVision "1" seta g_bloodEffects "1" seta g_projectileLights "1" seta g_muzzleFlash "1" seta gui_CenterY "0.5" seta gui_CenterX "0.5" seta gui_Height "1.0" seta gui_Width "1.0" seta ui_showGun "1" seta ui_autoSwitch "1" seta ui_team "Red" seta ui_skin "skins/characters/player/marine_mp" seta ui_name "Player" seta si_serverURL "" seta si_spectators "1" seta si_usePass "0" seta si_warmup "0" seta si_teamDamage "0" seta si_timeLimit "10" seta si_maxPlayers "4" seta si_map "game/mp/d3dm1" seta si_gameType "singleplayer" seta si_name "DOOM Server" seta tdm_lod_bias "2.0" seta tdm_voice_from_off_volume "0" seta tdm_voice_player_volume "0" seta tdm_music_volume "0" seta tdm_door_auto_open_on_unlock "1" seta tdm_bow_aimer "0" seta tdm_lp_debug_hud "0" seta tdm_lp_pawlow "0" seta tdm_lp_randomize "1" seta tdm_lp_auto_pick "0" seta tdm_lp_autopick_attempts "3" seta tdm_lp_pick_timeout "500" seta tdm_lp_sample_delay "10" seta tdm_lp_base_count "5" seta tdm_empty_model "models/darkmod/misc/system/empty.lwo" seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo" seta tdm_lg_weak "0" seta tdm_lg_interleave_min "40" seta tdm_lg_interleave "1" seta pm_rope_snd_rep_dist "32" seta pm_min_stepsound_interval "200" seta pm_stepvol_crouch_creep "-7" seta pm_stepvol_crouch_run "4" seta pm_stepvol_crouch_walk "-2" seta pm_stepvol_creep "-5" seta pm_stepvol_run "8" seta pm_stepvol_walk "0" seta tdm_underwater_blur "3" seta tdm_rope_pull_force_factor "140" seta gui_objectiveTextSize "1.0" seta gui_barSize "1.0" seta gui_lightgemSize "1.0" seta gui_bigTextSize "1.0" seta gui_smallTextSize "1.0" seta gui_iconSize "1.0" seta tdm_inv_use_visual_feedback "1" seta tdm_door_control "0" seta tdm_inv_use_on_frob "1" seta tdm_inv_loot_sound "frob_loot" seta tdm_inv_hud_pickupmessages "1" seta tdm_hud_hide_lightgem "0" seta tdm_hud_opacity "0.7" seta tdm_invgrid_hud_file "guis/tdm_invgrid_parchment.gui" seta tdm_grabber_reverse_control "0" seta tdm_bounce_sound_min_vel "80" seta tdm_bounce_sound_max_vel "400" seta tdm_throw_max_vel "900" seta tdm_throw_time "1200" seta tdm_throw_max "3500" seta tdm_throw_min "600" seta tdm_phys_show_momentum "0" seta tdm_ai_hearing_hardcore "1.5" seta tdm_ai_hearing_challenging "1.0" seta tdm_ai_hearing_forgiving "0.6" seta tdm_ai_hearing_nearly_deaf "0.2" seta tdm_ai_hearing "2" seta tdm_ai_vision_hardcore "1.005" seta tdm_ai_vision_challenging "0.804" seta tdm_ai_vision_forgiving "0.402" seta tdm_ai_vision_nearly_blind "0.134" seta tdm_ai_vision "1" seta tdm_melee_difficulty "normal" seta tdm_melee_max_particles "10" seta tdm_melee_forbid_auto_parry "0" seta tdm_melee_auto_parry "1" seta tdm_melee_invert_parry "0" seta tdm_melee_invert_attack "0" seta tdm_melee_mouse_thresh_ "0" seta tdm_dragged_item_highlight "1" seta tdm_drag_encumber_max "0.4" seta tdm_drag_encumber_maxmass "55" seta tdm_drag_encumber_minmass "10" seta tdm_drag_jump_masslimit "20" seta tdm_drag_af_free "0" seta tdm_drag_af_ground_timer "800" seta tdm_drag_damping_af "0.4" seta tdm_drag_damping "0.0" seta tdm_drag_stuck_dist "38.0" seta tdm_drag_force_max "100000" seta tdm_drag_limit_force "1" seta tdm_collision_damage_scale_horiz "0.5" seta tdm_collision_damage_scale_vert "1" seta tdm_frobhelper_ignore_size "40.0" seta tdm_frobhelper_fadeout_duration "500" seta tdm_frobhelper_fadein_duration "1500" seta tdm_frobhelper_fadein_delay "500" seta tdm_frobhelper_alpha "1.0" seta tdm_frobhelper_alwaysVisible "0" seta tdm_frobhelper_active "0" seta tdm_frob_fadetime "100" seta tdm_frob_width "10.0" seta tdm_frob_distance_default "63" seta pm_lean_toggle "0" seta pm_lean_door_bounds_exp "8.0" seta pm_lean_door_max "40" seta pm_lean_door_increments "10" seta pm_lean_to_valid_increments "25" seta pm_lean_forward_stretch "15" seta pm_lean_forward_height "0.4" seta pm_lean_forward_time "400.0" seta pm_lean_forward_angle "2" seta pm_lean_stretch "2" seta pm_lean_height "0.4" seta pm_lean_time "400.0" seta pm_lean_angle "15.0" seta pm_shoulderDrop_angleIncrement "22.5" seta pm_shoulderDrop_maxAngle "91.0" seta pm_shoulderAnim_delay_msecs "0.0" seta pm_shoulderAnim_dip_dist "5.0" seta pm_shoulderAnim_rockDist "3.0" seta pm_shoulderAnim_dip_duration "0.5" seta pm_shoulderAnim_msecs "700.0" seta tdm_reattach_delay "100" seta tdm_crouch_toggle_hold_time "400" seta tdm_toggle_crouch "1" seta tdm_footfall_sounds_movetype_specific "1" seta pm_ladderSlide_speedLimit "400.0" seta pm_mantle_cancel_speed "150.0" seta pm_mantle_pullFast_msecs "450" seta pm_mantle_maxLowObstacleHeight "36.0" seta pm_mantle_minflatness "0.707" seta pm_mantle_height "0.2" seta pm_mantle_reach "0.5" seta pm_weightmod "1" seta pm_softhinderance_run "1.0" seta pm_softhinderance_walk "0.5" seta pm_softhinderance_creep "0.2" seta pm_softhinderance_active "1" seta pm_push_max_mass "200" seta pm_push_heavy_threshold "0.15" seta pm_push_accel_time "1000" seta pm_push_start_delay "1000" seta pm_push_maximpulse "300" seta pm_pushmod "0.15" seta pm_swimspeed_frequency "0.8" seta pm_swimspeed_variation "0.6" seta pm_max_swimspeed_mod "1.4" seta pm_crouchmod "0.54" seta pm_running_creepmod "0.22" seta pm_creepmod "0.44" seta pm_runmod "2.12" seta tdm_savegame_compress "1" seta tdm_force_savegame_load "0" seta tdm_mainmenu_confirmquit "1" seta tdm_debug_aastype "aas32" seta tdm_allow_http_access "1" seta tdm_proxy_pass "" seta tdm_proxy_user "" seta tdm_proxy "" seta tdm_fm_restart_delay "0" seta tdm_default_relations_def "atdm:team_relations_default" seta tdm_show_trainer_messages "1" seta tdm_menu_music "1" seta tdm_wideScreenMode "7" seta r_aspectRatio "1" seta r_customHeight "1080" seta r_customWidth "1920" seta tdm_ai_show_aasfuncobstacle_state "0" seta tdm_show_health "0" seta tdm_ai_debug_greetings "0" seta tdm_ai_debug_transition_barks "0" seta tdm_ai_opt_nolipsync "0" seta tdm_ai_opt_update_enemypos_interleave "48" seta tdm_ai_opt_interleavethinkframes "0" seta tdm_ai_opt_interleavethinkskipPVS "0" seta tdm_ai_opt_interleavethinkmaxdist "0" seta tdm_ai_opt_interleavethinkmindist "0" seta tdm_ai_search_type "4" seta tdm_ai_visdist_show "0.0" seta tdm_ai_search_show "0.0" seta tdm_showko "0" seta tdm_showsprop_radius "0" seta tdm_showsprop "0" seta tdm_spr_debug "0" seta tdm_sndprop_disable "0" seta tdm_ai_acuity_L5 "1.5" seta tdm_ai_acuity_L4 "1.3" seta tdm_ai_acuity_L3 "1.1" seta tdm_ai_show_conversationstate "0" seta tdm_ai_show_enemy_visibility "0" seta tdm_ai_sight_scale "1000.0" seta tdm_ai_sight_thresh "1.0" seta tdm_ai_showelevator "0" seta tdm_ai_showdoor "0" seta tdm_ai_debug_blocked "0" seta tdm_ai_showAASarea "0" seta tdm_ai_showgoalpos "0" seta tdm_ai_showdest "0" seta tdm_ai_showalert "0" seta tdm_ai_showtasks "0" seta tdm_ai_showanimstate "0" seta tdm_ai_showko "0" seta tdm_ai_showfov "0" seta tdm_ai_debug "0" seta tdm_ai_bumpobject_impulse "250" seta tdm_ai_tact "20.0" seta tdm_ai_sight_combat_cutoff "20.0" seta tdm_ai_sightmin "15.0" seta tdm_ai_sightmax "40.0" seta tdm_ai_sight_mag "1.0" seta tdm_ai_sight_prob "0.7" seta tdm_ai_showname "0" seta tdm_ai_showbark "0" seta tdm_ai_sndvol "0.0" seta tdm_player_wait_until_ready "1" seta com_automation_port "3879" seta gui_mediumFontLimit "0.30" seta gui_smallFontLimit "0.15" seta s_decompressionLimit "6" seta s_useHRTF "1" seta s_useEAXReverb "1" seta s_numberOfSpeakers "2" seta s_doorDistanceAdd "450" seta s_globalFraction "0.8" seta s_subFraction "0.75" seta s_playDefaultSound "0" seta s_volume_dB "0" seta s_meterTopTime "2000" seta s_reverse "0" seta s_spatializationDecay "2" seta s_maxSoundsPerShader "0" seta s_device "default" seta s_diffractionMax "10" seta r_useParallelAddModels "1" seta r_maxShadowMapLight "1000" seta r_postprocess_sharpness "1" seta r_postprocess_sharpen "1" seta r_postprocess_desaturation "0.00" seta r_postprocess_colorCorrectBias "0.0" seta r_postprocess_colorCorrection "5" seta r_postprocess_colorCurveBias "0.0" seta r_postprocess_brightness "1" seta r_postprocess_gamma "1.2" seta r_glBlacklistExtensions "" seta r_shadowMapSinglePass "0" seta r_shadowMapCullFront "0" seta r_useFenceSync "1" seta r_frameIndexMemory "4096" seta r_frameVertexMemory "4096" seta r_cinematic_legacyRoq "0" seta r_shadowMapSize "1024" seta r_fboDepthBits "24" seta r_fboSRGB "0" seta r_fboColorBits "64" seta r_newFrob "0" seta r_glCoreProfile "2" seta r_useAnonreclaimer "0" seta r_screenshot_format "jpg" seta r_debugArrowStep "120" seta r_debugLineWidth "1" seta r_debugLineDepthTest "0" seta com_smp "1" seta r_forceLoadImages "0" seta r_lightSourceRadius "0" seta r_shadows "2" seta r_shadowPolygonFactor "0" seta r_shadowPolygonOffset "-1" seta r_offsetunits "-0.1" seta r_offsetfactor "-2" seta r_clear "2" seta r_useSoftParticles "1" seta r_skipDepthCapture "0" seta r_skipBump "0" seta r_skipSpecular "0" seta r_ambientGamma "1" seta r_ambientMinLevel "0" seta r_swapInterval "1" seta r_softShadowsRadius "1.0" seta r_softShadowsQuality "24" seta r_fullscreen "1" seta r_multiSamples "4" seta r_glDebugContext "0" seta r_glDebugOutput "0" seta r_tonemap "1" seta image_blockChecksum "0" seta image_downSizeLimit "256" seta image_ignoreHighQuality "0" seta image_downSizeBumpLimit "128" seta image_downSizeSpecularLimit "64" seta image_downSizeBump "0" seta image_downSizeSpecular "0" seta image_usePrecompressedTextures "1" seta image_useNormalCompression "1" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1" seta image_roundDown "1" seta image_forceDownSize "0" seta image_downSize "0" seta image_lodbias "0" seta image_anisotropy "4" seta image_filter "GL_LINEAR_MIPMAP_LINEAR" seta r_debugGLSL "0" seta r_fboResolution "1" seta r_cinematic_checkImmediately "0" seta r_cinematic_log_flush "0" seta r_cinematic_log_ffmpeg "0" seta r_cinematic_log "0" seta r_usePersistentMapping "1" seta r_bloom_blursteps "2" seta r_bloom_downsample_limit "128" seta r_bloom_weight "0.3" seta r_bloom_detailblend "0.5" seta r_bloom_threshold_falloff "8" seta r_bloom_threshold "0.7" seta r_bloom "1" seta r_ssao_edgesharpness "1" seta r_ssao_base "0.1" seta r_ssao_intensity "1.0" seta r_ssao_bias "0.05" seta r_ssao_radius "32" seta r_ssao "3" seta jobs_numThreads "2" seta in_padInvertPitchAxis "0" seta in_padInvertYawAxis "0" seta m_strafeSmooth "4" seta m_smooth "1" seta m_strafeScale "6.25" seta m_yaw "0.022" seta m_pitch "0.022" seta sensitivityMenuOverride "0" seta sensitivityMenu "1.0" seta sensitivity "5" seta in_toggleZoom "0" seta in_toggleCrouch "0" seta in_toggleRun "0" seta in_alwaysRun "0" seta in_freeLook "1" seta in_anglespeedkey "1.5" seta in_pitchspeed "140" seta in_yawspeed "140" seta gui_configServerRate "0" seta com_maxFPS "60" seta com_savegame_preview_format "jpg" seta com_numQuickSaves "2" seta com_guid "" seta com_fixedTic "0" seta decl_stack "1" seta in_padL3HoldWhileDeflected "1" seta in_padTwoButtonMaxTimeMs "50" seta in_padLongPressTimeMs "250" seta com_preloadDemos "0" seta com_compressDemos "1" seta con_legacyFont "0" seta com_product_lang_ext "1" seta logFile "0" seta com_showFPSavg "4" seta com_showFPS "0" seta com_purgeAll "0" seta r_skipDynamicShadows "0" Condump: TDM 2.09/64 #9108 (1435:9108) linux-x86_64 Feb 3 2021 21:16:28 found interface lo - loopback found interface enp59s0 - 192.168.0.6/255.255.255.0 Found Generic CPU, features: SSE SSE2 SSE3 TDM using SSE3 for SIMD processing. no 'darkmod' directory in exe path /home/krovas/Archive/002_apps/thedarkmod, sk ipping WARNING: using hardcoded default base path ------ Initializing File System ------ Current search path: /home/krovas/Archive/002_apps/thedarkmod/fms/black_mage /home/krovas/Archive/002_apps/thedarkmod/fms/black_mage/black_mage.pk4 (355 f iles) /home/krovas/Archive/002_apps/thedarkmod/ /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_wood01.pk4 (376 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_window01.pk4 (389 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_sculpted01.pk4 (4 63 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_natural01.pk4 (13 3 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_flat01.pk4 (302 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_cobblestones01.pk 4 (224 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_sfx01.pk4 (69 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_roof01.pk4 (72 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_plaster01.pk4 (142 file s) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_paint_paper01.pk4 (63 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_other01.pk4 (127 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_nature01.pk4 (286 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_metal01.pk4 (497 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_glass01.pk4 (51 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_fabric01.pk4 (43 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_door01.pk4 (177 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_decals01.pk4 (465 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_carpet01.pk4 (92 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_base01.pk4 (407 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_standalone.pk4 (4 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals_decls01.pk4 (27 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals07.pk4 (1111 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals06.pk4 (696 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals05.pk4 (119 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals04.pk4 (2869 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals03.pk4 (743 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals02.pk4 (1299 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals01.pk4 (82 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_sfx02.pk4 (605 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_sfx01.pk4 (966 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient_decls01.pk4 (8 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient03.pk4 (24 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient02.pk4 (163 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient01.pk4 (220 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_prefabs01.pk4 (961 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_player01.pk4 (125 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_models_decls01.pk4 (103 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_models02.pk4 (2053 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_models01.pk4 (3163 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_gui_credits01.pk4 (49 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_gui01.pk4 (721 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_fonts01.pk4 (696 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_env01.pk4 (152 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_defs01.pk4 (187 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_base01.pk4 (198 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_steambots01.pk4 (24 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_monsters_spiders01.pk4 (80 fi les) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_undead01.pk4 (55 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_pagans01.pk4 (10 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_nobles01.pk4 (48 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_mages01.pk4 (8 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_heads01.pk4 (100 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_guards01.pk4 (378 fi les) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_females01.pk4 (172 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_builders01.pk4 (91 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_beasts02.pk4 (229 fi les) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_beasts01.pk4 (23 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_base01.pk4 (9 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files /proc/cpuinfo CPU processors: 8 /proc/cpuinfo CPU logical cores: 16 ----- Initializing Decls ----- WARNING:file sound/tdm_sfx_world.sndshd, line 773: sound 'chime_hour' previousl y defined at sound/black_mage.sndshd:120 WARNING:file sound/tdm_sfx_world.sndshd, line 787: sound 'chime_15' previously defined at sound/black_mage.sndshd:134 WARNING:file sound/tdm_sfx_world.sndshd, line 801: sound 'chime_30' previously defined at sound/black_mage.sndshd:148 WARNING:file sound/tdm_sfx_world.sndshd, line 815: sound 'chime_45' previously defined at sound/black_mage.sndshd:162 WARNING:file sound/tdm_sfx_world.sndshd, line 829: sound 'chime_60' previously defined at sound/black_mage.sndshd:176 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at so und/black_mage.sndshd:1 ------------------------------ /proc/cpuinfo CPU frequency: 2300 MHz I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' [ACTIVE] OpenAL: found device 'HDA NVidia, HDMI 0 (CARD=NVidia,DEV=3)' OpenAL: found device 'HDA NVidia, HDMI 1 (CARD=NVidia,DEV=7)' OpenAL: found device 'HDA NVidia, HDMI 2 (CARD=NVidia,DEV=8)' OpenAL: found device 'HDA NVidia, HDMI 3 (CARD=NVidia,DEV=9)' OpenAL: found device 'HDA NVidia, HDMI 4 (CARD=NVidia,DEV=10)' OpenAL: found device 'HDA NVidia, HDMI 5 (CARD=NVidia,DEV=11)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=0)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=1)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=3)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=4)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=5)' OpenAL: device 'ALSA Default' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Setup X display connection Using screen 0 of 0x60a2c00 display Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1920x1080 Chosen visual: 0x021 ...creating GL context: core-fc ...initializing QGL ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Mesa Intel(R) UHD Graphics (TGL GT1) OpenGL version: 4.6 (Core Profile) Mesa 21.0.3 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc v - using GLX_VERSION_1_4 Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_bindless_texture not found X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 16 Max geometry output vertices: 256 Max geometry output components: 1024 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program shadowMapN ... Linking GLSL program shadowMapNG ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... --------------------------------- New buffer size: 12288 kb New buffer size: 12288 kb Linking GLSL program depth ... Linking GLSL program interaction_ambient ... Linking GLSL program interaction_stencil ... Linking GLSL program interaction_shadowmap ... WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed: 0:157(55): warning: `diffuse' used uninitialized 0:159(61): warning: `specular' used uninitialized 0:166(35): warning: `specular' used uninitialized 0:169(41): warning: `specular' used uninitialized 0:174(15): warning: `diffuse' used uninitialized 2:128(2): error: `return' with wrong type int, in function `UseShadowMap' retur ning float 0:229(56): warning: `specular' used uninitialized 0:233(54): warning: `specular' used uninitialized 0:233(66): warning: `diffuse' used uninitialized 0:250(71): warning: `diffuse' used uninitialized 0:262(7): warning: some implementations may not support implicit int -> uint co nversions for `&' operators; consider casting explicitly for portability File indexes: 0 - stages/interaction/manylight.frag.glsl 1 - stages/interaction/manylight.params.glsl 2 - stages/interaction/manylight.shadowmap.glsl WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to progr am manylight. Linking GLSL program manylight ... Linking GLSL program stencil_shadow ... Linking GLSL program shadow_map ... Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.09/64, linux-x86_64, code revision 9108 Build date: Feb 3 2021 Initializing event system ...842 event definitions Initializing class hierarchy ...172 classes, 1670528 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 47, 7920 bytes Statements: 20610, 824400 bytes Functions: 1274, 170724 bytes Variables: 93240 bytes Mem used: 2121016 bytes Static data: 4014424 bytes Allocated: 5142468 bytes Thread size: 7912 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 14 mods in the FM folder. Parsed 14 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: black_mage -------- Initializing Session -------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed: 0:157(55): warning: `diffuse' used uninitialized 0:159(61): warning: `specular' used uninitialized 0:166(35): warning: `specular' used uninitialized 0:169(41): warning: `specular' used uninitialized 0:174(15): warning: `diffuse' used uninitialized 2:128(2): error: `return' with wrong type int, in function `UseShadowMap' retur ning float 0:229(56): warning: `specular' used uninitialized 0:233(54): warning: `specular' used uninitialized 0:233(66): warning: `diffuse' used uninitialized 0:250(71): warning: `diffuse' used uninitialized 0:262(7): warning: some implementations may not support implicit int -> uint co nversions for `&' operators; consider casting explicitly for portability File indexes: 0 - stages/interaction/manylight.frag.glsl 1 - stages/interaction/manylight.params.glsl 2 - stages/interaction/manylight.shadowmap.glsl WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to progr am manylight. WARNING:file sound/tdm_sfx_world.sndshd, line 773: sound 'chime_hour' previousl y defined at sound/black_mage.sndshd:120 WARNING:file sound/tdm_sfx_world.sndshd, line 787: sound 'chime_15' previously defined at sound/black_mage.sndshd:134 WARNING:file sound/tdm_sfx_world.sndshd, line 801: sound 'chime_30' previously defined at sound/black_mage.sndshd:148 WARNING:file sound/tdm_sfx_world.sndshd, line 815: sound 'chime_45' previously defined at sound/black_mage.sndshd:162 WARNING:file sound/tdm_sfx_world.sndshd, line 829: sound 'chime_60' previously defined at sound/black_mage.sndshd:176 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at so und/black_mage.sndshd:1 8 warnings pid: 36018 Async thread started Couldn't exec autocommands.cfg - file does not exist. reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. --------- Map Initialization --------- Map: tbm Linking GLSL program ambientEnvironment ... Linking GLSL program HeatHazeWithMaskAndDepth ... ------- Game Map Init SaveGame ------- ---------- Compile stats ---------- Memory usage: Strings: 48, 7960 bytes Statements: 22142, 885680 bytes Functions: 1324, 176644 bytes Variables: 98116 bytes Mem used: 2234368 bytes Static data: 4014424 bytes Allocated: 5194860 bytes Thread size: 7912 bytes collision data: 743 models 89233 vertices (2091 KB) 187358 edges (6586 KB) 96503 polygons (6932 KB) 5170 brushes (762 KB) 35083 nodes (1644 KB) 146356 polygon refs (2286 KB) 28595 brush refs (446 KB) 64253 internal edges 1324 sharp edges 0 contained polygons removed 0 polygons merged 20751 KB total memory used 210 msec to load collision data. map bounds are (10400.0, 8848.0, 5136.0) max clip sector is (325.0, 553.0, 642.0) 24 KB passage memory used to build PVS 2 msec to calculate PVS 122 areas 300 portals 15 areas visible on average 1 KB PVS data [Load AAS] loading maps/tbm.aas48 [Load AAS] loading maps/tbm.aas96 [Load AAS] loading maps/tbm.aas32 done. [Load AAS] loading maps/tbm.aas100 [Load AAS] loading maps/tbm.aas_rat [Load AAS] loading maps/tbm.aas_elemental done. Linking GLSL program heatHazeWithMaskAndDepth ... Linking GLSL program heatHazeWithDepth ... WARNING:Couldn't load sound 'gate_close200' using default [map entity: func_static_5900] [decl: gate_close200 in <implicit file>] [sound: gate_close200] WARNING:Couldn't load sound 'gate_open200' using default [map entity: func_static_5900] [decl: gate_open200 in <implicit file>] [sound: gate_open200] WARNING:Couldn't load sound 'nature_lava' using default [map entity: speaker_28] [decl: nature_lava in <implicit file>] [sound: nature_lava] WARNING:Couldn't load sound 'frob_secret_button' using default [map entity: SecretButton6] [decl: frob_secret_button in <implicit file>] [sound: frob_secret_button] WARNING:Image name "-" is too short WARNING:Couldn't load gui: 'guis/map_of.gui' Unknown token '}' WARNING:Couldn't load model: 'fms/black_mage/models/curved_beam.ase' (nor the f allback to LWO) WARNING:Couldn't load model: 'fms/black_mage/models/curved_beam.ase' (nor the f allback to LWO) No running thread for RestoreScriptObject(), creating new one. -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- New buffer size: 52636 kb New buffer size: 20995 kb Static vertex data ready New buffer size: 52636 kb Static index data ready New buffer size: 20995 kb 0 models purged from previous level, 1601 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s [map entity: func_static_112] [model: models/darkmod/furniture/beds/builder_bed01.lwo] [decl: textures/darkmod/metal/detailed/rivet_strip01 in materials/tdm_metal_d etailed.mtr] [image: textures/darkmod/metal/detailed/rivet_strip01_s] WARNING:Couldn't load image: rope_belt [map entity: Amos] [decl: atdm:ai_builder_guard_rusted in def/tdm_ai_builder_guard.def] [decl: atdm:ai_builder_guard_rusted_unarmed in def/tdm_ai_builder_guard.def] [decl: tdm_ai_rusted_builder01 in def/tdm_ai_builder_guard.def] [model: models/md5/chars/builders/guard/rusted_builder.md5mesh] [decl: rope_belt in <implicit file>] [image: rope_belt] WARNING:Couldn't load image: arms_legs [map entity: Amos] [decl: atdm:ai_builder_guard_rusted in def/tdm_ai_builder_guard.def] [decl: atdm:ai_builder_guard_rusted_unarmed in def/tdm_ai_builder_guard.def] [decl: commoner/poor_dirty_ragged in skins/tdm_ai_townsfolk_commoner.skin] [decl: arms_legs in <implicit file>] [image: arms_legs] WARNING:Couldn't load image: belt [map entity: Amos] [decl: atdm:ai_builder_guard_rusted in def/tdm_ai_builder_guard.def] [decl: atdm:ai_builder_guard_rusted_unarmed in def/tdm_ai_builder_guard.def] [decl: commoner/poor_dirty_ragged in skins/tdm_ai_townsfolk_commoner.skin] [decl: belt in <implicit file>] [image: belt] WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns [map entity: func_static_1225] [decl: mansion_redwood in skins/tdm_models_architecture_modules.skin] [decl: models/darkmod/wood/panels/panel_vase_painted_white_ns in <implicit fi le>] [image: models/darkmod/wood/panels/panel_vase_painted_white_ns] WARNING:Couldn't load image: - [map entity: sausage_cake] [decl: atdm:static_custom_item in def/func.def] [decl: - in <implicit file>] [image: -] WARNING:Couldn't load image: tdm_tongue [map entity: servant_girl] [decl: atdm:ai_townsfolk_female in def/tdm_ai_townsfolk_female.def] [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def ] [decl: female_head02 in def/tdm_ai_heads_springheel.def] [model: models/md5/chars/heads/npcs/female_head02.md5mesh] [decl: tdm_tongue in <implicit file>] [image: tdm_tongue] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: memory_sketch_1] [decl: atdm:map_of in def/tdm_shopitems.def] [decl: guis/assets/game_maps/map_of_icon in <implicit file>] [image: guis/assets/game_maps/map_of_icon] WARNING:Couldn't load image: makealpha( textures/glass/glass2) [map entity: func_static_1954] [model: models/darkmod/wearables/headgear/spectacles.ase] [decl: textures/glass/glass2_nvp in materials/tdm_glass.mtr] [image: makealpha( textures/glass/glass2)] 0 purged from previous 189 kept from previous 1627 new loaded all images loaded in 18.9 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 314267k referenced 14004k purged ---------------------------------------- Loading EAX effect 'infoloc_outside' (#1) Loading EAX effect 'infoloc_courtyard' (#2) WARNING:alEffectf(AL_EAXREVERB_LATE_REVERB_DELAY, 0.360) failed: 0xa003 Loading EAX effect 'infoloc_corridor' (#3) Loading EAX effect 'infoloc_corridor2' (#4) Loading EAX effect 'infoloc_servants' (#5) Loading EAX effect 'infoloc_north_tower1' (#6) Loading EAX effect 'infoloc_gallery' (#7) Loading EAX effect 'infoloc_crypt' (#8) Loading EAX effect 'infoloc_lower_crypt' (#9) Loading EAX effect 'infoloc_north_tower2' (#10) Loading EAX effect 'infoloc_to_crypt' (#11) Loading EAX effect 'infoloc_pantry' (#12) Loading EAX effect 'infoloc_library' (#13) Loading EAX effect 'infoloc_workroom' (#14) Loading EAX effect 'infoloc_bedroom1' (#15) Loading EAX effect 'infoloc_bedroom2' (#16) Loading EAX effect 'infoloc_bath1' (#17) Loading EAX effect 'infoloc_bath2' (#18) Loading EAX effect 'infoloc_bath3' (#19) Loading EAX effect 'infoloc_jail' (#20) Loading EAX effect 'infoloc_barracks' (#21) Loading EAX effect 'infoloc_inside' (#22) Loading EAX effect 'infoloc_closet' (#23) Loading EAX effect 'infoloc_back_stairs' (#24) Loading EAX effect 'infoloc_south_tower4' (#25) Loading EAX effect 'infoloc_hallway2' (#26) Loading EAX effect 'infoloc_attic' (#27) Loading EAX effect 'cave_labyrinth' (#28) Loading EAX effect 'final_cave' (#29) Loading EAX effect 'lava_cave' (#30) Loading EAX effect 'infoloc_sarcophac' (#31) Loading EAX effect 'infoloc_lower_crypt_prison' (#32) Loading EAX effect 'infoloc_lower_crypt_prison2' (#33) Loading EAX effect 'infoloc_courtyard_mine' (#34) Loading EAX effect 'infoloc_courtyard_wall' (#35) Loading EAX effect 'cave_prison_corridor' (#36) Loading EAX effect 'cave_prison' (#37) sound: found efxs/tbm.efx ----------------------------------- 24591 msec to load tbm Interaction table generated: size = 72382/131072 Initial counts: 4334 entities 388 lightDefs 3354 entityDefs ------------- Warnings --------------- during tbm... WARNING:alEffectf(AL_EAXREVERB_LATE_REVERB_DELAY, 0.360) failed: 0xa003 WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:Couldn't load image: - WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon WARNING:Couldn't load image: makealpha( textures/glass/glass2) WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load model: 'fms/black_mage/models/curved_beam.ase' (nor the f allback to LWO) WARNING:Couldn't load sound 'frob_secret_button' using default WARNING:Couldn't load sound 'gate_close200' using default WARNING:Couldn't load sound 'gate_open200' using default WARNING:Couldn't load sound 'nature_lava' using default WARNING:Image name "-" is too short 17 warnings Switching to EFX 'infoloc_outside' (#1) Linking GLSL program ssao ... Linking GLSL program ssao_blur ... Linking GLSL program ssao_depth ... Linking GLSL program ssao_depth_mip ... Linking GLSL program ssao_show ... Linking GLSL program bloom_downsample ... Linking GLSL program bloom_downsample_brightpass ... Linking GLSL program bloom_blur ... Linking GLSL program bloom_upsample ... Linking GLSL program bloom_apply ... Restarting ambient sound snd_grounds'(outside_ambient) with volume 0 ]condump graphics_issue.txt Dumped console text to graphics_issue.txt.
  6. Hello sneaksie taffers! I'm very pleased to release a new map, named Down and Out on Newford Road. Our kleptomaniac protagonist has found himself without his gear after a job gone wrong and is now stuck in a strange part of town with few friends to call on. It's a smallish-to-medium city exploration map with several intricate parts to deal with. In keeping with the "connections" theme there are usually multiple ways in and out of the various City sections. This is a Christmas Connections contest entry. For my connections to previous missions I have chosen two of the oldest missions in the archive: The silly Builders from the Outpost north of Bridgeport are making another attempt to manufacture a golden holy symbol. Has the Bishop learned his lesson from last time? ...because the one man still willing to talk to you wants you to steal it before he'll help you out. This contact is none other than Hamill, the fence from the first FM of them all. Thieves with a talent for exploration and an eye for hidden secrets might come across a sneaksie reference to my first mission The Factory Heist. Here and there are also bits of foreshadowing for my upcoming mission, tentatively called A House Call. And of course I had to work in a tribute to the greatly missed Grayman, also findable by players with a passion for discovering secret areas. ---- ---- This mission would be much uglier, buggier, disorganised, and z-fightier without my kind beta testers: ate0ate, datiswous, JackFarmer, and Kingsal. There were also useful comments from Dragofer, wesp5, and madtaffer. I am very grateful to them for their hard work and attention to detail. ---- Here is the link to the mission: Down and Out on Newford Road --(!!TDM 2.10 v 8 BETA REQUIRED!!)-- I'm also including some promo shots for the downloader: Promos ---- Enjoy and thanks for playing!
  7. Now that The Dark Mod 2.11 is out, please share any thoughts, issues, or well-wishes here. Thank you!
  8. to remember @STiFU 's progessive music thread. here´s something i love most out off so called german Prog-Rock a french group of the 70´s called " Atoll " their first two albums are incredible : the first shown is their second from 1975 : l´araignée-mal the second is their first from 1974 : Musiciens-magiciens
  9. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  10. Sorry, I didn't mean to step on your toes and to dictate the title change on you. I was merely raising concerns, as the title and beginning of this thread reads an awful lot like one of these here... Full disclosure: I haven't played your FM, yet, so maybe I didn't get the full picture. But then again, there are probably more people as clueless as me that don't get it at first either. Futhermore, you had some avatar come in and tell us about the loss of a beloved community member, wheras in myhouse.wad, it was the opposite, i.e., some random dude nobody in the community knew was gone.
  11. Alright, new problem with making these skins (or should I make a new thread about this?) Why are my skinned models coming up black? Here is my updated code for a simple skin. And here is the model in the skin editor, changed to its creamy, plaster version. Yet for some reason, all of my skins are pure black. The wiki says this is caused by the editor not finding the skin definition, and that there are spelling errors somewhere. I am not sure what this means, though, since all of my directory paths are spelled right (otherwise, how would the skin editor display them perfectly fine?) Does the name of the file have to match the declared skin name?
  12. There are a few ways to state the version number: Inside darkmod.txt, included in the .pk4. The version number in here is what should be shown ingame in the mission downloader. Mappers can write whatever they want inside the readme.txt included in the .pk4. This is the same as writing a version number into the release thread. There is also the internal version number, which always has to be a whole number. It's entered directly in the admin interface, and only team members can see it. The existence of the last, internal-only number has led to some confusion among mappers. I think I used to put whole version numbers into my darkmod.txt (i.e. v2 or v3), but declare a decimal update (i.e. v1.1 or v1.2) on the forum thread and in the readme.txt. It's also possible to have different version numbers in the darkmod.txt and readme.txt. This is something that should be caught during beta testing.
  13. Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
  14. Thanks for the feedback @Rio_Walker As mentioned in other comments in this thread, the optional objective was meant to be for players who enjoy exploring every inch of the map. If all you want to do is complete the mission via the primary objective it's pretty straightforward. It was also meant to be sort of 'open world' in that if you explore everywhere you pick up little hints and bits and pieces and put them together at the end to solve that objective with. It wasn't meant to spoon feed the player. But again maybe not everyone enjoyed that approach. It was also kind of a knee-jerk reaction to players not liking 'linear' missions. But it seems some people still do like that And yeah, some players don't like big maps. I get that. I don't like playing them myself a lot of the time The issue with the bow crash is a known issue (not just with this mission) which we haven't got to the bottom of unfortunately:
  15. Reproduced with 3.9.0 on Ubuntu. This is the backtrace: ASSERT INFO: ../src/unix/threadpsx.cpp(1678): assert "This() == this" failed in TestDestroy(): wxThread::TestDestroy() can only be called in the context of the same thread BACKTRACE: [1] wxThread::TestDestroy() [2] wxutil::ThreadedResourceTreePopulator::ThrowIfCancellationRequested() [3] decl::DeclarationManager::renameDeclaration(decl::Type, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [4] skins::Doom3SkinCache::renameSkin(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [5] wxEvtHandler::ProcessEventIfMatchesId(wxEventTableEntryBase const&, wxEvtHandler*, wxEvent&) [6] wxEvtHandler::SearchDynamicEventTable(wxEvent&) [7] wxEvtHandler::TryHereOnly(wxEvent&) [8] wxEvtHandler::ProcessEventLocally(wxEvent&) [9] wxEvtHandler::ProcessEvent(wxEvent&) [10] wxEvtHandler::SafelyProcessEvent(wxEvent&) [11] wxTextEntryBase::SendTextUpdatedEvent(wxWindow*) [12..34] <internal GTK stuff> [35] wxGUIEventLoop::DoRun() [36] wxEventLoopBase::Run() [37] wxDialog::ShowModal() [38] wxutil::DialogBase::ShowModal() [39] cmd::CommandSystem::executeCommand(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::vector<cmd::Argument, std::allocator<cmd::Argument> > const&) [40] cmd::CommandSystem::execute(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) [41] wxEvtHandler::ProcessEventIfMatchesId(wxEventTableEntryBase const&, wxEvtHandler*, wxEvent&) [...] <Other GTK/wxWidgets stuff>
  16. @Petike the Taffer Well that was challenging, but I managed to get it to work with a dummy AI (but with a warning message). Using hide doesn't work on the dummy, as each time it moves it un-hides. You need to use an invisible model. I used the atdm:ai_base, which surprisingly worked with these spawn args so it doesn't interfere with the player position and is inert as possible. Then you just need to trigger a follow script, e.g.: void follow_dummy() { $dummy.setOrigin($player1.getOrigin()); $dummy.hide(); //not sure why this is needed, but it stopped working when I deleted it sys.wait(0.2); //needed to prevent game from hanging thread follow_dummy(); } Alternatively, I tried to just bind the dummy to the player instead, but then the follower ai wouldn't follow me.
  17. Do we have one of these? I know we kind of have one for upcoming TDM projects, but not a general game thread. I'll start. Elden Ring:
  18. Introduction A project is underway, led by Geep, to eventually provide English language subtitles (or if you prefer, "closed captions") for all the non-story phrases (e.g., barks) of the stock AI characters. The non-story phrases are identified by the "verbosity speech" subtitle tag. The hope is that these subtitles would be distributed as part of the future TDM 2.12 core and so available to all FMs, both old and new. Since there are 5-10K such phrases in total, this project will take a while. Let me know if you'd like to help. This forum thread can be used for project coordination, and to provide info about - What subtitle sets (e.g., for particular AI) are underway and completed Emerging tools or methods for bulk testing Style guidance for TDM subtitle authors. To support this project, a style guide will be developed as experience accumulates. While motivated by providing some consistency to English speech-tagged subtitles, it may be of some interest to FMers creating story-tagged subtitles, and those subtitling in other TDM-supported languages. Potential improvements to TDM's subtitling system - particularly those that would involve engine/GUI changes - can be discussed in this companion thread: Subtitles - Possibilities Beyond 2.11 Current Status - Subtitles for Barks All TDM vocal sets planned for TDM 2.12 have been delivered. New: Fixup Needed to Run These Under 2.12 Beta 3 The Thug - Update May 6, 2023 released as testSubtitlesThug2 FM. This takes advantage of new 2.12dev features and changes to style guidelines. The Lord - Update May 4, 2023 released as testSubtitlesLord2 FM The Wench - Two postponed April versions - Nov 25, 2023 released as testSubtitlesWenchOriginal and testSubtitlesWenchPatched FMs. Two versions because of Bugtracker 6284. IMPORTANT: See final version at end of this list, released Jan. 14, 2024. The Young Builder (Builder 4) - Update May 30, 2023 released (again) as testSubtitlesYoungBuilder FM. (Corrects error in briefing syntax of original May 17 release.) Average Jack - June 8, 2023 released as testSubtitlesJack FM. The Pro - June 23, 2023 released as testSubtitlesPro FM. The Maiden - July 8, 2023 released as testSubtitlesMaiden FM The Grumbler - July 24, 2023 released as testSubtitlesGrumbler FM The Mature Builder (Builder 3) - August 15, 2023, released as testSubtitlesMatureBuilder FM The Lady (aka Noblewoman) - Sept 9, 2023, released as testSubtitlesLady FM The Moor - Sept 14, 2023, released as testSubtitlesMoor FM The Commander - Sept 30, 2023, released as testSubtitlesCommander FM The Simpleton - Oct. 21, 2023, released as testSubtitlesSimpleton FM Builder 1 & 2 (shared vocal set) - Nov. 8, 2023, released as testSubtitlesBuilder1and2 FM The Critic - Nov. 25, 2023, released as testSubtitlesCritic_FM Manbeast - Dec. 10, 2023, released as testSubtitlesManbeast FM NEW! Lady02 - Dec 21, 2023, released as testSubtitlesLady02 FM. Assisted by datiswous. NEW! The Drunk - Jan 6, 2024, released as testSubtitlesDrunk FM. Assisted by MirceaKitsune. NEW! The Cynic - Jan. 13, 2024, released as testSubtitlesCynic FM. Incorporates early demo subtitles by Dragofer. NEW! The Wench, Final Revision - Jan. 14, 2024, released as testSubtitlesWenchFinal FM . Assisted by Dragofer. See also original May version (released in November) in the list above. All TDM vocal sets planned for TDM 2.12 have been delivered. Thanks, @nbohr1more, for integrating these into the release. All AI vocal sets, including additional ones for future consideration - perhaps as "verbosity effects" - are listed here. Current Status - Utilities buildSubtitleShader.exe - Latest release of April 10, 2023. This program fabricates a TDM sound shader file specifically for the testSubtitles... series of FMs used here. It does so by wrapping each sound file name in a directory into a sound shader with uniform incremental naming. While limited to a single directory, the latest release simplifies merging runs from multiple directories. @datiswous reports that this Windows console program also works under Linux/wine, where it is used with similar "testSubtitle..."-derived FMs for verbosity "story" subtitling. checkDurationsInSRT - May 6, 2023 Update (bug fix) This Win/console program scans a directory for .srt files, examines the subtitles, and warns about those phrases/messages that are potentially too short or too long in time, or that seem to require too high a reading rate, expressed in characters per second. It also looks for within-file subtitle messages that overlap in time. soundDurationsCSV.exe - March 7, 2023 Release This Windows console program scans a directory of sound files, reporting their names and (using pre-installed ffprobe) durations with millisecond resolution. The resulting .csv file can then be imported into a custom Excel spreadsheet for subtitle editing. For more, see also Feb 20th comments . findTooLongSubtitles.exe - Minor update, June 23, 2023 Release This Win/console program scans a directory for .subs and .srt files, checks the length in characters of each subtitle line, and reports those that exceed a specified maximum. analyzeFieldWidth of April 27, 2023 (release not scheduled; too idiosyncratic). Used to determine, for 12pt Carleton font, and a representative sampling of bark subtitles, how many characters might reasonably fit within a given gui field width. Later, parts of this code were used to build calcStringWidth.exe discussed next. calcStringWidth.exe - Oct. 11, 2023 Release. Calculates the display width of an input string, for 4 candidate subtitle fonts Carleton and Stone, uncompressed or 16:9 compressed. statsForSubtitles - June 25, 2023 Release. Starting with The Pro vocal set, this Windows console program automates the gathering and reporting of the basic statistics included with the announcement of every vocal set release in this forum thread. Current Status - Spreadsheets and Related Explanatory Documents, including Workflow and Templates Work by Geep on each vocal set starts with instantiation of a pre-configured Excel spreadsheet. This is used for subtitle editing and to do automatic calculations to help manage constraints and decision making. The announcement of each AI subtitle release here includes a link to the corresponding spreadsheet. At first, the spreadsheet's columns, formats, calculations, and highlighting (and its distillation into template form) would change quite a bit between each AI. As of June, 2023 and AverageJack, it has largely stabilized, and is now documented: June 10 Documents Explaining Workflow and Excel Spreadsheet/Template (for AverageJack) The v5 template was used for vocal sets from June's Average Jack to November's The Critic. Further clarifications are now available: Dec 7 Update of the "Explained" Doc for Spreadsheet Template v5 Subsequent vocal sets, through to 2024's The Cynic, use template v6: NEW! Jan. 10, 2024 "Explained" Doc for Spreadsheet Template v6 Current Status - Style Guide for Barks As of Sept 2, Subtitle Style Guide - Part 1 is now available. NEW! As of Jan 16, 2024: Subtitle Style Guide - Part 2 with more discussion and references. Current Status - Third-Party Tools For editing of "story" SRT files, datsiwous found "kdenlive" particularly helpful [to do: link to how-to below]. Geep has been working with the simpler, audio-only "Cadet" for barks.
  19. Omg, this thread is great. I hope to play the FM this weekend. Might even try it in VR. Edit to say: Congrats on another release!
  20. I've been involved in the TDM community now since before we had a game, since way back when we were arguing over lock picking methods lol Finally, I'm finished with Briarwood Manor - my first Fan Mission for The Dark Mod. I've been hatching this for a year so I'm wrapped it's finally done. Briarwood Manor Crowind - made the Briefing for the mission: This is the HD version. Briarwood Manor is a old manor house built and added on to over the years which gives it it's design. The family part is the original home, and two other parts were added on later. Inspiration came from an image in the TDM Editors Inspiration thread. Available through in-game downloader. - available also in the link below. Update Version 1.93 - Fixed a few issues that surfaced, and added a sign to the Armory because people were missing it and thinking the mission was very thin on resources. Remaining Issue: - DO NOT BE SEEN BY THE STEWARD AT ALL! Update Version 1.91 - Removed an erroneous LARGE file that had accidently been in the mission blow the mission size up dramatically other assorted bugs fixed that were pointed out by the Community. Thank you Also replaced the missing script file that controlled the Drop Key which I accidently deleted. LOL Update Version 1.9 - Fixed a bug caused by roof projecting into the sleeping maids room upstairs. Update Version 1.81 - Fixed a bug caused by a faulty newspaper readable that I couldn't fix, so I converted it to a static model that is no longer frobbable. Update Version 1.8 - Fixed a problem with a patch that somehow got misaligned in the previous version of the level creating a ceiling shadow. Update Version 1.7 - Fixed some brush splitting, and a problem with the stairs. Also fixed a readable problem, and a few other minor problems. Added little more detail around the woodshed. Update Version 1.6 - Fixed problem with Crowleys Diary, and a screwed up shadow in the old well. Update: Version 1.5 - Resolved the problems with the Steward and the Dropkey. They should never be a problem again. Unless you decide to hit him, then you are going to break him from his route lol. Fix an sound issue, and fixed a problem where the player could get into places he shouldn't until the right time. lol Improved the performance for the garden area. It should be playable for low end PC's now. If you get stutter issues, drop your video settings, especially the LOD setting. With LOD set to Very Low, Fog will be gone, and detail will be dropped a lot at a distance. The higher you raise your LOD the more you get. ie at LOW LOD Fog comes back. Experiment so you get a setting your PC is happy with. You can use the console command com_showfps 1 to see what FPS you are getting. 30 and above are acceptable. Enjoy. Update: Version 1.4 - Resolved (partially the drop key issue - save before you go into Stewards room, fixed many other minor problems picked up by Abusimplea. Added a new room, made the map a bit more open, solved some of the difficulty issues people had. The map should now be ghostable. I hope. Should be added to the in game downloader within a day or so depending. https://drive.google.com/file/d/1I_-ZJDGUtK7P4-b5zsGsEcYAH0vYdgnw/view?usp=sharing If you download from this link, top right arrow pointing down, is how you download it. Click it. A few things to note: 1+ Hour of gameplay - Easy Difficulty is intended for new players. Hard/Expert for most of the TDM Community. This is a challenging map for new players. Use your tools Features a custom intro (above) and a few custom sounds, and some voice acting. Warning: This mission is not for low end PC's. The house is fine, but the garden will make lower end PC's grind. The map has been made sensitive to LOD settings. So if it's grinding you're PC drop you're LOD settings for it, then you can return them to normal once you've finished. On my Medium PC gtx 760 with Normal LOD I get 30 to 60 fps in the garden. I upgraded to GTX 1070 and get pretty good 60 fps in the garden. Briefing Video made by Crowind and I can't thank him enough. He did an amazing job of this. I was so lucky to have him do this. Cast: Voice Actors (Intro) : 1St Merchant: Crowind, 2nd Merchant: Mykel19XX Corbin: Goldwell Voice Actors (Mission): Corbin played by Goldwell, Morgan Crowley played by V-Man, Giles MacCadie (Steward) played by myself Thank you to my Beta Testers: Cambridge Spy, OldJim, V-Man, Jaxa, duzenko and Bikerdude. Cambridge Spy and OldJim did most of the hard grind in finding problems, so thank you both so much. If you are stuck or need help, fastest way to reach me is message me on my youtube channel (link bottom of this post). Use the resources you were given and you should have no problems. Otherwise post spoiler free in this thread. TIP: Don't be seen by the Steward, or he might glitch out. Credits: Crowind put my briefing text into a more thiefy style for Goldwell to voice. He also helped with refining the trailer for the mission. Bikerdude (did the coal door for me and let me use his moonbeam method) and sorted the performance side of things out and thereby taught me how to do performance., grayman for providing a script to handle the drop key (Abuseinplea for fixing it from bouncing) and grayman for solving some conversation problems. EHR+ or showing me how to do the double secret door and Fidcal for his Fidcal's A-Z tutorial for Dark Radiant. Without this starting point I would not have started. Changes 1.2 to 1.93 - Added a second way to get into the building - Dining Room and Parlour doors now pickable, to make it bit less linear - Electric Light in Lobby dropped it's luminosity from 240 to 220 Little bit darker. - Door on the landing (catwalk) is now unlocked - Spider no longer walks down to the ladder, or clips into the floor. - Opened up the level more so you can choose more how you want to tackle it; except for family rooms (top of stairs) - Fixed a graphical bug with the back stairs caused by TDM upgrading to 2.06 - Added some plants around bottom of garden wall alongside cart. I don't like seeing planes meeting. lol - Made some changes to the fog in the garden. - Fixed a problem with the newspaper that was allowing the no frobbing bug to occur. Enjoy Neon PS: Why does TAB key no longer tab? It drops to the bottom of the page. I have to say I hate this editor.
  21. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  22. After playing various Dark Mod FM’s, I become hooked to the game, like I was with Thief (and its FM’s). So, like I do to all games I love, I tried to find ways to improve it. Since my first contact with DM and after playing T1 and T2 with the fantastic “HD Mod”, it became apparent that graphically, TDM struck me strange. Of course, it is clearly a BIG improvement over T3 and it’s not worse then Thief 2014 -- if you remove all those post processing effects, the textures are actually very bad for today standards – but it could be a little bit better. So I started to change a texture here, a texture there, whenever I found a texture that could be improved. Initially, I made this for my own amusement, while i was playing, but as the changes increased, I started to think I it would only be fair to share it with the community. As a note, I really appreciate the amount of work done by the contributors to TDM. It’s amazing how an open source project of a game whose genre is unfortunately condemned to target a niche player base could attract so many talented people to work together and create what essentially is the Thief 4 we never had. So this is in no way a mean to disrespect the contributors and their work. What changed and how Currently, around 530 files were changed. The changes end up in one of the following categories: NOTE: “texture quality” noted below is subjective and represents only my point of view. Again, It is in no way a mean of disrespect for the original author and its work. The texture is good but is in a low resolution – upscale it using AI image enhancement methods. The texture is poor and low res, with poor AI upscale results – try to replace it using various free PBR or raw Image sources (1) or create my own. If necessary, adjust the image using (colors, saturation, contrast, …) The texture has a good resolution and its not quite good but can be improved – improve using gimp (ex: on textures with bur, use sharpen, noise reduction or/and other features) (2) The texture depicts an horrible stew – change it to a decent and delicious stew, because my Portuguese roots forced me to do it. Additionally, specular and normal maps were added to some textures. (1) Free textures and PBR sites already discussed on this forum (texturehaven.com, 3dtextures.me, cc0textures.com and so on). (2) Finding the right texture is not always easy. I always tried to follow the same “feel” and appearance of the original image, but i confess that this is not always the case. Again, very subjective. New version 2021.01.08 * Around 170Mb of textures processed Some tree barks enhanced Stucco change more enhancements on doors, paint paper, fire places, ground textures, curtains .. and much more Screenshots and Comparisons It’s obviously undoable to show the comparison for all changed textures, so keep in mind that the following screenshots are just a very small example of the whole project. Also, very important, keep in mind that there is so much you can do with screenshots and in game the differences are much more clear than what is shown below. Sir Talbot's Collateral https://imgsli.com/MTI2NDE https://imgsli.com/MTI2MzY https://imgsli.com/MTI2Mzc https://imgsli.com/MTI2Mzg https://imgsli.com/MTI2Mzk https://imgsli.com/MTI2NDA WS3: Cleighmoor https://imgsli.com/MTI1OTE WS1: In the North https://imgsli.com/MTI2MTY https://imgsli.com/MTI2MTc WS2: Home Again https://imgsli.com/MTI2MjM https://imgsli.com/MTI2MjQ https://imgsli.com/MTI2Mjc https://imgsli.com/MTI2Mjg https://imgsli.com/MTI2Mjk https://imgsli.com/MTI2MzE https://imgsli.com/MTI2MzM New (version 2021.01.08) Briarwood Manor https://imgsli.com/MzUwNDY https://imgsli.com/MzUwNDg https://imgsli.com/MzUwNTE https://imgsli.com/MzUwNjc The Builder's Influence https://imgsli.com/MzUxNjM https://imgsli.com/MzUxNjQ No honor among thieves: forest https://imgsli.com/MzU0ODE https://imgsli.com/MzU1NTQ https://imgsli.com/MzU1NTk How to install 1) download the pk4 file from here 2) drop it on your TDM game folder (where all the other pk4 files are) 3) Play! Uninstall Just remove z_TDM_HD.pk4 file from your TDM install folder. Disclaimer If you are a purist, please don’t use this texture mod. Don’t bash it for not being “exactly the same as the original ones but hires”. If you find some texture that is copyrighted, please let me know and i will replace it. Fell free to suggest changes, but please don't make requests. Understand that i am doing this while playing and if i start feeling that i'm working instead, i will probably start to loose my interest. PS: I really don't know if this is the right thread to make this post. Let me know if i need to change it to another thread.
  23. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  24. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
  25. 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/
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