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  1. Our friend Skacky ( and his team "Feuillade Industries" ) has released a full sized Thief expansion \ campaign "The Black Parade": https://www.moddb.com/mods/thief-the-black-parade t is finally here! After 7-ish years of development, The Black Parade is finally released. So, what awaits you in this campaign? - 10 huge, open-ended and meticulously crafted missions with varied themes packed with content. - A brand new protagonist thrown into a dark, intricately woven story of crime and conspiracies. - 4 new tools happily supplied by the undermarket, at a price. - Many tweaks to the AI to make the game a bit more challenging but still fair. - A brand new "banter" system where AIs greet each other during their rounds and nightly life. - 28 voiced characters totaling roughly 1,800 new lines of dialogue. - 30 minutes of gorgeous hand-drawn briefings and cutscenes. - Brand new AI motions making the denizens of The City look more alive. - Full English subtitles. In The Black Parade you play the character of Hume, a hardened criminal who was sent into exile as a punishment for his crimes. The year is 833, you are now back in The City, a sprawling metropolis of soot-caked brick, greasy fumes and noisy machinery, with many a sinister conspiracy whispered behind closed doors. Lost and without a penny to your name, you are back to your life of thievery and must find your old associate Dahlquist. Shadows and silence are your allies. Light is your enemy. Stealth and cunning are your tools. And the riches of others are yours for the taking. The Black Parade aims at being a love letter to Thief: The Dark Project, and we hope we succeeded! It is recommended to have played through Thief: The Dark Project and/or Thief 2: The Metal Age at least once beforehand, since these missions are overall tougher than the base game. The Black Parade also comes with a few tweaks to the classic Thief gameplay formula: - Hume is not a Keeper and thus never received Garrett’s training: AIs will now notice you if they bump into you or vice versa, sometimes even in a perfect shadow. Be careful! - Hume can move banners aside instead of having to slash them. - Hume has additional footstep sounds for chains and pipes; these are metal sounds that aren’t as noisy as regular metal (about as noisy as stone/wood). - Water arrows can now be used to expand moss patches. - Servants will re-light extinguished torches on higher difficulty levels. - Servants may clean moss on the floor if they notice it on higher difficulty levels. - Zombies now smash wooden doors open instead of simply opening them. - Electric lanterns carried by guards can be turned off. - A few guards in the campaign are outfitted with heavy armor and helms so they cannot be knocked out using the Blackjack. - Hume can pick up small creature corpses such as spiders or sweels. DOWNLOAD (912 MB) MIRROR 1 MIRROR 2 Here is a very handy guide by nicked on how to set up Thief Gold for Fan Missions. !!!IMPORTANT NOTES!!! The Black Parade requires NewDark 1.26 or above! Make sure you use the latest version of TFix/TFix Lite before playing! The Black Parade should be launched with FMSel, NewDarkLoader or AngelLoader. It is not recommended to launch this campaign with DarkLoader or GarrettLoader. Note that mods such as Thief Gold HD Mod, NecroAge or Enhancement Pack are not compatible with this campaign. Remember that this is a campaign for THIEF GOLD, not Thief 2! Known issues: - Due to the complexity of the missions, there can be cases where some NPCs might get stuck walking against walls. There is unfortunately not much that can be done about this. Happy 25th anniversary to Thief: The Dark Project, and have fun taffers!
  2. "...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!
  3. Hi, I'm messing around with patches to see what can be done with them, and I have a couple of questions. None are critical issues, as a matter of fact, I doubt I'd notice them or cared if I were playing someone else's map, but as I'm learning, knowing what can't be done is sometimes as important as what can be done. Here's the thing: is it possible to bevel a surface not parallel to one of the orthogonal axes, in other words, a slanted bevel? To be more specific: I'm having problems with snapping it to the grid; it doesn't want to. I mean, I have done the bevel, and it looks nice from a distance, but the slanted surface refuses to snap to the grid, which causes a visible, although small, seam (or at least I assume that's the reason.) And projecting the texture is also a bit of pain. Let's see if I can attach a picture... OK... [a few/lots of minutes later] messing around with it one side now looks much better (almost imperceptible seam, tbh,) but the other side still looks off. I still can't snap to the grid the four corners (interestingly, it's the main brush, the frustum, the one that refuses, not the bevel, which is perfectly snapped). I can snap three of the four corners, but there is always one that shifts on its own will, even when using the smallest grid. See the next two pictures, where I have the main brush and the patch selected; the dots overlap except that one. And if I snap that one, another will shift (clockwise? I think.) I mean, that's like... what, 1/3 of 1/8 of a Doom Unit? 1mm? Not game-breaking, really, and nothing that can't be hidden with some trim or just in shadows, but I wonder if there's a technique for this or what I did wrong. [Hmmm, after some thinking, I wonder if my issue was creating the original cube on grid X and then cutting the triangular corner for the bevel on a different grid size so the corners were weirdly placed... I'd have to test that out] And speaking of seams, is it possible to make a smooth texture transition from the surface of a cylinder (or ring or whatever) to its cap? See the third picture, which is the rounded base of a column. If it's not (or it takes a lot of effort or editing), then it's no big deal, as there are more important things to worry about. But if there's a quick & easy way (natural projection hasn't worked for me in this instance), it would be good to know. Thanks!
  4. The output from terminal is in my first post, here is the log, I didn't know it was in ~/.cache/darkradiant (140556312476288) Started logging to /home/bitflow/.cache/darkradiant/darkradiant.log (140556312476288) This is DarkRadiant 3.2.0 amd64 (140556312476288) Today is 2022-09-24 16:37:50 (140556312476288) ModuleRegistry instantiated. (140556312476288) Module registered: RadiantCore (140556312476288) Current language setting: en (140556312476288) Found 1 language folders. (140556312476288) Module registered: CameraWndManager (140556312476288) Module registered: Clipboard (140556312476288) Module registered: EventManager (140556312476288) Module registered: MouseToolManager (140556312476288) Module registered: StartupMapLoader (140556312476288) Module registered: LocalisationModule (140556312476288) Module registered: EntityInspector (140556312476288) Module registered: FavouritesUserInterface (140556312476288) Module registered: FilterUserInterface (140556312476288) Module registered: wxGLWidgetManager (140556312476288) Module registered: GridUserInterface (140556312476288) Module registered: MainFrame (140556312476288) Module registered: MainFrameLayoutManager (140556312476288) Module registered: MaterialEditor (140556312476288) Module registered: DialogManager (140556312476288) Module registered: GroupDialogModule (140556312476288) Module registered: MenuManager (140556312476288) Module registered: ToolBarManager (140556312476288) Module registered: MediaBrowser (140556312476288) Module registered: OrthoContextMenu (140556312476288) Module registered: ScriptUserInterface (140556312476288) Module registered: StatusBarManager (140556312476288) Module registered: TextureBrowserManager (140556312476288) Module registered: UserInterfaceModule (140556312476288) Module registered: OrthoviewManager (140556312476288) Module registered: Doom3BrushCreator (140556312476288) Module registered: CameraManager (140556312476288) Module registered: Clipper (140556312476288) Module registered: CommandSystem (140556312476288) Module registered: DeclarationManager (140556312476288) Module registered: FavouritesManager (140556312476288) Module registered: EclassColourManager (140556312476288) Module registered: EntityClassManager (140556312476288) Module registered: EntityModule (140556312476288) Module registered: FileTypes (140556312476288) Module registered: FilterSystem (140556312476288) Module registered: FontManager (140556312476288) Module registered: Grid (140556312476288) Module registered: ImageLoader (140556312476288) Module registered: LayerModule (140556312476288) Module registered: ZAasFileManager (140556312476288) Module registered: Doom3AasFileLoader (140556312476288) Module registered: AutomaticMapSaver (140556312476288) Module registered: Counters (140556312476288) Module registered: EditingStopwatch (140556312476288) Module registered: Doom3MapLoader (140556312476288) Module registered: Doom3PrefabLoader (140556312476288) Module registered: MapFormatManager (140556312476288) Module registered: N3map6format17PortableMapFormatE (140556312476288) Module registered: Quake3MapLoader (140556312476288) Module registered: Quake3AlternateMapLoader (140556312476288) Module registered: Quake4MapLoader (140556312476288) Module registered: MapInfoFileManager (140556312476288) Module registered: Map (140556312476288) Module registered: MapResourceManager (140556312476288) Module registered: MRUManager (140556312476288) Module registered: NamespaceFactory (140556312476288) Module registered: RegionManager (140556312476288) Module registered: MD5Module (140556312476288) Module registered: MD5AnimationCache (140556312476288) Module registered: ModelCache (140556312476288) Module registered: ModelFormatManager (140556312476288) Module registered: PicoModelModule (140556312476288) Module registered: ParticlesManager (140556312476288) Module registered: PatchModule (140556312476288) Module registered: OpenGL (140556312476288) Module registered: ShaderCache (140556312476288) Module registered: RenderSystemFactory (140556312476288) Module registered: SharedGLContextHolder (140556312476288) Module registered: SceneGraph (140556312476288) Module registered: SceneGraphFactory (140556312476288) Module registered: SelectionGroupModule (140556312476288) Module registered: SelectionSystem (140556312476288) Module registered: SelectionSetModule (140556312476288) Module registered: ShaderClipboard (140556312476288) Module registered: TextureToolColourSchemeManager (140556312476288) Module registered: TextureToolSceneGraph (140556312476288) Module registered: TextureToolSelectionSystem (140556312476288) Module registered: ColourSchemeManager (140556312476288) Module registered: GameManager (140556312476288) Module registered: PreferenceSystem (140556312476288) Module registered: MaterialManager (140556312476288) Module registered: ModelSkinCache (140556312476288) Module registered: UndoSystemFactory (140556312476288) Module registered: VersionControlManager (140556312476288) Module registered: VirtualFileSystem (140556312476288) Module registered: XMLRegistry (140556312476288) ModuleRegistry Compatibility Level is 20211014 (140556312476288) ModuleLoader: loading modules from /usr/lib/x86_64-linux-gnu/darkradiant/modules/ (140556312476288) ModuleLoader: Loading module '/usr/lib/x86_64-linux-gnu/darkradiant/modules/libsound.so' (140556312476288) Module registered: SoundManager (140556312476288) ModuleLoader: Loading module '/usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so' (140556312476288) ModuleLoader: Loading module '/usr/lib/x86_64-linux-gnu/darkradiant/modules/libscript.so' (140556312476288) Module registered: ScriptingSystem (140556312476288) ModuleLoader: loading modules from /usr/lib/x86_64-linux-gnu/darkradiant/plugins/ (140556312476288) ModuleLoader::loadModules(): modules directory '/usr/lib/x86_64-linux-gnu/darkradiant/plugins/' not found. (140556312476288) XMLRegistry: looking for XML files in /usr/share/darkradiant/ (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/user.xml (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/colours.xml (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/input.xml (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/menu.xml (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/commandsystem.xml (140556312476288) XMLRegistry: Importing XML file: /home/bitflow/.config/darkradiant/3.2/user.xml (140556312476288) XMLRegistry: Importing XML file: /home/bitflow/.config/darkradiant/3.2/colours.xml (140556312476288) XMLRegistry: Importing XML file: /home/bitflow/.config/darkradiant/3.2/input.xml (140556312476288) XMLRegistry: Importing XML file: /home/bitflow/.config/darkradiant/3.2/filters.xml (140556312476288) GameManager: Scanning for game description files: /usr/share/darkradiant/games/ (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/dhewm3.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/quake4.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/quake3.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/xreal.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/doom3-demo.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/doom3.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/prey.game (140556312476288) XMLRegistry: Importing XML file: /usr/share/darkradiant/games/darkmod.game (140556312476288) GameManager: Found game definitions: (140556312476288) Dhewm3 (140556312476288) Doom 3 (140556312476288) Doom 3 Demo (140556312476288) Prey (140556312476288) Quake 3 (140556312476288) Quake 4 (140556312476288) The Dark Mod 2.0 (Standalone) (140556312476288) XreaL (140556312476288) (140556312476288) GameManager: Selected game type: Dhewm3 (140556312476288) GameManager: Map path set to /home/bitflow/.doom3/base/maps/ (140556312476288) GameManager: Prefab path set to /home/bitflow/.doom3/base/prefabs/ (140556312476288) Initialising filesystem using 1 paths (140556312476288) VFS Search Path priority is: (140556312476288) - /home/bitflow/.doom3/base/ (140556312476288) Allowed PK4 Archive File Extensions: pk4 (140556312476288) [vfs] Searched directory: /home/bitflow/.doom3/base/ (140556312476288) EventManager successfully initialised. (140556312476288) ColourSchemeManager: Loading colour schemes... (140556178122496) [DeclParser] Parsed EntityDef declarations in 0.043288 seconds (140556169729792) [DeclParser] Parsed Material declarations in 0.00113893 seconds (140556312476288) [filters] Loaded 16 filters from registry. (140555824658176) 0 fonts registered. (140556312476288) wxWidgets Version: 3.0.4 (140556312476288) Default screen has 1 monitors. (140556312476288) Monitor 0 geometry: 1366x768 at 0, 0 (140555598468864) [DeclParser] Parsed Skin declarations in 3.69549e-05 seconds (140555590076160) [DeclParser] Parsed Particle declarations in 3.40939e-05 seconds (140556312476288) Registering darkradiant module to Python using pybind11 version 2.9.2 (140556312476288) SoundManager: initialising sound playback (140555573290752) [DeclParser] Parsed SoundShader declarations in 3.91006e-05 seconds (140556312476288) Found toolbar: view (140556312476288) Found toolbar: edit (140556312476288) Found toolbar: texture (140556312476288) Found toolbar: textool (140556312476288) ToolbarManager: Instantiating toolbar: view (140556312476288) ToolbarManager: Instantiating toolbar: edit (140556312476288) MainFrame: Activating layout Embedded (140556312476288) ToolbarManager: Instantiating toolbar: texture (140556312476288) ToolbarManager: Instantiating toolbar: textool (140556312476288) EventManager: Shortcuts found in Registry: 152 (140556312476288) Loading map from unnamed.map (140556312476288) map load timer: 0.00 second(s) elapsed (140556312476288) GL_VENDOR: Intel (140556312476288) GL_RENDERER: Mesa Intel(R) HD Graphics 5500 (BDW GT2) (140556312476288) GL_VERSION: 4.6 (Compatibility Profile) Mesa 21.2.6 (140556312476288) [OpenGLRenderSystem] GLSL shading IS available. (140556312476288) --- LoadMapFile --- (140556312476288) unnamed.map (140556312476288) 0 brushes (140556312476288) 0 patches (140556312476288) 0 entities (140556312476288) [OpenGLRenderSystem] GLSL shading IS available. (140556312476288) DarkRadiant init.py called, this is Python 3.8.10 (default, Jun 22 2022, 20:18:18) (140556312476288) [GCC 9.4.0] (140556312476288) Registered script file commands/example.py as Example (140556312476288) Registered script file commands/select_all_models_of_type.py as SelectAllModelsOfType (140556312476288) Registered script file commands/ase_export_blend.py as aseExportBlend (140556312476288) Registered script file commands/test_targets.py as test_targets (140556312476288) Registered script file commands/count_loot.py as CountLoot (140556312476288) Registered script file commands/check_for_invalid_visportals.py as check_invalid_visportals (140556312476288) Registered script file commands/find_duplicate_entities.py as findDuplicateEntities (140556312476288) Registered script file commands/shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomly (140556312476288) Registered script file commands/export_obj.py as objExport (140556312476288) Registered script file commands/patchsplitter.py as SplitPatch (140556312476288) Registered script file commands/shift_textures_randomly.py as ShiftTexturesRandomly (140556312476288) Registered script file commands/ase_export.py as aseExport (140556312476288) ScriptModule: Found 12 commands. (140555598468864) Auto-saving registry to user settings path. (140556312476288) GameManager: Map path set to /home/bitflow/.doom3/base/maps/ (140556312476288) GameManager: Prefab path set to /home/bitflow/.doom3/base/prefabs/ (140556312476288) Filesystem shut down (140556312476288) Initialising filesystem using 2 paths (140556312476288) VFS Search Path priority is: (140556312476288) - /home/bitflow/.doom3/base/ (140556312476288) - /usr/local/share/dhewm3/base/ (140556312476288) Allowed PK4 Archive File Extensions: pk4 (140556312476288) [vfs] Searched directory: /home/bitflow/.doom3/base/ (140556312476288) [vfs] Searched directory: /usr/local/share/dhewm3/base/ (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak008.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak007.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak006.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak005.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak004.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak003.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak002.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak001.pk4 (140556312476288) [vfs] pak file: /usr/local/share/dhewm3/base/pak000.pk4 (140555346503424) [DeclParser] Parsed Skin declarations in 0.036665 seconds (140555338110720) [DeclParser] Parsed Particle declarations in 0.0492978 seconds (140555329718016) [DeclParser] Parsed SoundShader declarations in 0.059556 seconds (140555354896128) SIGSEGV signal caught: 11 (140555354896128) 0: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6applog15SegFaultHandler14_handleSigSegvEi+0x474) [0x7fd5c9ae6ef4] (140555354896128) 1: /lib/x86_64-linux-gnu/libc.so.6(+0x43090) [0x7fd5d517d090] (140555354896128) 2: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN4decl23DeclarationFolderParser5parseERSiRKN3vfs8FileInfoERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE+0x202) [0x7fd5c99a6f32] (140555354896128) 3: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6parser18ThreadedDeclParserIvE12processFilesEv+0x87b) [0x7fd5c99b4f8b] (140555354896128) 4: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6parser18ThreadedDeclParserIvE7doParseEv+0x20) [0x7fd5c99b6140] (140555354896128) 5: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt17_Function_handlerIFSt10unique_ptrINSt13__future_base12_Result_baseENS2_8_DeleterEEvENS1_12_Task_setterIS0_INS1_7_ResultIvEES3_ENSt6thread8_InvokerISt5tupleIJZN6parser17ThreadedDefLoaderIvE19ensureLoaderStartedEvEUlvE_EEEEvEEE9_M_invokeERKSt9_Any_data+0x50) [0x7fd5c99cce20] (140555354896128) 6: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt13__future_base13_State_baseV29_M_do_setEPSt8functionIFSt10unique_ptrINS_12_Result_baseENS3_8_DeleterEEvEEPb+0x2d) [0x7fd5c99c1f2d] (140555354896128) 7: /lib/x86_64-linux-gnu/libpthread.so.0(+0x114df) [0x7fd5d533d4df] (140555354896128) 8: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt6thread11_State_implINS_8_InvokerISt5tupleIJZNSt13__future_base17_Async_state_implINS1_IS2_IJZN6parser17ThreadedDefLoaderIvE19ensureLoaderStartedEvEUlvE_EEEEvEC4EOSA_EUlvE_EEEEE6_M_runEv+0xfd) [0x7fd5c99c513d] (140555354896128) 9: /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xd6de4) [0x7fd5d5591de4] (140555354896128) 10: /lib/x86_64-linux-gnu/libpthread.so.0(+0x8609) [0x7fd5d5334609] (140555354896128) 11: /lib/x86_64-linux-gnu/libc.so.6(clone+0x43) [0x7fd5d5259133] (140555437008640) [DeclParser] Parsed EntityDef declarations in 0.0871708 seconds I also give you the last part of the strace output becouse it was too big for posting here, maybe is helpfull.. ... recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 484) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="A\0nBq\f\300\3\3\0\202\0\n\0\300\3\0p\6\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 483) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="#\203yB\30\0\0\0\6\0\2\0\341\371;\4\0\0\0\0}\1\0\0Q\10\300\3\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 128 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\203(\3\0Q\10\300\3\2\0\300\3", iov_len=12}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 12 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1(zB\7\0\0\0}\1\0\0\0\0\0\0\0\0\10\3\0\0\357\1\0\0P\1\0\0\354\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 60 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="((\4\0Q\10\300\3}\1\0\0\0\0\0\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1{B\0\0\0\0q\27\216\2\270\1\3\1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="((\4\0Q\10\300\3}\1\0\0\0\0\0\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1|B\0\0\0\0q\27\216\2\270\1\3\1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="((\4\0$\0\300\3}\1\0\0\0\0\33\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1}B\0\0\0\0\345\16\205\2\0\08\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 495) = 1 ([{fd=4, revents=POLLIN}]) read(4, "\1\0\0\0\0\0\0\0", 16) = 8 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="5\30\4\0s\f\300\3$\0\300\3J\5\23\0\213\4\6\0t\f\300\3s\f\300\3*\0\0\0"..., iov_len=584}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 584 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 15) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="5\30\4\0u\f\300\3$\0\300\3\341\4\23\0\213\4\6\0v\f\300\3u\f\300\3*\0\0\0"..., iov_len=368}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 368 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 381) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="#\203\232B\v\0\0\0\10\0\2\0\320\372;\4\2\0\1\0}\1\0\0Q\10\300\3\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 76 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="#\203\232B\v\0\0\0\n\0\3\0\321\372;\4\3\0\0\0}\1\0\0R\10\300\3\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 380 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="*\2\3\0R\10\300\3\0\0\0\0\203*\4\0Q\10\300\3\0\0\0\0\2\0\300\3(\0\4\0"..., iov_len=44}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 44 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="#\203\233B\v\0\0\0\n\0\3\0\322\372;\4\3\0\0\2}\1\0\0Q\10\300\3\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 184 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="(\2\4\0$\0\300\3}\1\0\0\0\0\33\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1\236B\0\0\0\0\345\16\205\2\0\08\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="(\2\4\0Q\10\300\3}\1\0\0\0\0\0\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1\237B\0\0\0\0q\27\216\2\270\1\3\1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="(\2\4\0Q\10\300\3}\1\0\0\0\0\0\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1\240B\0\0\0\0q\27\216\2\270\1\3\1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="(\2\4\0$\0\300\3}\1\0\0\0\0\33\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\1\241B\0\0\0\0\345\16\205\2\0\08\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\22\0\7\0Q\10\300\3\203\1\0\0\6\0\0\0 \10\300\3\1\0\0\0\320\372;\4", iov_len=28}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 28 recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\34\0\242BQ\10\300\3\203\1\0\0\323\372;\4\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="5\30\4\0w\f\300\3Q\10\300\3\360\0\245\0\213\4\6\0x\f\300\3w\f\300\3*\0\0\0"..., iov_len=4008}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 4008 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="A\0\262B{\f\300\3\3\0\202\0\n\0\300\3\0p\6\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 0) = 0 (Timeout) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN}, {fd=4, events=POLLIN}, {fd=9, events=POLLIN}], 3, 16) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="#\203\301B\26\0\0\0\5\0\2\0\345\372;\4\1\0\0\0}\1\0\0Q\10\300\3\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 120 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="$\30\1\0\203(\3\0}\1\0\0\2\0\245\0", iov_len=16}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 16 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1(\303B\7\0\0\0}\1\0\0q\27\216\2\0\0\10\3\0\0\357\1\0\0\10\3\0\0\357\1"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 60 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\203(\3\0q\27\216\2\2\0\0\0", iov_len=12}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 12 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1(\304B\7\0\0\0}\1\0\0r\27\216\2\0\0\10\3\0\0\357\1\0\0P\1\0\0\t\1"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 60 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\203(\3\0r\27\216\2\2\0\0\0", iov_len=12}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 12 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1(\305B\7\0\0\0}\1\0\0Q\10\300\3\0\0\10\3\0\0\357\1\0\0P\1\0\0\354\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 60 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\203(\3\0Q\10\300\3\2\0\0\0", iov_len=12}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 12 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1(\306B\7\0\0\0}\1\0\0\0\0\0\0\0\0\10\3\0\0\357\1\0\0P\1\0\0\354\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 60 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="%(\1\0", iov_len=4}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 4 recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) recvmsg(3, {msg_namelen=0}, 0) = -1 EAGAIN (Resource temporarily unavailable) poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="+(\1\0", iov_len=4}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 4 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\1\2\310B\0\0\0\0R\10\300\3\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 32 stat("/usr/local/share/dhewm3/", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 write(4, "\1\0\0\0\0\0\0\0", 8) = 8 futex(0x564ecf781db0, FUTEX_WAKE_PRIVATE, 2147483647) = 0 write(4, "\1\0\0\0\0\0\0\0", 8) = 8 poll([{fd=3, events=POLLIN|POLLOUT}], 1, -1) = 1 ([{fd=3, revents=POLLOUT}]) writev(3, [{iov_base="\203*\4\0Q\10\300\3\0\0\0\0\2\0\245\0\n\4\2\0Q\10\300\3\31\0\v\0}\1\0\0"..., iov_len=72}, {iov_base=NULL, iov_len=0}, {iov_base="", iov_len=0}], 3) = 72 poll([{fd=3, events=POLLIN}], 1, -1) = 1 ([{fd=3, revents=POLLIN}]) recvmsg(3, {msg_name=NULL, msg_namelen=0, msg_iov=[{iov_base="\22\0\312BQ\10\300\3Q\10\300\3\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"..., iov_len=4096}], msg_iovlen=1, msg_controllen=0, msg_flags=0}, 0) = 292 write(4, "\1\0\0\0\0\0\0\0", 8) = 8 futex(0x564ecf781db0, FUTEX_WAKE_PRIVATE, 2147483647) = 0 stat("/usr/local/share/dhewm3/", {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 stat("/home/bitflow/.doom3", {st_mode=S_IFDIR|0775, st_size=4096, ...}) = 0 write(11, " (139855732226688) GameManager: "..., 80) = 80 lstat("/home/bitflow/.doom3/base/maps/", {st_mode=S_IFDIR|0777, st_size=4096, ...}) = 0 write(11, " (139855732226688) GameManager: "..., 86) = 86 write(11, " (139855732226688) Filesystem sh"..., 40) = 40 write(11, " (139855732226688) Initialising "..., 58) = 58 write(11, " (139855732226688) VFS Search Pa"..., 49) = 49 write(11, " (139855732226688) - /home/bitfl"..., 48) = 48 write(11, " (139855732226688) - /usr/local/"..., 51) = 51 write(11, " (139855732226688) Allowed PK4 A"..., 60) = 60 stat("/home/bitflow/.doom3/base/", {st_mode=S_IFDIR|0777, st_size=4096, ...}) = 0 openat(AT_FDCWD, "/home/bitflow/.doom3/base/", O_RDONLY|O_NONBLOCK|O_CLOEXEC|O_DIRECTORY) = 17 fstat(17, {st_mode=S_IFDIR|0777, st_size=4096, ...}) = 0 getdents64(17, /* 15 entries */, 32768) = 464 getdents64(17, /* 0 entries */, 32768) = 0 close(17) = 0 write(11, " (139855732226688) [vfs] Searche"..., 72) = 72 stat("/usr/local/share/dhewm3/base/", {st_mode=S_IFDIR|0775, st_size=4096, ...}) = 0 openat(AT_FDCWD, "/usr/local/share/dhewm3/base/", O_RDONLY|O_NONBLOCK|O_CLOEXEC|O_DIRECTORY) = 17 fstat(17, {st_mode=S_IFDIR|0775, st_size=4096, ...}) = 0 getdents64(17, /* 13 entries */, 32768) = 400 getdents64(17, /* 0 entries */, 32768) = 0 close(17) = 0 write(11, " (139855732226688) [vfs] Searche"..., 75) = 75 openat(AT_FDCWD, "/usr/local/share/dhewm3/base/pak008.pk4", O_RDONLY) = 17 fstat(17, {st_mode=S_IFREG|0644, st_size=12243, ...}) = 0 fstat(17, {st_mode=S_IFREG|0644, st_size=12243, ...}) = 0 lseek(17, 8192, SEEK_SET) = 8192 read(17, "\340\351H\4\212\1\4\322J\225w\36T\347\242\2157\3307\25\277/{\242\256tbn,\213\0030"..., 4051) = 4051 lseek(17, 12243, SEEK_SET) = 12243 lseek(17, 12243, SEEK_SET) = 12243 lseek(17, 8192, SEEK_SET) = 8192 read(17, "\340\351H\4\212\1\4\322J\225w\36T\347\242\2157\3307\25\277/{\242\256tbn,\213\0030"..., 4096) = 4051 lseek(17, 12243, SEEK_SET) = 12243 lseek(17, 12243, SEEK_SET) = 12243 lseek(17, 12243, SEEK_SET) = 12243 lseek(17, 12243, SEEK_SET) = 12243 write(11, " (139855732226688) [vfs] pak fil"..., 75) = 75 openat(AT_FDCWD, "/usr/local/share/dhewm3/base/pak007.pk4", O_RDONLY) = 18 fstat(18, {st_mode=S_IFREG|0644, st_size=192031, ...}) = 0 fstat(18, {st_mode=S_IFREG|0644, st_size=192031, ...}) = 0 lseek(18, 188416, SEEK_SET) = 188416 read(18, "P\2611\v\353\357\236i\356\315\274\307dW4\341\f3\357\335s?\357\235\271o\2\1#\300\277N"..., 3615) = 3615 lseek(18, 192031, SEEK_SET) = 192031 lseek(18, 192031, SEEK_SET) = 192031 lseek(18, 188416, SEEK_SET) = 188416 read(18, "P\2611\v\353\357\236i\356\315\274\307dW4\341\f3\357\335s?\357\235\271o\2\1#\300\277N"..., 4096) = 3615 ... lseek(25, 353159257, SEEK_SET) = 353159257 write(11, " (139855732226688) [vfs] pak fil"..., 75) = 75 clone(child_stack=0x7f32b0b91c70, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tid=[60738], tls=0x7f32b0b92700, child_tidptr=0x7f32b0b929d0) = 60738 mmap(NULL, 8392704, PROT_NONE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_STACK, -1, 0) = 0x7f327e0fc000 mprotect(0x7f327e0fd000, 8388608, PROT_READ|PROT_WRITE) = 0 clone(child_stack=0x7f327e8fbc70, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tid=[60739], tls=0x7f327e8fc700, child_tidptr=0x7f327e8fc9d0) = 60739 mmap(NULL, 8392704, PROT_NONE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_STACK, -1, 0) = 0x7f327d8fb000 mprotect(0x7f327d8fc000, 8388608, PROT_READ|PROT_WRITE) = 0 clone(child_stack=0x7f327e0fac70, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tid=[60740], tls=0x7f327e0fb700, child_tidptr=0x7f327e0fb9d0) = 60740 mmap(NULL, 8392704, PROT_NONE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_STACK, -1, 0) = 0x7f327d0fa000 mprotect(0x7f327d0fb000, 8388608, PROT_READ|PROT_WRITE) = 0 clone(child_stack=0x7f327d8f9c70, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tid=[60741], tls=0x7f327d8fa700, child_tidptr=0x7f327d8fa9d0) = 60741 mmap(NULL, 8392704, PROT_NONE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_STACK, -1, 0) = 0x7f327c8f9000 mprotect(0x7f327c8fa000, 8388608, PROT_READ|PROT_WRITE) = 0 clone(child_stack=0x7f327d0f8c70, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tid=[60742], tls=0x7f327d0f9700, child_tidptr=0x7f327d0f99d0) = 60742 futex(0x7f327d0f99d0, FUTEX_WAIT, 60742, NULL) = 0 futex(0x564ed0908308, FUTEX_WAKE_PRIVATE, 2147483647) = 0 futex(0x7f3274031718, FUTEX_WAKE_PRIVATE, 2147483647) = 0 futex(0x564ed0907da8, FUTEX_WAKE_PRIVATE, 2147483647) = 0 futex(0x7f326800ba78, FUTEX_WAKE_PRIVATE, 2147483647) = 0 munmap(0x7f327c8f9000, 8392704) = 0 futex(0x564ed11723d8, FUTEX_WAKE_PRIVATE, 2147483647) = 0 munmap(0x7f326effe000, 8392704) = 0 futex(0x7f3270074e78, FUTEX_WAKE_PRIVATE, 2147483647) = 0 futex(0x7f327e8fc9d0, FUTEX_WAIT, 60739, NULL) = ? +++ exited with 1 +++
  5. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  6. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  7. Announcing the release of Braeden Church. Summary William Steele: In the North introduced us to some memorable characters: Lord Harckoff, Lieutenant Trumble, Father Grimmore ... The setting was a renovated Builder church. But what was that church like, back when Father Grimmore was alive and the Harckoff family was nowhere to be seen? This mission takes place on one very nasty night back then, when a gang of murderers and thieves raided the church. You happen to be in Braeden on the same night, and you decide to visit the church, with a goal that's quite different than what the gang had in mind. Download This mission requires TDM 2.06 or later. Available through the in-game mission downloader. Build Time Who knows? This was an idea I had after releasing In the North, and it got built in bits and pieces over the years. Its time has finally come. Thanks to ... Bikerdude, Amadeus, Cambridge Spy, Ubersuntzu, s.urfer, and AluminumHaste for beta testing. Bikerdude and Mortem Desino for the conversation voices. I18N Initially, this mission is not ready for translation. I intend to deal with that in the future. Recommendations 1. If you haven't played In the North, I recommend you play it before you play Braeden Church. (Braeden Church is NOT a Steele mission.) 2. For those of you inclined to race past conversations, I suggest you don't in this case. The opening conversation is an important part of the mission. Enjoy!!
  8. Hello! I am going through the (painful) process of detaching some custom stuff I've made over the years from the base mod so I am not replacing so many tdm_ core files in my FMs. I'll be posting updates in here as I know a few people have used custom volta stuff in their missions. @Goldwell @Amadeus @Wellingtoncrab If you are using CUSTOM VOLTA arrows please replace this file: tdm_weapon_arrow.script - Ive updated this script with core mod changes - The only thing that's being replaced is: ARROW_ZOOMDELAY 3 // Shortened time from 6 to 3 seconds If you want to use the default 6 second zoom delay, just delete this file and remove it from your custom_scripts.script. If anyone knows a way I can change ARROW_ZOOMDELAY without overriding the entire file, please let me know asap. Thanks everyone
  9. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  10. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  11. Welcome to the forums Ansome! And congrats on making it to beta phase!
  12. New fresnel mod: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3 Probably not needed. I don't think anything in the previous base pk4 changed but I built it just in case.
  13. Announcing the release of the fourth William Steele mission! Summary Steele is in what’s left of the quarantined Warrens, where he searches for the elusive murderer Gyles Deacon and evidence that Deacon was responsible for murdering Steele’s parents. The William Steele Missions The Warrens is the fourth of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I might package them as a campaign, in addition to the single missions. (We’ll see about that.) If you haven’t played WS1: In the North, WS2: Home Again, or WS3: Cleighmoor I suggest you complete those before playing WS4: The Warrens. Download The mission is available from the in-game download page. In addition, it can be obtained here. Place ws4_warrens.pk4 in your fms folder. TDM will recognize it as a new mission. Build Time Nearly 4 years. I18n The Warrens is ready for translation. EFX This mission is the first William Steele mission to take advantage of EFX, so make sure you turn that on. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: Abusimplea, Aluminum Haste, Bikerdude, Boiler's_hiss, Cambridge Spy, ERH+, nbohr1more, Ubersuntzu, unfairlight, and Xarg. Thanks to Goldwell for his voice work on the opening monologue and the voice on the cylinder. Thanks to Sotha for a praying animation for the priest. And thanks to YOU, for playing! Known Issues If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Important This mission requires TDM 2.06 or later. The William Steele story relies a lot on readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS5: Commerce Bank Commerce Bank finds William Steele seeking important information in the halls of a prestigious institution. You can find it here.
  14. beta212-04 is released It does not contain much changes, except for the huge pack of new subtitles
  15. Announcing the release of the third William Steele mission! Summary Cleighmoor takes Steele inside Cleighmoor Gaol, where Warden Fielder likes nothing better than a glass of wine and some cheese, while watching a miscreant hang from his gallows. Steele is tracking down the evidence of his parents’ murder. The mission starts in the sewers, and progresses to Cleighmoor’s compound. The William Steele Missions Cleighmoor is the third of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. If you haven’t played WS1: In the North, or WS2: Home Again, I suggest you complete those before playing WS3: Cleighmoor. Download Cleighmoor is available in the in-game downloader. Problem with Suicidal AI Occasionally, someone reports that a distant AI commits suicide. Since one of the mission objectives is to kill only in self-defense, this fails the mission when it occurs. To avoid that, I've created a replacement *.map file that you can obtain here. After you've downloaded and installed the mission, create a new folder named "maps" so that you have: darkmod/fms/ws3_cleighmoor/maps/ Unzip the replacement *.map file and place the new *.map file into the maps folder. So now you have: darkmod/fms/ws3_cleighmoor/maps/ws3_cleighmoor.map This should solve the suicide problem. A new version of the mission will be released after TDM 2.05. Build Time Nearly 4 years. (This was my first attempt at a mission, and it sat on the back burners until being folded into Steele’s story.) I18n Cleighmoor is ready for translation. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: AluminumHaste, Bikerdude, Goldwell, Xarg, Lux, Moonbo, Deadlove, and plotzzz. Thanks to Goldwell for his voice work on the conversations. And thanks to YOU, for playing! Known Issues This is a large mission. To ease the burden on older systems, consider shutting doors behind you as you go. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is off AA is off Aniso is 4x or lower Advanced settings are simple/default Post processing is disabled Anyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" Important This mission requires TDM 2.01 or later. The William Steele story is heavy with readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS4: The Warrens Steele ventures into The Warrens, a dangerous area near Bridgeport's docks. You can find it here.
  16. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  17. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  18. Just released my hotfix pack (that I have been working on for these past weeks).
    Download here:

    https://forums.thedarkmod.com/index.php?/topic/21440-inofficial-hotfix-patches/

     

    1. snatcher

      snatcher

      Thanks, Nort. I will check it out.

       

       

  19. TDM is already a niche genre. If we release it to a niche platform, it will be niche²! Since we would have to strip TDM off all its assets, recreate some and build a demo FM around it, it wouldn't be more than a tech-demo, i.e., there is no game, which would be niche³. It's just not worth it! We even did not release on Steam due to licensing issues and on that platform, we actually could have gained a huge player-base. No TDM dev has ever showed interest in doing such a thing and that also goes for most of our community. It's not going to happen unless you do it yourself. Be prepared to put at least 2 years of full-time work into this project.
  20. Announcing the release of the second William Steele mission! Summary Home Again takes place in Bridgeport when Steele returns home from the north. He finds that something terrible has happened, and he must begin a quest to find the perpetrator and why he did it. Most of this mission is spent on the rooftops. The William Steele Missions Home Again is the second of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. If you haven't played WS1: In the North, I suggest you start with that, then come here. Download Home Again is available through the in-game downloader. Build Time 16 months. I18n Home Again is ready for translation. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: AluminumHaste, Bikerdude, Mr. Tibbs, Xarg, lowenz, Lux, plotzzz, and Deadlove. Thanks to Goldwell for providing voice work for a key part of the story. And thanks to YOU, for playing! Known Issues This is a large mission. To ease the burden on older systems, consider shutting doors and windows behind you as you go. Some players have experienced savegame crashes when playing large missions with TDM 2.01. This problem is under investigation. Until it’s corrected, I suggest you make frequent saves. There are a few spots where long sight lines will cause framerate drops, possibly even pauses. My apologies to anyone who experiences these. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is offAA is offAniso is 4x or lowerAdvanced settings are simple/defaultPost processing is disabledAnyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1"Important This mission requires TDM 2.01 or later. I rely heavily on readables to tell Steele's story. Please try to read every readable you find. Most Importantly, Enjoy! Screenshots WS3: Cleighmoor Steele's story continues with Cleighmoor, which you can find here.
  21. Creating subtitles from/for audio is transcription not translation.
  22. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  23. Interesting, didn't think about that. Yeah the compass uses that trick, I could just use a model of the helmet instead. If it looks good and is worth maybe I'll consider that, though it might be distracting and not make enough sense. The heads are modeled that way: Hoods and helmets are part of the head mesh as they aren't attachments. This is normally a good thing since performance isn't wasted rendering the head or hair under the helmet, but complicates things for my approach as the only way is changing the head models at runtime which may break precaching and stuff. Only a few hats are attached as a separate entities, like the little red hat some merchants wear or the straw hat... those aren't ideal for disguises though and I don't plan on supporting both approaches. Technically I could try attaching the independent helmet model to the player head, but that would surely look awful and clip through the hood and stuff... only right way is to give the player the Citywatch head once that error is fixed. For AI there is no other way apart from also changing the head model: Stealing the helmet from a guard implies taking it off them, which means they need to switch to a helmetless head which can only be done by setting a different head mesh upon frobbing... no idea if that triggers the same crash as the player head, if so I'm out of luck till a dev can take a look at my report. The base disguise system can be used that way too, it's just not the theme I went for by default as I wanted them to be physical wearables. You can define a magical disguise too that implies creating an illusion which tricks other AI into seeing you as one of them. In fact I thought of including one for undead using a magic skull that makes them think you're also dead, might add that in the next version if others think it makes sense and is worth it? Note that the spawnargs are documented via editor vars in case anyone wants to make their own: As long as you have a moveable model and inventory icon it's just a few tweaks to define any disguise. Simply inherit from the base "atdm:playertools_disguise" entity def and customize the team and other spawnargs... remember to use the proper mass / friction / impact sounds. Let me throw them here for anyone who wants a quick preview: atdm:playertools_disguise { "inherit" "atdm:playertool" "editor_usage" "Don't use. This is the base class for disguise inventory items." "editor_usage1" "Individual hats and helmets will derive from this." "scriptobject" "playertools_disguise" "gui" "guis/tdm_hud_disguise.gui" //"model" // to be defined in subclass //"clipmodel" // to be defined in subclass "inv_name" "Disguise" "inv_category" "Disguises" "inv_icon" "" "inv_droppable" "1" "inv_map_start" "0" // Disguise "team" "0" "rank" "0" "personGender" "PERSONGENDER_MALE" "personType" "PERSONTYPE_THIEF" "regen" "0.25" "rate" "0.5" "rate_alert" "0.1" "distance" "500" "speed_move" "1" "speed_turn" "1" "overlay" "" "snd_wear" "player_rustle_short" "snd_remove" "player_rustle_short" "model_head" "head_thief" "skin_head" "" // Disguise editor vars "editor_float team" "The team the player disguises into when the disguise is active." "editor_float rank" "Rank while the disguise is active." "editor_var personGender" "Person type while the disguise is active." "editor_var personType" "Person gender while the disguise is active." "editor_float regen" "The disguise regenerates over time at this rate." "editor_float rate" "The disguise degrades at this rate when the player is seen by a member or ally of the team." "editor_float rate_alert" "The disguise further degrades by this amount when an AI is alert, increases gradually with alert level." "editor_float distance" "Maximum distance at which being seen by the AI can degrade your disguise, offsets with AI visual acuity." "editor_float speed_move" "Movement hindrance while wearing the disguise." "editor_float speed_turn" "Turning hindrance while wearing the disguise." "editor_var overlay" "Overlay image while wearing the disguise." "editor_snd snd_wear" "Sound to play when putting on the disguise." "editor_snd snd_remove" "Sound to play when taking off the disguise." "editor_model model_head" "The player's head changes to this model while the item is worn, can be seen in mirrors." "editor_skin skin_head" "The player's head changes to this skin while the item is worn." }
  24. Yes, all images, models and sounds would be gone. Even if you made a barebones replacement that only provides a very limited selection of assets you would need to create thousands of files just to achieve basic game functionality (movement sounds, guard clothes and speech, menus, tools and weapons etc.). It's probably orders of magnitude more work than when TDM got rid of all Doom3 assets for going standalone in v2.0. Technically it's probably possible for an FM to contain a full game's worth of assets, except for the code itself. IIRC some Doom3 mods had custom .dll's to extend the base code, though.
  25. Why? What did I miss? And personally I don't have the asset pack and if I add I would do what you demand. Just curious why you decided to do this.
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