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  1. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  2. I agree with @OrbWeaver, IMO DR is not the right tool to make models for Godot or any other engine using triangle mesh's only, if anyone wants a simple and relatively easy 3D tool (but still very powerful in the right hands) to make models, I personally recommend Wings3D instead, is free as Blender, way less complex (no animation/bones support) and it supports obj, collada, and other formats.
  3. Then the characters that you removed the pixels from would be less-well shaped. The right solution is to change the metadata around character spacings. That's deep in the weeds. And probably better pursued as part of generating a 12pt Stone image. If you want to take this on, I can send you some links. I did some prelim research on this last year, related to computing the width of a Stone string, but never tried to do a font edit or gen, because a lot of steps seemed unclear. EDIT: Some of my thinking here is that maybe the scaling down from the available 24pt Stone image to a desired 12pt is introducing artifacts. Also, backing off a bit from what I said above, maybe not removing pixels, but shifting any problematic character glyth sideways within an image, would fix things well enough. EDIT2: These are the main forum links I found helpful The "Stone Print" source font in ttf form is available, e.g., from www.fontpalace.com. Useful Doom 3 tutorials are #10 "Using custom fonts" & #11 "Editing fonts". Tools include "Export Font to Doom3 - v1.02" and Q3Font. Some of this stuff comes from the wayback machine of the internet archive. I can get you copies. Sorry, can't help much with DDS editing tools.
  4. Hello people ! After the mission totally load i can n ot click on attack for start palying on the map, i just directly have that shiet error message Are you ready because its heavy shiet mennnnnnnnnnnn !! .............. And the best shit is yesterday morning everything was fine !!! but now i can n ot play !! Haaa computer .... i love it................. loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo loaded collision model models/darkmod/weapons/longswordlow.lwo loaded collision model models/darkmod/dungeon/metal_ring.ase loaded collision model models/darkmod/weapons/longsword02.lwo loaded collision model models/darkmod/mechanical/furnace_small_round.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo loaded collision model models/darkmod/furniture/tables/table_wood_rough_small.lwo loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/architecture/building_facades/tudor_inn01.lwo loaded collision model models/darkmod/architecture/chimneys/small_stone.lwo loaded collision model models/darkmod/architecture/windows/squarepanels_semi_transparent01.lwo loaded collision model models/darkmod/junk/wbottle01_broken_top.lwo loaded collision model models/darkmod/junk/plank_scrap01_med.lwo loaded collision model models/darkmod/junk/broken_furniture/table_leg01.lwo loaded collision model models/darkmod/junk/generic_shards/ceramicflind01.ase loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short_6.ase loaded collision model models/darkmod/lights/non-extinguishable/squarehanginglamp.lwo loaded collision model models/darkmod/misc/market_stall_small.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_wood_standing_wide.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_standing.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_01_large.lwo loaded collision model models/darkmod/architecture/fencing/irongatesegment.ase loaded collision model models/darkmod/architecture/balconies/covered_balcony01.lwo loaded collision model models/darkmod/architecture/windows/round_stone01.lwo loaded collision model models/darkmod/furniture/tables/rtable1.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_wall_electric_01.ase loaded collision model models/darkmod/misc/marketstall.lwo loaded collision model models/darkmod/decorative/signs/sign_square01.ase loaded collision model models/darkmod/furniture/seating/stool_round_rough.lwo removed 47 degenerate triangles loaded collision model models/darkmod/furniture/seating/stool_square.lwo loaded collision model models/darkmod/containers/keg_tapped.lwo loaded collision model models/darkmod/furniture/shelves/winerack.ase loaded collision model models/darkmod/kitchen/bottle01.lwo loaded collision model models/darkmod/kitchen/cheapbeermug.lwo loaded collision model models/darkmod/kitchen/mug_wooden01.lwo loaded collision model models/darkmod/fireplace/grate.lwo loaded collision model models/darkmod/fireplace/burntwood.lwo loaded collision model models/darkmod/fireplace/fireplace_brick.ase loaded collision model models/darkmod/lights/extinguishable/candle_holder_round.lwo loaded collision model models/darkmod/decorative/wall/mounted_head_wolf02.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo loaded collision model models/darkmod/tools/spade_square.lwo loaded collision model models/darkmod/hangers/hook_curved_simple01_small.lwo loaded collision model models/darkmod/decorative/rug_round_small.lwo loaded collision model models/darkmod/waterworks/faucet_simple.lwo loaded collision model models/darkmod/misc/ink_pot02_corked.lwo loaded collision model models/darkmod/furniture/seating/vic_diningchair1.lwo loaded collision model models/darkmod/furniture/dresser03.lwo removed 75 degenerate triangles removed 58 degenerate triangles loaded collision model models/darkmod/readables/book_t1.lwo loaded collision model models/darkmod/loot/jewellery/ring_gold_bc01.ase removed 75 degenerate triangles loaded collision model models/darkmod/readables/book_red1.lwo loaded collision model models/darkmod/decorative/wall/painting01.lwo loaded collision model models/darkmod/decorative/hourglass.ase loaded collision model models/darkmod/furniture/tables/endtable_square01.lwo loaded collision model models/darkmod/decorative/vases/empty_flowerpot.lwo removed 30 degenerate triangles loaded collision model models/darkmod/nature/flowers/lily_small.ase loaded collision model models/darkmod/hangers/coatrack.ase loaded collision model models/darkmod/furniture/desk_flip_set01.lwo loaded collision model models/darkmod/furniture/desk_flip_set01_door.lwo loaded collision model models/darkmod/furniture/tables/wtable1.lwo loaded collision model models/darkmod/kitchen/utensils/knife_chef.ase loaded collision model models/darkmod/kitchen/bowl01_stew.lwo loaded collision model models/darkmod/kitchen/cookpot.lwo loaded collision model models/darkmod/kitchen/pot_stove01.lwo loaded collision model models/darkmod/junk/carrot_stub.ase loaded collision model models/darkmod/kitchen/food/garlic_long.lwo loaded collision model models/darkmod/containers/package_small.lwo loaded collision model models/darkmod/kitchen/jar1.lwo loaded collision model models/darkmod/misc/clipmodels/pot_stove01_cm.lwo removed 20 degenerate triangles loaded collision model models/darkmod/weapons/axe_rustic.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/kitchen/utensils/spoon_wooden_serving.lwo loaded collision model models/darkmod/misc/clipmodels/jug_clay_small_cm.lwo loaded collision model models/darkmod/containers/keg_tapped_small.lwo loaded collision model models/darkmod/fireplace/ash_round.ase loaded collision model models/darkmod/fireplace/burntlog.lwo loaded collision model models/darkmod/decorative/wall/banner2.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp_hanging.lwo loaded collision model models/darkmod/kitchen/utensils/spoon_wooden.lwo loaded collision model models/darkmod/kitchen/cup01.lwo loaded collision model models/darkmod/containers/barrell_med_closed.lwo loaded collision model models/darkmod/kitchen/food/hanging_goose.ase removed 12 degenerate triangles loaded collision model models/darkmod/furniture/beds/singlebed1.lwo loaded collision model models/darkmod/furniture/wardrobe.lwo loaded collision model models/darkmod/furniture/beds/bed_single_timber.ase loaded collision model models/darkmod/furniture/dresser02.lwo loaded collision model models/darkmod/waterworks/bathtub01.lwo loaded collision model models/darkmod/mechanical/watertank_wood_small.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_straight.lwo loaded collision model models/darkmod/wearables/laundry_hanging02_long.lwo loaded collision model models/darkmod/wearables/shoe01.lwo loaded collision model models/darkmod/furniture/tables/dining_table_small01.lwo loaded collision model models/darkmod/furniture/beds/mattress_straw.lwo loaded collision model models/darkmod/furniture/beds/straw_pile_bed.lwo loaded collision model models/darkmod/junk/wbottle01_broken.lwo loaded collision model models/darkmod/misc/strawbale_small01.lwo loaded collision model models/darkmod/architecture/windows/round_stone01_small.lwo loaded collision model models/darkmod/mechanical/generator1.lwo loaded collision model models/darkmod/door_related/handle_curved_rotate.ase loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/architecture/balconies/roof_gable01.lwo loaded collision model models/darkmod/furniture/seating/stool_rectangle_rough.lwo loaded collision model models/darkmod/architecture/pillars/groovedpillar01_small.lwo loaded collision model models/darkmod/architecture/pillars/pillar01_display.lwo loaded collision model models/darkmod/furniture/beds/mattress.lwo loaded collision model models/darkmod/nature/bush.ase loaded collision model models/darkmod/nature/grass_fuzz.ase loaded collision model models/darkmod/nature/plant_05.ase loaded collision model models/darkmod/nature/plant_fern.ase loaded collision model models/darkmod/mechanical/generator_big.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/furniture/clock_wall.lwo loaded collision model models/darkmod/architecture/pillars/groovedpillar01_med.lwo loaded collision model models/darkmod/nature/plant_03.ase loaded collision model models/darkmod/containers/openable/chest_wood_lid.ase loaded collision model models/darkmod/containers/openable/chest_wood.ase loaded collision model models/darkmod/lights/non-extinguishable/lamp_desk_01.ase loaded collision model models/darkmod/lights/non-extinguishable/grill_light.lwo loaded collision model models/darkmod/furniture/seating/sofa1.lwo loaded collision model models/darkmod/furniture/tables/coffeetable1.lwo loaded collision model models/darkmod/furniture/cabinet_set01_open.lwo loaded collision model models/darkmod/lights/non-extinguishable/electric_wall_fancy_up.lwo loaded collision model models/darkmod/musical/grammo3.ase removed 16 degenerate triangles loaded collision model models/darkmod/loot/chalice.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf_wide01.lwo loaded collision model models/darkmod/waterworks/waterpump.ase loaded collision model models/darkmod/tools/household/wash_board.ase loaded collision model models/darkmod/furniture/shelves/bookshelf1.lwo loaded collision model models/darkmod/mechanical/switches/switch_flip_backplate.ase loaded collision model models/darkmod/wearables/spectacles.lwo loaded collision model models/darkmod/lights/non-extinguishable/chandelier_gas4.lwo loaded collision model models/darkmod/furniture/beds/singlebed_set01.lwo loaded collision model models/darkmod/furniture/tables/endtable_set01.lwo WARNING: unknown token 'models/darkmod/props/textures/privacy_screen_frame' in material 'privacy_screen_frame' loaded collision model models/darkmod/furniture/privacy_screen.ase removed 22 degenerate triangles removed 22 degenerate triangles loaded collision model models/darkmod/furniture/seating/chair_set01.lwo loaded collision model models/darkmod/furniture/seating/sofa2.lwo loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase loaded collision model models/darkmod/containers/openable/chest_metal.ase loaded collision model models/darkmod/lights/non-extinguishable/wall_gas4.lwo loaded collision model models/darkmod/nature/trees/tree_01_smaller.lwo removed 56 degenerate triangles loaded collision model models/darkmod/nature/trees/pine_12.ase removed 2 degenerate triangles loaded collision model models/darkmod/containers/package_flat.lwo loaded collision model models/darkmod/containers/sack_closed.lwo loaded collision model models/darkmod/misc/clipmodels/mug_wooden02_cm.lwo loaded collision model models/darkmod/tools/pickaxe.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/architecture/pier_platform01.lwo loaded collision model models/darkmod/nautical/boat2.lwo loaded collision model models/darkmod/furniture/tables/endtable1.lwo loaded collision model models/darkmod/decorative/wall/curtain01left_short.lwo loaded collision model models/darkmod/decorative/wall/curtain01right_short.lwo loaded collision model models/darkmod/furniture/beds/4posterbed.lwo loaded collision model models/darkmod/furniture/cabinet1.lwo loaded collision model models/darkmod/furniture/seating/chair_simple01.lwo loaded collision model models/darkmod/readables/scroll_rolled_up.lwo loaded collision model models/darkmod/misc/ink_pot02.lwo loaded collision model models/darkmod/misc/clipmodels/bowl01_small_cm.lwo loaded collision model models/darkmod/readables/scroll_tied_up.lwo loaded collision model models/darkmod/loot/purse_p.lwo loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/decorative/wall/antlers.lwo loaded collision model models/darkmod/decorative/wall/wooden_plaque_empty.lwo loaded collision model models/darkmod/misc/clipmodels/orchid_cm.lwo loaded collision model models/darkmod/furniture/seating/bench_set01.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/furniture/seating/armchair1.lwo loaded collision model models/darkmod/furniture/grandfather_clock.lwo removed 6 degenerate triangles loaded collision model models/darkmod/kitchen/stove_small.lwo loaded collision model models/darkmod/kitchen/pitcher01.lwo loaded collision model models/darkmod/kitchen/cup02.lwo loaded collision model models/darkmod/kitchen/beer_stein02_open.lwo loaded collision model models/darkmod/loot/goblet1.lwo loaded collision model models/darkmod/decorative/games/gameboard.lwo loaded collision model models/darkmod/decorative/games/gamepiece2.lwo removed 47 degenerate triangles loaded collision model models/darkmod/readables/book_tome.lwo loaded collision model models/darkmod/decorative/wall/painting01_l.lwo loaded collision model models/darkmod/furniture/tables/ornate_table01_small.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/decorative/personal_items/brush_hand.ase loaded collision model models/darkmod/decorative/vases/vase2_mini.ase loaded collision model models/darkmod/lights/extinguishable/brazier.lwo loaded collision model models/darkmod/furniture/cabinet_set01_leftdoor.lwo loaded collision model models/darkmod/furniture/cabinet_set01_rightdoor.lwo loaded collision model models/darkmod/loot/trophy01.ase loaded collision model models/darkmod/loot/religious_symbol01.lwo loaded collision model models/darkmod/wearables/boot_large.lwo loaded collision model models/darkmod/weapons/shortbow.lwo loaded collision model models/darkmod/wearables/headgear/citywatch_helmet.lwo loaded collision model models/darkmod/lights/extinguishable/gaslight4.lwo loaded collision model models/darkmod/wearables/headgear/cap_rich.lwo loaded collision model models/darkmod/loot/jewellery/ring_ruby.lwo loaded collision model models/darkmod/kitchen/plate_serving.lwo loaded collision model models/darkmod/weapons/halberd.lwo loaded collision model models/darkmod/weapons/waterarrow.lwo loaded collision model models/darkmod/junk/apple_core.lwo loaded collision model models/darkmod/nautical/steering_wheel.lwo loaded collision model models/darkmod/misc/rope_coil01.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo removed 32 degenerate triangles loaded collision model models/darkmod/weapons/handaxe.lwo loaded collision model models/darkmod/weapons/mace.lwo loaded collision model models/darkmod/wearables/armour/ecw_pauldron_r.lwo loaded collision model models/darkmod/decorative/wall/horseshoe.lwo loaded collision model models/darkmod/decorative/vases/pot_ceramic_open.ase loaded collision model models/darkmod/wearables/headgear/nobleman_hat_l.lwo removed 16 degenerate triangles loaded collision model models/darkmod/loot/candlestick_round_ornate.lwo loaded collision model models/darkmod/wearables/headgear/woolen_cap.lwo loaded collision model models/darkmod/kitchen/stove.lwo loaded collision model models/darkmod/player_equipment/health_potion.lwo loaded collision model models/darkmod/furniture/beds/doublebed_simple.lwo loaded collision model models/darkmod/misc/toy_doll.lwo loaded collision model models/darkmod/lights/extinguishable/candle_short.lwo loaded collision model models/darkmod/decorative/personal_items/mirror_hand.ase removed 10 degenerate triangles loaded collision model models/darkmod/furniture/seating/dchair2.lwo loaded collision model models/darkmod/containers/gen_bucket.lwo WARNING: Invalid character in pin pattern - on entity DoorWardrobeA1, using default: 2 loaded collision model models/darkmod/misc/clipmodels/vase_squat_cm.lwo loaded collision model models/darkmod/decorative/games/backgammon.lwo loaded collision model models/darkmod/wearables/headgear/hat_straw.lwo loaded collision model models/darkmod/furniture/dresser_set01.lwo loaded collision model models/darkmod/loot/jewellery/amulet_round_02.lwo loaded collision model models/darkmod/loot/jewellery/bracelet_jewelled.lwo loaded collision model models/darkmod/decorative/vases/urn01.ase loaded collision model models/darkmod/loot/purse_gems.ase loaded collision model models/darkmod/loot/dagger_loot.lwo loaded collision model models/darkmod/loot/jewellery/broach.lwo loaded collision model models/darkmod/loot/coins/coinsc.lwo removed 12 degenerate triangles loaded collision model models/darkmod/weapons/mossarrow.lwo loaded collision model models/darkmod/decorative/wall/shields/shield.lwo loaded collision model models/darkmod/fireplace/fireplace_wooden.ase loaded collision model models/darkmod/furniture/seating/stool_padded.lwo loaded collision model models/darkmod/decorative/statues/bust_01_male.ase loaded collision model models/darkmod/kitchen/creamer_silver.ase loaded collision model models/darkmod/kitchen/sugar_silver.ase loaded collision model models/darkmod/kitchen/wineglass_silver.ase loaded collision model models/darkmod/decorative/statues/statue_aphrodite.ase loaded collision model models/darkmod/decorative/wall/painting01_m.lwo loaded collision model models/darkmod/decorative/statues/bust_02_female.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe01_straight.lwo removed 16 degenerate triangles loaded collision model models/darkmod/fireplace/tools.lwo loaded collision model models/darkmod/loot/exotic/spyglass_fancy.ase loaded collision model models/darkmod/decorative/stoup.ase loaded collision model models/darkmod/waterworks/fountain01_3bowls_large.lwo loaded collision model models/darkmod/kitchen/food/pear.lwo loaded collision model models/darkmod/junk/horse_dung.lwo loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/streetlamp1.lwo loaded collision model models/darkmod/misc/cart01_loaded.lwo loaded collision model models/darkmod/nature/ivy_part01.lwo loaded collision model models/darkmod/architecture/chimneys/chimney_left.lwo loaded collision model models/darkmod/decorative/wall/longbanner_wide.lwo removed 7 degenerate triangles loaded collision model models/darkmod/misc/cart_02_empty.lwo loaded collision model models/darkmod/containers/openable/chest_old_lid.lwo loaded collision model models/darkmod/containers/openable/chest_old_body.lwo loaded collision model models/darkmod/laboratory/flask1.ase loaded collision model models/darkmod/loot/coins/coin_pile.lwo removed 5 degenerate triangles loaded collision model models/darkmod/decorative/pagan_orb_01.lwo loaded collision model models/darkmod/weapons/hammer.lwo loaded collision model models/darkmod/misc/clipmodels/dchair2_cm.lwo loaded collision model models/darkmod/loot/ingot_large.ase loaded collision model models/darkmod/player_equipment/compass_open.lwo loaded collision model models/darkmod/lights/non-extinguishable/hooded_lantern.lwo loaded collision model models/darkmod/player_equipment/lockpick_snake.lwo loaded collision model models/darkmod/player_equipment/lockpick_triangle.lwo loaded collision model models/darkmod/weapons/blackjack.lwo loaded collision model models/darkmod/weapons/noisemaker.lwo loaded collision model models/darkmod/misc/clipmodels/cup01_cm.lwo loaded collision model models/darkmod/junk/generic_shards/ceramicflind02.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind03.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind04.ase loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/decorative/games/cards_stack01.lwo loaded collision model models/darkmod/decorative/games/cards_fan.lwo loaded collision model models/darkmod/misc/clipmodels/beer_stein02_open_cm.lwo loaded collision model models/darkmod/kitchen/gen_goblet1.lwo loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo loaded collision model models/darkmod/kitchen/utensils/fork_ornamental.lwo loaded collision model models/darkmod/misc/clipmodels/cheapbeermug_cm.lwo WARNING: Couldn't load sound 'tdm_ai_wench_find_soft_corpse_female.wav' using default WARNING: Couldn't load sound 'tdm_ai_critic_greet_to_noble_male.wav' using default loaded collision model models/darkmod/loot/purse_p_belt.lwo loaded collision model models/darkmod/decorative/vases/vase2_small.ase loaded collision model models/darkmod/decorative/games/cards_stack02.lwo loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo loaded collision model models/darkmod/tools/wheelbarrow02.lwo WARNING: aas100_flood doesn't include a spawnfunc or spawnclass on 'aas100_flood_1'. loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase loaded collision model models/darkmod/junk/pot_ceramic_broken.ase loaded collision model models/darkmod/decorative/signs/sign_shieldshape01.lwo loaded collision model models/darkmod/player_equipment/flashbomb.lwo loaded collision model models/darkmod/junk/plank_long.lwo loaded collision model models/darkmod/nature/mushrooms_02.lwo loaded collision model models/darkmod/player_equipment/spyglass_closed.lwo loaded collision model models/darkmod/misc/clipmodels/broadbrim_hat_cm.lwo loaded collision model models/darkmod/door_related/key_ornate.lwo loaded collision model models/darkmod/graveyard/bones/bones_spine.ase loaded collision model models/darkmod/graveyard/bones/bones_leg_left.ase loaded collision model models/darkmod/graveyard/bones/skull.lwo loaded collision model models/darkmod/graveyard/bones/bones_leg_right.ase loaded collision model models/darkmod/graveyard/bones/bones_arm_right.ase loaded collision model models/darkmod/misc/clipmodels/wchair1_cm.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_01.lwo WARNING: aas48_flood doesn't include a spawnfunc or spawnclass on 'aas48_flood_1'. loaded collision model models/darkmod/containers/barrell_med.lwo WARNING: aas100_flood doesn't include a spawnfunc or spawnclass on 'aas100_flood_3'. WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_33280' WARNING: Invalid character in pin pattern - on entity atdm_mover_door_16, using default: 2 loaded collision model models/darkmod/architecture/ladders/ladder_16steps.ase loaded collision model models/darkmod/musical/bell_hand.lwo loaded collision model models/darkmod/kitchen/wine_bottle02.lwo removed 23 degenerate triangles loaded collision model models/darkmod/decorative/wall/mounted_head_wolf.lwo loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_hanging.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_wooden01.lwo loaded collision model models/darkmod/decorative/wall/boarhead.lwo removed 22 degenerate triangles loaded collision model models/darkmod/decorative/wall/boarhead_open.lwo ...3371 entities spawned, 0 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Objective 9: Parsing success and failure logic Applied 0 objective conditions.[aas48]: Assigned 0 multistatemover positions to AAS areas and ignored 0. [aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0. [aas100]: Assigned 0 multistatemover positions to AAS areas and ignored 0. WARNING: Unknown string id #str_02618 WARNING: Unknown string id #str_02619 WARNING: Unknown string id #str_02048 WARNING: Unknown string id #str_02497 WARNING: Unknown string id #str_04240 WARNING: Unknown string id #str_04240 -------------------------------------- SpawnPlayer: 0 removed 16 degenerate triangles removed 16 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1048 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: flat WARNING: Couldn't load image: models/md5/props/gfclock/gfclock_local WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/electric_wall_fancy_up Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 20 20 1280 720 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door atdm_mover_door_1 is not within a valid AAS area WARNING: Door atdm_door_104x56_3hinge_16 is not within a valid AAS area WARNING: Door MetalChestLid_1 is not within a valid AAS area WARNING: Door atdm_door_104x56_2hinge_12 is not within a valid AAS area WARNING: Door atdm_door_104x56_2hinge_13 is not within a valid AAS area ModelGenerator memory: 11 LOD entries with 68 users using 7402 bytes, memory saved: 37846 bytes. -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. I18N: Current language: french I18N: Move articles to back: Yes Main idLangDict: 128 KB in 1141 entries. Reverse dict : 48 KB in 511 keys, 509 KB in 8093 values. Articles dict : 48 KB in 511 keys, 509 KB in 8093 values. Remapped chars : 0 I18N: Shutdown. Shutdown event system -------------------------------------- malloc failure for 4194312 <<<< WTF ???
  5. Hey, guys, Got a low spec machine, let me start by this, but it was able to run 'Return to the City' until my old HD failed. Reinstalled Doom3, patched it to 1.31 and downloaded the newest darkmod version. Everything was fine - very fine! - except when I tryed to run RttC: darkmod crashed while starting the mission, just after the load process, giving me the following (very long) note: loaded collision model models/darkmod/loot/coins/coinsa.lwo loaded collision model models/darkmod/decorative/wall/painting01_m.lwo loaded collision model models/darkmod/misc/clipmodels/chamberpot_cm.lwo loaded collision model models/darkmod/decorative/wall/shields/plain_shield.lwo loaded collision model models/darkmod/wearables/laundry_hanging02_long.lwo loaded collision model models/darkmod/wearables/boot_large.lwo loaded collision model models/darkmod/wearables/headgear/nobleman_hat_l.lwo loaded collision model models/darkmod/misc/clipmodels/orchid_cm.lwo loaded collision model models/darkmod/loot/jewellery/ring_gold_bc01.ase loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/nature/ivy_part01.lwo loaded collision model models/darkmod/nature/small_bush01.lwo loaded collision model models/darkmod/graveyard/grave_fence.lwo loaded collision model models/darkmod/mechanical/gears/watermill_cogwheel_small.ase loaded collision model models/darkmod/decorative/statues/the_hammer_small1.lwo loaded collision model models/darkmod/architecture/supports/support_beam01_tall2.lwo loaded collision model models/darkmod/junk/broken_furniture/chair_plain_3legs.lwo loaded collision model models/darkmod/junk/wbottle01_broken.lwo loaded collision model models/darkmod/fireplace/burntlog.lwo loaded collision model models/darkmod/junk/broken_furniture/table_leg01.lwo loaded collision model models/darkmod/tools/household/wash_board.ase loaded collision model models/darkmod/mechanical/pipes/furnace_pipe02_straight.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/misc/clipmodels/barrell_med_cm.lwo loaded collision model models/darkmod/mechanical/generator1.lwo loaded collision model models/darkmod/graveyard/grave_chain_long.lwo loaded collision model models/darkmod/nature/ivy_part05.lwo loaded collision model models/darkmod/nature/ivy_part08.lwo loaded collision model models/darkmod/nature/ivy_part10.lwo loaded collision model models/darkmod/nature/ivy_part09.lwo loaded collision model models/darkmod/nature/ivy_part02.lwo loaded collision model models/darkmod/loot/bottle03.lwo loaded collision model models/darkmod/loot/goblet1.lwo loaded collision model models/darkmod/readables/scroll_rolled_up.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_small_bent.lwo loaded collision model models/darkmod/architecture/supports/bracket_wooden04.lwo loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough2.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough1.ase loaded collision model models/darkmod/decorative/wall/verylongbanner.lwo loaded collision model models/darkmod/hangers/signhanger_simple01.lwo loaded collision model models/darkmod/decorative/statues/gargoyle_roof_corner.ase loaded collision model models/darkmod/architecture/supports/support_beam01.lwo loaded collision model models/darkmod/architecture/balconies/balcony_wood2.lwo loaded collision model models/darkmod/architecture/windows/frame_small_stone.lwo loaded collision model models/darkmod/containers/crate02.lwo loaded collision model models/darkmod/containers/package_medium.lwo loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase loaded collision model models/darkmod/containers/openable/footlocker_wood.ase removed 16 degenerate triangles loaded collision model models/darkmod/loot/chalice.lwo loaded collision model models/darkmod/weapons/spear2.lwo loaded collision model models/darkmod/decorative/wall/shields/shield.lwo loaded collision model models/darkmod/furniture/shelves/wall_shelf_ornate1.lwo loaded collision model models/darkmod/door_related/padlock_square.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_round.lwo loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo removed 47 degenerate triangles loaded collision model models/darkmod/misc/clipmodels/stool_square_cm.lwo loaded collision model models/darkmod/misc/clipmodels/bowl01_large_cm.lwo loaded collision model models/darkmod/misc/clipmodels/pitcher01_cm.lwo loaded collision model models/darkmod/misc/clipmodels/bucket_wood_cm.lwo loaded collision model models/darkmod/waterworks/waterpump.ase loaded collision model models/darkmod/containers/crate03.lwo loaded collision model models/darkmod/nature/trees/tree_dm01.lwo loaded collision model models/darkmod/dungeon/metal_ring.ase removed 12 degenerate triangles loaded collision model models/darkmod/furniture/beds/singlebed1.lwo loaded collision model models/darkmod/lights/non-extinguishable/lantern_oil_hand02.lwo loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_single.lwo loaded collision model models/darkmod/loot/plate_g.lwo loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo loaded collision model models/darkmod/misc/clipmodels/basket_small_cm.lwo loaded collision model models/darkmod/misc/straw_pile01.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_simple.lwo loaded collision model models/darkmod/containers/package_small.lwo loaded collision model models/darkmod/kitchen/jar1.lwo loaded collision model models/darkmod/misc/clipmodels/pot_stove01_cm.lwo removed 20 degenerate triangles loaded collision model models/darkmod/weapons/axe_rustic.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/kitchen/utensils/spoon_wooden_serving.lwo loaded collision model models/darkmod/containers/bag1_small.lwo loaded collision model models/darkmod/containers/bucket_wood.lwo loaded collision model models/darkmod/containers/keg_tapped_small.lwo loaded collision model models/darkmod/kitchen/food/hanging_goose.ase loaded collision model models/darkmod/kitchen/food/garlic_long.lwo loaded collision model models/darkmod/kitchen/food/garlic.lwo loaded collision model models/darkmod/decorative/wall/wooden_plaque_empty.lwo loaded collision model models/darkmod/kitchen/utensils/knife_chef.ase loaded collision model models/darkmod/kitchen/utensils/knife_butcher.ase loaded collision model models/darkmod/hangers/rack_wooden01.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe01_straight.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe01_bend.lwo loaded collision model models/darkmod/mechanical/furnace_opengrill.lwo loaded collision model models/darkmod/mechanical/machine_01_axle.ase loaded collision model models/darkmod/lights/non-extinguishable/grill_light.lwo loaded collision model models/darkmod/loot/coins/coinsc.lwo loaded collision model models/darkmod/loot/statue_loot.ase loaded collision model models/darkmod/misc/wood_pallette.lwo loaded collision model models/darkmod/architecture/balconies/covered_balcony01.lwo loaded collision model models/darkmod/graveyard/grave_big_1.lwo loaded collision model models/darkmod/misc/bell02.ase loaded collision model models/darkmod/mechanical/gear_clock_hand_1.lwo loaded collision model models/darkmod/mechanical/gear_clock_hand_2.lwo removed 4 degenerate triangles loaded collision model models/darkmod/decorative/statues/statue_gargoyle_medium.ase loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01.lwo loaded collision model models/darkmod/decorative/statues/statue_folded_hands_sml.ase loaded collision model models/darkmod/lights/extinguishable/sq_torch.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_shaded.lwo loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_hanging.lwo loaded collision model models/darkmod/door_related/lock_iron.lwo loaded collision model models/darkmod/furniture/tables/table_wood_rough_small.lwo loaded collision model models/darkmod/furniture/seating/throne_simple.lwo removed 47 degenerate triangles loaded collision model models/darkmod/readables/book_tome.lwo loaded collision model models/darkmod/laboratory/flask1.ase loaded collision model models/darkmod/laboratory/flask2.ase removed 16 degenerate triangles removed 16 degenerate triangles loaded collision model models/darkmod/weapons/firearrow.lwo removed 16 degenerate triangles loaded collision model models/darkmod/fireplace/tools.lwo loaded collision model models/darkmod/lights/extinguishable/candlestick2_empty.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo loaded collision model models/darkmod/kitchen/food/apple.lwo loaded collision model models/darkmod/kitchen/food/pear.lwo loaded collision model models/darkmod/decorative/statues/builder_guard_statuette.lwo loaded collision model models/darkmod/musical/bell_hand.lwo loaded collision model models/darkmod/architecture/ladders/ladder_16steps.ase loaded collision model models/darkmod/tools/smithyhammer.lwo loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_4_spoke.lwo loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_5_spoke.lwo loaded collision model models/darkmod/mechanical/switches/numberwheel_lever.lwo glprogs/heatHazeWithMaskAndVertex.vfp glprogs/heatHazeWithMaskAndVertex.vfp: GL_FRAGMENT_PROGRAM_ARB not available loaded collision model models/darkmod/player_equipment/mine.lwo loaded collision model models/darkmod/mechanical/gear_clock_hand_1_long.lwo loaded collision model models/darkmod/containers/openable/chest_old_body.lwo loaded collision model models/darkmod/lights/non-extinguishable/electric_plain1_unattached.lwo loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short_single.lwo loaded collision model models/darkmod/containers/tray.lwo loaded collision model models/darkmod/decorative/statues/the_hammer_medium1.lwo loaded collision model models/darkmod/furniture/seating/church_pew.lwo loaded collision model models/darkmod/furniture/lectern.lwo loaded collision model models/darkmod/dungeon/chain_straight_med.lwo loaded collision model models/darkmod/misc/cart_low.lwo loaded collision model models/darkmod/decorative/statues/statue_stlucia_broken_body.lwo loaded collision model models/darkmod/containers/package_large.lwo loaded collision model models/darkmod/junk/broken_furniture/table_plank_collapsed.lwo loaded collision model models/darkmod/furniture/cabinet1.lwo loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/hangers/hook_curved_simple01.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo loaded collision model models/darkmod/misc/target.ase loaded collision model models/darkmod/door_related/padlock_square_lock.lwo loaded collision model models/darkmod/misc/clipmodels/chair_simple01_cm.lwo loaded collision model models/darkmod/misc/clipmodels/basket_cm.lwo loaded collision model models/darkmod/mechanical/generator_big.lwo loaded collision model models/darkmod/mechanical/machine_01.ase loaded collision model models/darkmod/decorative/statues/statue_torch_left.ase loaded collision model models/darkmod/weapons/hammer_ornate.lwo loaded collision model models/darkmod/mechanical/switches/switch_flip_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_flip.ase loaded collision model models/darkmod/graveyard/grave_big_3.lwo loaded collision model models/darkmod/door_related/knocker_decorative_lion.lwo loaded collision model models/darkmod/junk/broken_furniture/chair_peasant_leg.lwo loaded collision model models/darkmod/junk/apple_core.lwo loaded collision model models/darkmod/architecture/windows/round_stone01.lwo loaded collision model models/darkmod/mechanical/switches/switch_translate_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_translate_lever.ase loaded collision model models/darkmod/door_related/lockbox_02.ase removed 8 degenerate triangles loaded collision model models/darkmod/dungeon/torture_rack.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_bent.lwo loaded collision model models/darkmod/dungeon/stock.lwo loaded collision model models/darkmod/furniture/scribe_desk.lwo loaded collision model models/darkmod/weapons/mace.lwo loaded collision model models/darkmod/weapons/hammer.lwo loaded collision model models/darkmod/tools/metal_hook.lwo loaded collision model models/darkmod/loot/vase_g.lwo loaded collision model models/darkmod/door_related/padlock_round.lwo removed 2 degenerate triangles loaded collision model models/darkmod/containers/package_flat.lwo loaded collision model models/darkmod/containers/keg_tapped.lwo loaded collision model models/darkmod/furniture/shelves/winerack.ase loaded collision model models/darkmod/nature/mushrooms_01.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/nature/mushroom_03.lwo loaded collision model models/darkmod/nature/ivy_part01a.lwo loaded collision model models/darkmod/nature/ivy_part11.lwo loaded collision model models/darkmod/lights/non-extinguishable/arclight.lwo loaded collision model models/darkmod/nature/bush_large02.lwo loaded collision model models/darkmod/nature/bush_large03.lwo loaded collision model models/darkmod/architecture/chimneys/square_stone_tall01.lwo loaded collision model models/darkmod/nature/growth_small01.lwo loaded collision model models/darkmod/nature/large_bush01.lwo loaded collision model models/darkmod/nature/bush_small03.lwo loaded collision model models/darkmod/junk/cartwheel.lwo loaded collision model models/darkmod/junk/stoup_broken.ase loaded collision model models/darkmod/loot/religious_symbol01_small.lwo loaded collision model models/darkmod/weapons/longbow.lwo loaded collision model models/darkmod/wearables/quiver_full.lwo WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_11750' loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo loaded collision model models/darkmod/weapons/quarterstaff.lwo loaded collision model models/darkmod/misc/ink_pot02_wquill.lwo loaded collision model models/darkmod/containers/openable/chest_old_lid.lwo loaded collision model models/darkmod/decorative/statues/gargoyle_fetus_pose.ase loaded collision model models/darkmod/fireplace/grate.lwo loaded collision model models/darkmod/fireplace/burntwood.lwo loaded collision model models/darkmod/furniture/beds/4posterbed.lwo loaded collision model models/darkmod/lights/extinguishable/standing_oil_lamp.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf1.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/furniture/dresser02.lwo loaded collision model models/darkmod/decorative/personal_items/perfume.lwo removed 30 degenerate triangles loaded collision model models/darkmod/nature/trees/palm_bush_01.lwo loaded collision model models/darkmod/nature/trees/tree_dm_small01.lwo loaded collision model models/darkmod/containers/crate01.lwo loaded collision model models/darkmod/dungeon/spiked_ball_large.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_empty.lwo loaded collision model models/darkmod/fireplace/fireplace_stone.ase loaded collision model models/darkmod/misc/clipmodels/armchair1_cm.lwo loaded collision model models/darkmod/misc/clipmodels/stool_padded_cm.lwo loaded collision model models/darkmod/mechanical/generator_small.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_straight.lwo loaded collision model models/darkmod/misc/clipmodels/barrel01_cm.lwo loaded collision model models/darkmod/tools/wheelbarrow01_empty.lwo loaded collision model models/darkmod/decorative/personal_items/mirror_hand.ase loaded collision model models/darkmod/decorative/personal_items/brush_hand.ase loaded collision model models/darkmod/dungeon/chain_highpoly_long_bent.lwo loaded collision model models/darkmod/architecture/doors/door96x48_3hinge.lwo loaded collision model models/darkmod/decorative/vases/vase1.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/decorative/wall/banner2.lwo loaded collision model models/darkmod/nature/bush_tiny01.lwo loaded collision model models/darkmod/nature/ivy_climbable.lwo loaded collision model models/darkmod/nature/bush_small02.lwo loaded collision model models/darkmod/containers/barrell_med.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_small.ase loaded collision model models/darkmod/mechanical/pipes/furnace_angle_curved.lwo loaded collision model models/darkmod/mechanical/gauges/gauge_square.ase loaded collision model models/darkmod/mechanical/generator2.lwo loaded collision model models/darkmod/mechanical/machine_01_medium.ase loaded collision model models/darkmod/mechanical/watertank_wood_small.ase loaded collision model models/darkmod/mechanical/receiver_antenna.lwo loaded collision model models/darkmod/furniture/seating/chair_simple01.lwo loaded collision model models/darkmod/loot/purse_p.lwo loaded collision model models/darkmod/decorative/statues/statue_stlucia_broken_head.lwo loaded collision model models/darkmod/furniture/tables/endtable1.lwo loaded collision model models/darkmod/furniture/clock_wall.lwo loaded collision model models/darkmod/furniture/seating/sofa1.lwo WARNING: Invalid character in pin pattern - on entity DoorWardrobeA2, using default: 2 WARNING: Invalid character in pin pattern - on entity DoorWardrobeB2, using default: 2 WARNING: Invalid character in pin pattern - on entity DoorWardrobeB1, using default: 2 WARNING: Invalid character in pin pattern - on entity DoorWardrobeA1, using default: 2 loaded collision model models/darkmod/furniture/tables/dining_table1.lwo loaded collision model models/darkmod/furniture/seating/armchair1.lwo loaded collision model models/darkmod/furniture/dresser_set01.lwo loaded collision model models/darkmod/kitchen/wineglass_silver.ase loaded collision model models/darkmod/kitchen/utensils/fork_ornamental.lwo loaded collision model models/darkmod/kitchen/utensils/knife_ornamental.lwo loaded collision model models/darkmod/kitchen/utensils/smspoon_ornamental.lwo loaded collision model models/darkmod/kitchen/sugar_silver.ase loaded collision model models/darkmod/kitchen/creamer_silver.ase loaded collision model models/darkmod/kitchen/beer_stein02.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp02.lwo loaded collision model models/darkmod/kitchen/stove.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo removed 28 degenerate triangles loaded collision model models/darkmod/mechanical/smokestack_short_wall.ase loaded collision model models/darkmod/kitchen/pot_stove01.lwo loaded collision model models/darkmod/kitchen/bowl01_large.lwo loaded collision model models/darkmod/waterworks/faucet_simple.lwo WARNING: ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/cauldron_cm.lwo' has bad or missing uv data loaded collision model models/darkmod/misc/clipmodels/cauldron_cm.lwo loaded collision model models/darkmod/mechanical/pipes/tap1.lwo loaded collision model models/darkmod/decorative/statues/bust_02_female.ase loaded collision model models/darkmod/loot/jewellery/necklace_jewelled.ase loaded collision model models/darkmod/kitchen/tea_pot_silver.ase removed 10 degenerate triangles loaded collision model models/darkmod/misc/clipmodels/dchair2_cm.lwo removed 2 degenerate triangles loaded collision model models/darkmod/mechanical/gauges/gauge_needle_square.ase loaded collision model models/darkmod/misc/clipmodels/cup01_cm.lwo loaded collision model models/darkmod/kitchen/food/cheese_wheel.lwo loaded collision model models/darkmod/musical/grammo3.ase loaded collision model models/darkmod/decorative/vases/vase2_small.ase loaded collision model models/darkmod/decorative/vases/vase2_mini.ase loaded collision model models/darkmod/mechanical/pully_wheel_small.lwo loaded collision model models/darkmod/furniture/desk1.lwo removed 22 degenerate triangles removed 22 degenerate triangles loaded collision model models/darkmod/misc/clipmodels/vic_diningchair1_cm.lwo loaded collision model models/darkmod/loot/coins/purse_p_goldspilt.lwo loaded collision model models/darkmod/readables/scroll_tied_up_large.lwo loaded collision model models/darkmod/decorative/statues/statue_aphrodite.ase loaded collision model models/darkmod/tools/tool_kit.lwo loaded collision model models/darkmod/furniture/seating/stool_rectangle_rough.lwo loaded collision model models/darkmod/misc/clipmodels/cookpot_cm.lwo loaded collision model models/darkmod/lights/non-extinguishable/lantern_oil_hand.ase loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/junk/cartwheel_broken.lwo loaded collision model models/darkmod/nature/mushrooms_02.lwo loaded collision model models/darkmod/nature/rocks/smallrock1.lwo loaded collision model models/darkmod/nature/rocks/smallrock2.lwo loaded collision model models/darkmod/mechanical/machine_01_small.ase loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/mechanical/furnace_small_round.lwo removed 28 degenerate triangles loaded collision model models/darkmod/architecture/buildings/small_inn/small_house2.lwo loaded collision model models/darkmod/containers/barrell_large.lwo loaded collision model models/darkmod/junk/broken_furniture/chair_leg01.lwo loaded collision model models/darkmod/junk/broken_furniture/chair_plain_2legs.lwo loaded collision model models/darkmod/kitchen/cup01.lwo WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_29350' loaded collision model models/darkmod/decorative/globe2_frame.ase loaded collision model models/darkmod/decorative/globe2_globe.ase loaded collision model models/darkmod/decorative/wall/deer_skull.lwo loaded collision model models/darkmod/tools/household/bellows.ase loaded collision model models/darkmod/misc/staff_decorative.lwo loaded collision model models/darkmod/lights/extinguishable/candle_short.lwo ...2987 entities spawned, 30 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Applied 0 objective conditions.[aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0. WARNING: Unknown string id #str_02618 WARNING: Unknown string id #str_02619 WARNING: Unknown string id #str_02048 WARNING: Unknown string id #str_02497 WARNING: Unknown string id #str_04240 WARNING: Unknown string id #str_04240 -------------------------------------- SpawnPlayer: 0 removed 48 degenerate triangles removed 8 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/blurx.vfp glprogs/blurx.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/blury.vfp glprogs/blury.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp: GL_FRAGMENT_PROGRAM_ARB not available ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1370 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: textures/darkmod/metal/detailed/dynamoplaque/brass_plaque_electric_434 WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/lantern_oil_hand02 WARNING: Couldn't load image: extinguishable/simple_square1_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/simple_square2_unattached WARNING: Couldn't load image: textures/common/shadow_bak Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 20 20 640 480 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door GardDoor1 is not within a valid AAS area WARNING: Door FootlockerLid_2 is not within a valid AAS area WARNING: Door liondoor2 is not within a valid AAS area WARNING: Door dresser_doorD2 is not within a valid AAS area WARNING: Door dresser_doorB2 is not within a valid AAS area WARNING: Door dresser_doorC2 is not within a valid AAS area WARNING: Door dresser_doorA2 is not within a valid AAS area WARNING: Door door_96x48x3hinge_4 is not within a valid AAS area WARNING: Door DoorWardrobeA2 is not within a valid AAS area WARNING: Door door_104x56x2hinge_4 is not within a valid AAS area WARNING: Door door_96x48x3hinge_3 is not within a valid AAS area ModelGenerator memory: No LOD entries. -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. I18N: Current language: english I18N: Move articles to back: Yes Main idLangDict: 128 KB in 1141 entries. Reverse dict : 34 KB in 358 keys, 481 KB in 7605 values. Articles dict : 34 KB in 358 keys, 481 KB in 7605 values. Remapped chars : 0 I18N: Shutdown. Shutdown event system -------------------------------------- malloc failure for 4194312 Any suggestions? Thx
  6. Since a few versions the settings are saved by minor version - so DR 3.7 is storing its settings in a "3.7" subfolder, and DR 3.8.0 is saving them in "3.8". (DR 3.7.1 and 3.7.2 would use the same "3.7" folder.) Settings are carried forward the first time you start a newer version. So, when DR 3.9 first starts up, it will use the settings of the highest previous version available, then store its settings in the "3.9" subfolder to not overwrite anything from previous versions. (This is similar to what's Blender is doing, at least I think it is.) What's correct though is that the "portable" version is not differing from the installed one in terms of where it stores it settings. They both behave the same. One could maybe vote for having the portable version to store its settings right next to the executable. But to support this, we'd need a configurable code path or maybe even a separate compilation for the portable edition.
  7. 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
  8. https://github.com/KozGit/Blender-2.8-MD5-import-export-addon This was mentioned to me on Discord. Just tried it but no matter how I install it the addon won't show up in Blender. Its description says "Blender 2.80 through 3.4" and I'm now at 3.5: Either Blender 3.5 introduced a breaking change from 3.4, or it's just for 2.80 meaning it's one of the old addons and I'm still looking. Update: Scratch that out, I was just installing it wrong. Tested and it works perfectly!
  9. Even _I_ missed the Punched Tin Lantern(s) ; apparently quite common & inexpensive 'back in the day'...seems a match for TDM. (Too bad I don't know Blender & texturing tools, and/or DarkRadiant enough to make one of those...TODO?)
  10. Hey There! im towards the end of HoLS mission, I hit the "quicksave" button, then TDM quits to desktop, then a window opened with the title "Doom 3" and a long error message. Tried to reload the mission with that quicksave game and I get another error message about "bad cache offset" (see posted pic). Is there a way for me to recover my quicksave game? all the other game saves for this mission dont work now and just brings me back to the beginning of the game when loaded. Heres the "long error message" from the doom 3 window: loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/furniture/tables/wtable1.lwo loaded collision model models/darkmod/kitchen/utensils/spoon_wooden_serving.lwo loaded collision model models/darkmod/kitchen/utensils/spoon_ornamental.lwo loaded collision model models/darkmod/fireplace/bucket_campfire.lwo loaded collision model models/darkmod/kitchen/cookpot.lwo loaded collision model models/darkmod/kitchen/creamer_silver.ase loaded collision model models/darkmod/furniture/seating/stool_rectangle_rough.lwo loaded collision model models/darkmod/furniture/shelves/winerack.ase loaded collision model models/darkmod/kitchen/food/bread_loaf01.lwo loaded collision model models/darkmod/kitchen/food/hanging_goose.ase loaded collision model models/darkmod/kitchen/food/fish_bluefish.lwo loaded collision model models/darkmod/waterworks/faucet_simple.lwo loaded collision model models/darkmod/readables/gui_posted_paper01.lwo loaded collision model models/darkmod/readables/book_red1.lwo loaded collision model models/darkmod/furniture/tables/table_wood_rough_small.lwo loaded collision model models/darkmod/containers/bucket_wood.lwo loaded collision model models/darkmod/furniture/seating/sofa1.lwo loaded collision model models/darkmod/furniture/seating/armchair1.lwo loaded collision model models/darkmod/furniture/cabinet1.lwo loaded collision model models/darkmod/decorative/wall/painting01_tearable.lwo loaded collision model models/darkmod/decorative/wall/shields/snswallmount.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo loaded collision model models/darkmod/lights/extinguishable/wall_gaslight02.lwo loaded collision model models/darkmod/fireplace/fireplace_wooden.ase loaded collision model models/darkmod/fireplace/grate.lwo loaded collision model models/darkmod/fireplace/tools.lwo loaded collision model models/darkmod/furniture/tables/coffeetable1.lwo loaded collision model models/darkmod/furniture/tables/endtable_square01.lwo loaded collision model models/darkmod/decorative/wall/longbanner_wider.lwo loaded collision model models/darkmod/decorative/wall/painting01_l.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_wall_sphere.ase loaded collision model models/darkmod/furniture/tables/dining_table_med_01.ase loaded collision model models/darkmod/furniture/seating/dchair2.lwo loaded collision model models/darkmod/decorative/wall/painting01_m.lwo loaded collision model models/darkmod/decorative/orchid.lwo loaded collision model models/darkmod/decorative/wall/verylongbanner.lwo loaded collision model models/darkmod/kitchen/tea_tray_silver2.ase loaded collision model models/darkmod/tools/household/broomstick.ase loaded collision model models/darkmod/containers/bucket.lwo loaded collision model models/darkmod/misc/pole_generic.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_empty.lwo loaded collision model models/darkmod/lights/extinguishable/chandelier1.lwo loaded collision model models/darkmod/furniture/beds/doublebed_wealthy.lwo loaded collision model models/darkmod/furniture/commode.lwo loaded collision model models/darkmod/furniture/dresser02.lwo loaded collision model models/darkmod/furniture/seating/stool_padded.lwo loaded collision model models/darkmod/furniture/wardrobe.lwo loaded collision model models/darkmod/readables/book_open1.lwo loaded collision model models/darkmod/misc/ink&quill.lwo loaded collision model models/darkmod/furniture/tables/rtable1.lwo loaded collision model models/darkmod/decorative/personal_items/brush_hand.ase loaded collision model models/darkmod/decorative/personal_items/mirror_hand.ase loaded collision model models/darkmod/decorative/wall/painting01.lwo loaded collision model models/darkmod/lights/extinguishable/wallcandles1.lwo loaded collision model models/darkmod/decorative/wall/curtain01left.lwo loaded collision model models/darkmod/decorative/wall/curtain01right.lwo loaded collision model models/darkmod/furniture/beds/4posterbed.lwo loaded collision model models/darkmod/waterworks/font1.lwo loaded collision model models/darkmod/nature/plant_05_big.ase loaded collision model models/darkmod/nautical/grating.lwo loaded collision model models/darkmod/lights/extinguishable/candle_skinny_tall.ase loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp_hanging.lwo loaded collision model models/darkmod/decorative/personal_items/perfume.lwo loaded collision model models/darkmod/decorative/vases/empty_flowerpot.lwo loaded collision model models/darkmod/architecture/handrails/handrail_section_l.lwo loaded collision model models/darkmod/furniture/tables/endtable1.lwo loaded collision model models/darkmod/decorative/hourglass.ase loaded collision model models/darkmod/furniture/tables/dining_table_small01.lwo loaded collision model models/darkmod/mechanical/gear_clock_hand_1_long.lwo loaded collision model models/darkmod/mechanical/gear_clock_hand_2_long.lwo loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/containers/crate02.lwo loaded collision model models/darkmod/containers/sack1_low.lwo loaded collision model models/darkmod/containers/sack_closed.lwo loaded collision model models/darkmod/containers/openable/footlocker_wood.ase loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase loaded collision model models/darkmod/misc/cart01_loaded.lwo loaded collision model models/darkmod/kitchen/cauldron_small.lwo loaded collision model models/darkmod/kitchen/food/apple.lwo loaded collision model models/darkmod/kitchen/food/carrot.ase loaded collision model models/darkmod/containers/keg_tapped_small.lwo loaded collision model models/darkmod/kitchen/bowl_soupbowl.lwo loaded collision model models/darkmod/kitchen/mug_wooden02.lwo loaded collision model models/darkmod/fireplace/fireplace_stone.ase loaded collision model models/darkmod/furniture/beds/mattress.lwo loaded collision model models/darkmod/containers/bag1_small.lwo loaded collision model models/darkmod/waterworks/bathtub01.lwo loaded collision model models/darkmod/tools/spade_square.lwo loaded collision model models/darkmod/containers/barrel01.lwo loaded collision model models/darkmod/containers/crate03.lwo loaded collision model models/darkmod/misc/rope_coil01.lwo loaded collision model models/darkmod/misc/marketstall.lwo loaded collision model models/darkmod/decorative/vases/pot_medium.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind01.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind02.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind03.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind04.ase loaded collision model models/darkmod/lights/extinguishable/brazier.lwo loaded collision model models/darkmod/misc/rope_coil.lwo loaded collision model models/darkmod/architecture/ladders/ladder_16steps.ase loaded collision model models/darkmod/nature/mushrooms_01.lwo loaded collision model models/darkmod/architecture/fencing/irongatesegment.ase loaded collision model models/darkmod/nature/mushroom_02.lwo loaded collision model models/darkmod/player_equipment/compass_open.lwo loaded collision model models/darkmod/furniture/tables/pillar_round01.lwo loaded collision model models/darkmod/decorative/statues/bust_01_male.ase loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp02.lwo loaded collision model models/darkmod/furniture/tables/ornate_table01_small.lwo loaded collision model models/darkmod/furniture/seating/sofa2.lwo loaded collision model models/darkmod/fireplace/burntlog.lwo loaded collision model models/darkmod/decorative/vases/vase_squat.lwo loaded collision model models/darkmod/lights/non-extinguishable/chandelier_gas4.lwo loaded collision model models/darkmod/nature/plant_fern.ase loaded collision model models/darkmod/nature/plant_bigleafy.ase loaded collision model models/darkmod/nature/plant_02.ase loaded collision model models/darkmod/readables/scroll1.lwo loaded collision model models/darkmod/furniture/notestand.ase loaded collision model models/darkmod/furniture/seating/stool_square.lwo loaded collision model models/darkmod/furniture/shelves/wall_shelf_ornate1.lwo loaded collision model models/darkmod/furniture/cabinet_set01_open.lwo loaded collision model models/darkmod/kitchen/chamberpot.lwo loaded collision model models/darkmod/kitchen/pitcher01.lwo loaded collision model models/darkmod/decorative/rug_round.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_small.lwo loaded collision model models/darkmod/misc/sagging_rope_01.lwo loaded collision model models/darkmod/decorative/statues/bust_02_female.ase loaded collision model models/darkmod/furniture/tables/endtable_set01.lwo loaded collision model models/mapobjects/tables/bunkbed/mattress.lwo loaded collision model models/darkmod/loot/plate_g.lwo loaded collision model models/darkmod/containers/openable/chest_wood_lid.ase loaded collision model models/darkmod/containers/openable/chest_wood.ase loaded collision model models/darkmod/readables/scroll_tied_up_flat.lwo loaded collision model models/darkmod/readables/scroll_tied_up.lwo loaded collision model models/darkmod/readables/paper1.lwo loaded collision model models/darkmod/furniture/dresser_set01.lwo loaded collision model models/darkmod/furniture/seating/chair_set01.lwo loaded collision model models/darkmod/readables/bookrow1.lwo loaded collision model models/darkmod/furniture/tables/table_set01.lwo loaded collision model models/darkmod/furniture/book_mount.lwo loaded collision model models/darkmod/decorative/statues/statue_hammer_standing_small.ase loaded collision model models/darkmod/containers/openable/chest_metal.ase loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase loaded collision model models/darkmod/containers/openable/jewellery_box01_body.lwo loaded collision model models/darkmod/containers/openable/jewellery_box01_lid.lwo loaded collision model models/darkmod/furniture/desk_flip_set01.lwo loaded collision model models/darkmod/furniture/desk_flip_set01_door.lwo loaded collision model models/darkmod/loot/opal_teardrop.ase loaded collision model models/darkmod/nature/log_big01.lwo loaded collision model models/darkmod/tools/spinning_wheel.lwo loaded collision model models/darkmod/tools/press_iron.lwo loaded collision model models/darkmod/mechanical/machine_01.ase loaded collision model models/darkmod/mechanical/machine_01_axle.ase loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_5_spoke.lwo loaded collision model models/darkmod/mechanical/gears/gear_hollow_5_spoke.lwo loaded collision model models/darkmod/dungeon/chain_straight_12.ase loaded collision model models/darkmod/lights/extinguishable/cagelamp_hanging.lwo loaded collision model models/darkmod/furniture/lectern.lwo loaded collision model models/darkmod/nature/small_bush01.lwo loaded collision model models/darkmod/nature/trees/tree_giant_01.ase loaded collision model models/darkmod/mechanical/switches/switch_flip_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_flip.ase loaded collision model models/darkmod/nature/mushroom_03.lwo loaded collision model models/darkmod/nature/mushrooms_02.lwo loaded collision model models/darkmod/waterworks/waterpump.ase loaded collision model models/darkmod/waterworks/faucet_simple_horizontal.lwo loaded collision model models/darkmod/mechanical/pipes/tap1.lwo loaded collision model models/darkmod/mechanical/pipes/furnace_pipe02_straight.lwo loaded collision model models/darkmod/mechanical/pipes/furnace_angle_curved.lwo loaded collision model models/darkmod/junk/broken_furniture/table_plank_collapsed.lwo loaded collision model models/darkmod/mechanical/watertank_wood_small.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe01_straight.lwo loaded collision model models/darkmod/mechanical/gears/watermill_cogwheel_small.ase loaded collision model models/darkmod/mechanical/generator1.lwo loaded collision model models/darkmod/tools/metal_hook.lwo loaded collision model models/darkmod/tools/smithyhammer.lwo loaded collision model models/darkmod/tools/household/wash_bin.ase loaded collision model models/darkmod/tools/household/brush.lwo loaded collision model models/darkmod/misc/market_stall_small.lwo loaded collision model models/darkmod/junk/plank_short.lwo loaded collision model models/darkmod/laboratory/flask2.ase loaded collision model models/darkmod/misc/wood_pallette.lwo loaded collision model models/darkmod/dungeon/stock.lwo loaded collision model models/darkmod/dungeon/torture_rack.lwo loaded collision model models/darkmod/dungeon/torturechair.lwo loaded collision model models/darkmod/dungeon/metal_ring.ase loaded collision model models/darkmod/dungeon/crowscage_open.lwo loaded collision model models/darkmod/dungeon/spiked_ball.lwo loaded collision model models/darkmod/mechanical/furnace_small_round.lwo loaded collision model models/darkmod/mechanical/switches/switch_translate_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_translate_lever.ase loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo loaded collision model models/darkmod/furniture/seating/vic_diningchair1.lwo loaded collision model models/darkmod/junk/broken_furniture/chair_plain_2legs.lwo loaded collision model models/darkmod/architecture/doors/door_boarded_up01.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_standing.lwo loaded collision model models/darkmod/architecture/doors/door96x48_2hinge.lwo loaded collision model models/darkmod/containers/crate01.lwo loaded collision model models/darkmod/decorative/statues/statue_folded_hands_sml.ase loaded collision model models/darkmod/decorative/statues/the_hammer_small1.lwo loaded collision model models/darkmod/furniture/scribe_desk.lwo loaded collision model models/darkmod/nature/flowers/flowers_patch_01.ase loaded collision model models/darkmod/kitchen/wine_bottle02.lwo loaded collision model models/darkmod/junk/broken_furniture/chair_plain_3legs.lwo loaded collision model models/darkmod/containers/keg_tapped.lwo loaded collision model models/darkmod/containers/tray.lwo loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo loaded collision model models/darkmod/weapons/longswordlow.lwo loaded collision model models/darkmod/decorative/wall/shields/plain_shield.lwo loaded collision model models/darkmod/wearables/armour/breastplate.lwo loaded collision model models/darkmod/wearables/headgear/helmet_oldstyle.lwo loaded collision model models/darkmod/weapons/battleaxe.lwo loaded collision model models/darkmod/weapons/morningstar_ornate.lwo loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever.ase loaded collision model models/darkmod/containers/package_cube.lwo loaded collision model models/darkmod/containers/sack_bent.lwo loaded collision model models/darkmod/kitchen/sugar_silver.ase loaded collision model models/darkmod/kitchen/tea_pot_silver.ase loaded collision model models/darkmod/furniture/seating/bench_set01.lwo loaded collision model models/darkmod/furniture/seating/bench_set01_flat.lwo loaded collision model models/darkmod/kitchen/food/fish_mackerel.lwo loaded collision model models/darkmod/kitchen/food/garlic_long.lwo loaded collision model models/darkmod/kitchen/bottle01.lwo loaded collision model models/darkmod/kitchen/utensils/knife_chef.ase loaded collision model models/darkmod/decorative/wall/boarhead_open.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf_wide01.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf1.lwo loaded collision model models/darkmod/readables/book_tome.lwo loaded collision model models/darkmod/readables/book_t1.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/furniture/seating/stool_round_rough.lwo loaded collision model models/darkmod/junk/pot_ceramic_broken.ase loaded collision model models/darkmod/lights/non-extinguishable/lamp_wall_electric_01.ase loaded collision model models/darkmod/containers/barrell_large.lwo loaded collision model models/darkmod/junk/cartwheel.lwo loaded collision model models/darkmod/junk/handle_long_broken.lwo loaded collision model models/darkmod/junk/plank_scrap01_med.lwo loaded collision model models/darkmod/misc/cart_low.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe01_bend.lwo loaded collision model models/darkmod/wearables/quiver_full.lwo loaded collision model models/darkmod/weapons/broadhead.lwo loaded collision model models/darkmod/lights/non-extinguishable/lantern_oil_hand02.lwo loaded collision model models/darkmod/dungeon/chain_straight_med.lwo loaded collision model models/darkmod/weapons/shortbow.lwo loaded collision model models/darkmod/lights/non-extinguishable/grill_light.lwo loaded collision model models/darkmod/wearables/headgear/helmet_round02_wearable.lwo loaded collision model models/darkmod/lights/non-extinguishable/electric_wall_fancy.lwo loaded collision model models/darkmod/misc/ink_pot02.lwo loaded collision model models/darkmod/furniture/desk1.lwo loaded collision model models/darkmod/readables/scroll_rolled_up.lwo loaded collision model models/darkmod/nature/rocks/smallrock1.lwo loaded collision model models/darkmod/furniture/shelves/wall_shelf_ornate2.lwo loaded collision model models/darkmod/furniture/beds/mattress_straw.lwo loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/kitchen/cup01.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.lwo loaded collision model models/darkmod/readables/book_open1_small.lwo loaded collision model models/darkmod/nature/rocks/crystals1.ase loaded collision model models/darkmod/loot/diamond_teardrop.ase loaded collision model models/darkmod/architecture/doors/oversized/old_door_01.lwo loaded collision model models/darkmod/architecture/doors/oversized/old_door_02.lwo loaded collision model models/darkmod/nature/trees/tree_dm.lwo loaded collision model models/darkmod/nature/trees/tree_dm01.lwo loaded collision model models/darkmod/nature/trees/tree_dm02.lwo loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/roundstreetlamp_broken.lwo loaded collision model models/darkmod/lights/non-extinguishable/ship_skylight.lwo loaded collision model models/darkmod/nature/large_bush01.lwo loaded collision model models/darkmod/nature/plant_03.ase loaded collision model models/darkmod/decorative/statues/statue_torch_left.ase loaded collision model models/darkmod/decorative/statues/statue_torch_right.ase loaded collision model models/darkmod/decorative/statues/statue_lion_medium2.ase loaded collision model models/darkmod/architecture/awnings_roofs/awning_wooden02_wide_broken.lwo loaded collision model models/darkmod/architecture/mansion_greenhouse_02.lwo loaded collision model models/darkmod/architecture/chimneys/square_stone.lwo loaded collision model models/darkmod/door_related/steampunk_front_doorframe_b.lwo loaded collision model models/darkmod/decorative/vases/vase2_medium.ase loaded collision model models/darkmod/junk/wheel_wheelbarrow.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo loaded collision model models/darkmod/nature/rocks/rubble_pieces_1.ase loaded collision model models/darkmod/nature/cattails_2.lwo loaded collision model models/darkmod/tools/wheelbarrow01_empty.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/nature/rocks/rock_slab_01.lwo loaded collision model models/darkmod/nature/rocks/rock_slab_02.lwo loaded collision model models/darkmod/nature/rocks/rubble_medium_2.ase loaded collision model models/darkmod/containers/openable/chest_old_lid.lwo loaded collision model models/darkmod/containers/openable/chest_old_body.lwo loaded collision model models/darkmod/wearables/headgear/hat_straw_wearable.lwo loaded collision model models/darkmod/furniture/beds/singlebed_set01.lwo loaded collision model models/darkmod/decorative/wall/banner2.lwo loaded collision model models/darkmod/lights/extinguishable/candlestick2_empty.lwo loaded collision model models/darkmod/player_equipment/speed_potion.lwo loaded collision model models/darkmod/decorative/statues/builder_guard_statuette.lwo loaded collision model models/darkmod/wearables/shoe01.lwo loaded collision model models/darkmod/wearables/headgear/nobleman_hat_l.lwo loaded collision model models/darkmod/decorative/wall/longbanner_wide.lwo loaded collision model models/darkmod/door_related/handle_ring.lwo loaded collision model models/darkmod/misc/target.ase loaded collision model models/darkmod/decorative/statues/gargoyle_roof_corner.ase loaded collision model models/darkmod/loot/coins/purse_p_goldspilt.lwo loaded collision model models/darkmod/decorative/vases/jug_clay_small.lwo loaded collision model models/darkmod/decorative/statues/statue_noblewoman01.lwo loaded collision model models/darkmod/nature/flowers/lily_small.ase loaded collision model models/darkmod/junk/broken_furniture/chair_peasant_leg.lwo loaded collision model models/darkmod/furniture/seating/chair_triangular.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1558 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: textures/darkmod/metal/flat/nontiling/steel_scratched01_dark WARNING: Couldn't load image: _bloomimage WARNING: Couldn't load image: _cookedmath WARNING: Couldn't load image: models/md5/chars/thief/thief1_local WARNING: Couldn't load image: textures/common/shadow_bak WARNING: Couldn't load image: - WARNING: Couldn't load image: lights/jdude_church512x256 0 purged from previous 276 kept from previous 1563 new loaded all images loaded in 71.5 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 155088k referenced 3818k purged ---------------------------------------- sound: missing efxs/heart.efx ----------------------------------- 132218 msec to load heart idRenderWorld::GenerateAllInteractions, msec = 56, staticAllocCount = 0. interactionTable size: 5143536 bytes 47763 interaction take 5349456 bytes ------------- Warnings --------------- during heart... WARNING: Couldn't load gui: 'guis/map_of.gui' WARNING: Couldn't load image: - WARNING: Couldn't load image: _bloomimage WARNING: Couldn't load image: _cookedmath WARNING: Couldn't load image: lights/jdude_church512x256 WARNING: Couldn't load image: models/md5/chars/thief/thief1_local WARNING: Couldn't load image: textures/common/shadow_bak WARNING: Couldn't load image: textures/darkmod/metal/flat/nontiling/steel_scratched01_dark WARNING: file <implicit file>, line 2: unknown token '-' 9 warnings WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_235315403872' WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_238015403872' WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_339815403872' WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_342415403872' WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_342715403872' Bloom Kernel size is set to: Small Using default interaction.vfp Damage dealt: 80 AI PAIN QuickSave WARNING: GetPointOutsideObstacles: no valid point found WARNING: GetPointOutsideObstacles: no valid point found WARNING: GetPointOutsideObstacles: no valid point found WARNING: GetPointOutsideObstacles: no valid point found Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 20 20 1024 768 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door footlocker_wood_lid_unlocked3 is not within a valid AAS area WARNING: Door ChestLid1 is not within a valid AAS area WARNING: Door ChestLid3 is not within a valid AAS area WARNING: Door DoorWardrobeA is not within a valid AAS area WARNING: Door DoorWardrobeB is not within a valid AAS area WARNING: Door Hexagon is not within a valid AAS area WARNING: Door Star is not within a valid AAS area WARNING: Door Heart2 is not within a valid AAS area WARNING: Door HeartPetal2 is not within a valid AAS area WARNING: Door HeartPetal1 is not within a valid AAS area WARNING: Door HeartPetal3 is not within a valid AAS area WARNING: Door HeartPetal4 is not within a valid AAS area WARNING: Door HeartPetal8 is not within a valid AAS area WARNING: Door HeartPetal5 is not within a valid AAS area WARNING: Door HeartPetal6 is not within a valid AAS area WARNING: Door HeartPetal7 is not within a valid AAS area WARNING: Door HeartLifter is not within a valid AAS area WARNING: Door RedFlamesCageLamp is not within a valid AAS area WARNING: Door HeartDisplayDoorA is not within a valid AAS area WARNING: Door HeartDisplayDoorB is not within a valid AAS area WARNING: Door DoorWaterworks is not within a valid AAS area WARNING: Door ChestLid6 is not within a valid AAS area WARNING: Door dresser_doorB2 is not within a valid AAS area WARNING: Door dresser_doorC2 is not within a valid AAS area WARNING: Door bureau_doorB2 is not within a valid AAS area WARNING: Door bureau_doorF2 is not within a valid AAS area WARNING: Door bureau_doorControlF2 is not within a valid AAS area WARNING: Door bureau_doorA2 is not within a valid AAS area WARNING: Door bureau_drawerB2 is not within a valid AAS area WARNING: Door bureau_drawerA2 is not within a valid AAS area WARNING: Door bureau_doorE2 is not within a valid AAS area WARNING: Door BoltHatch is not within a valid AAS area WARNING: Door DoorWardrobeA2 is not within a valid AAS area WARNING: Door DoorWardrobeB2 is not within a valid AAS area WARNING: Door BannerLifter is not within a valid AAS area WARNING: Door DoorWardrobeA3 is not within a valid AAS area WARNING: Door DoorWardrobeB3 is not within a valid AAS area WARNING: Door FootlockerLid_6 is not within a valid AAS area WARNING: Door BustSecretLever is not within a valid AAS area WARNING: Door SecretDoor is not within a valid AAS area ModelGenerator memory: 55 LOD entries with 185 users using 33934 bytes, memory saved: 80477 bytes. WARNING: idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- CRawBuffer::resize: realloc failed (from 33554432 to 67108864 bytes)
  11. So to sum up what I've done to look at performance issues for this map: 1) Performance Wiki 2) used Doom 3 cvars to disable fog, etc. 3) Disabled as many other effects as possible (skybox, light-pattern, moon beams) 4) used killMonsters to eliminate AI After all this, I Windowed the application and and reviewed the performance in Taskmgr... About 60 to 70% CPU utilization... 1GB of RAM usage... So I went looking for errors and saw an overflow error right after turning my view to a slow region... So I did a conDump and found what appear to be indications of broken syntax: Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Are these elements needed to optimize the dmap? Full conDump: DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51 2992 MHz Intel CPU with MMX & SSE & SSE2 & HTT 2048 MB System Memory 1024 MB Video Memory Winsock Initialized Found interface: {BBC364FC-2B52-45DD-8728-AD31B97E9226} Intel® PRO/100 VE Ne twork Connection - Packet Scheduler Miniport - 192.168.1.3/255.255.255.0 Sys_InitNetworking: adding loopback interface doom using MMX & SSE & SSE2 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Loaded pk4 C:\Program Files\Doom 3\base\crypt2.pk4 with checksum 0x5d868a46 Loaded pk4 C:\Program Files\Doom 3\base\game00.pk4 with checksum 0xf07eb555 Loaded pk4 C:\Program Files\Doom 3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 C:\Program Files\Doom 3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 C:\Program Files\Doom 3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 C:\Program Files\Doom 3\base\king.pk4 with checksum 0xc2a50f08 Loaded pk4 C:\Program Files\Doom 3\base\ladder.pk4 with checksum 0x5bf5e8d0 Loaded pk4 C:\Program Files\Doom 3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 C:\Program Files\Doom 3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 C:\Program Files\Doom 3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 C:\Program Files\Doom 3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 C:\Program Files\Doom 3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 C:\Program Files\Doom 3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 C:\Program Files\Doom 3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 C:\Program Files\Doom 3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 C:\Program Files\Doom 3\base\pak008.pk4 with checksum 0x23ae5993 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_animals01.pk4 with checksum 0xf830851d Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_base01.pk4 with checksum 0x7 ff3de14 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_builders01.pk4 with checksum 0x30b8e6ca Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_guards01.pk4 with c hecksum 0x74585aae Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_heads01.pk4 with ch ecksum 0xa54dc070 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_nobles01.pk4 with c hecksum 0xb6e47906 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_pagans01.pk4 with c hecksum 0x796829e8 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_townsfolk01.pk4 wit h checksum 0xcf2cfb9f Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_undead01.pk4 with c hecksum 0xeb27db8f Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_monsters_spiders01.pk4 with checksum 0x5b4e8e9a Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_ai_steambots01.pk4 with checksu m 0x7a7cc743 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_base01.pk4 with checksum 0x21fa 0813 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_defs01.pk4 with checksum 0x8ef2 4e46 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_env01.pk4 with checksum 0xa6fa9 6e5 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_fonts01.pk4 with checksum 0xa22 b6d81 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_game01.pk4 with checksum 0x46d9 f790 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_game02.pk4 with checksum 0x41b6 e4a3 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_gui01.pk4 with checksum 0x7ecf5 14e Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_gui_credits01.pk4 with checksum 0xd4134c90 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_models01.pk4 with checksum 0x52 8a1238 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_models02.pk4 with checksum 0x2e 303735 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_models03.pk4 with checksum 0x37 20b1ee Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_models_decls01.pk4 with checksu m 0x320829c0 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_player01.pk4 with checksum 0xdc 3c461f Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_prefabs01.pk4 with checksum 0x4 431bc5a Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_ambient01.pk4 with checks um 0x50f3e062 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_ambient02.pk4 with checks um 0x564b4a5e Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_ambient03.pk4 with checks um 0xabfa1504 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_ambient_decls01.pk4 with checksum 0x3912b2ab Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_sfx01.pk4 with checksum 0 x740e46f Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_sfx02.pk4 with checksum 0 xa7b55e02 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_vocals01.pk4 with checksu m 0x749a24b6 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_vocals02.pk4 with checksu m 0x30b2f31e Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_vocals03.pk4 with checksu m 0xcbe40d69 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_vocals04.pk4 with checksu m 0x7fa9bee0 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_vocals05.pk4 with checksu m 0x170964a3 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_vocals06.pk4 with checksu m 0xe4b6ac34 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_sound_vocals_decls01.pk4 with c hecksum 0x6aad28a1 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_base01.pk4 with checks um 0xa3208849 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_carpet01.pk4 with chec ksum 0x79649041 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_decals01.pk4 with chec ksum 0x71962ee6 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_door01.pk4 with checks um 0x2b3fd59b Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_fabric01.pk4 with chec ksum 0xa9d47f2 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_glass01.pk4 with check sum 0x9f437881 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_metal01.pk4 with check sum 0x546f559 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_nature01.pk4 with chec ksum 0xc2c97f30 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_nature02.pk4 with chec ksum 0x6a6ca01 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_paint_paper01.pk4 with checksum 0x52754974 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_plaster01.pk4 with che cksum 0x14ce9c0f Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_roof01.pk4 with checks um 0xae07409 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_sfx01.pk4 with checksu m 0xe357649 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_stone_brick01.pk4 with checksum 0x9c9b2876 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_stone_cobblestones01.p k4 with checksum 0xa7d87bbb Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_stone_flat01.pk4 with checksum 0xb9c42b29 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_stone_natural01.pk4 wi th checksum 0xae52bc5e Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_stone_sculpted01.pk4 w ith checksum 0x739a476d Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_window01.pk4 with chec ksum 0x112e5755 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_wood01.pk4 with checks um 0xb2492fe7 Loaded pk4 C:\Program Files\Doom 3\darkmod\tdm_textures_wood02.pk4 with checks um 0x74b4525e Loaded pk4 C:\Program Files\Doom 3\darkmod\training_demo.pk4 with checksum 0xd d1c0663 Loaded pk4 C:\Program Files\Doom 3\forest\forest.pk4 with checksum 0xdb5783a1 Current search path: C:\Program Files\Doom 3/forest C:\Program Files\Doom 3\forest\forest.pk4 (75 files) C:\Program Files\Doom 3/darkmod C:\Program Files\Doom 3\darkmod\training_demo.pk4 (2 files) C:\Program Files\Doom 3\darkmod\tdm_textures_wood02.pk4 (8 files) C:\Program Files\Doom 3\darkmod\tdm_textures_wood01.pk4 (282 files) C:\Program Files\Doom 3\darkmod\tdm_textures_window01.pk4 (186 files) C:\Program Files\Doom 3\darkmod\tdm_textures_stone_sculpted01.pk4 (153 files) C:\Program Files\Doom 3\darkmod\tdm_textures_stone_natural01.pk4 (99 files) C:\Program Files\Doom 3\darkmod\tdm_textures_stone_flat01.pk4 (224 files) C:\Program Files\Doom 3\darkmod\tdm_textures_stone_cobblestones01.pk4 (163 fil es) C:\Program Files\Doom 3\darkmod\tdm_textures_stone_brick01.pk4 (256 files) C:\Program Files\Doom 3\darkmod\tdm_textures_sfx01.pk4 (29 files) C:\Program Files\Doom 3\darkmod\tdm_textures_roof01.pk4 (54 files) C:\Program Files\Doom 3\darkmod\tdm_textures_plaster01.pk4 (91 files) C:\Program Files\Doom 3\darkmod\tdm_textures_paint_paper01.pk4 (23 files) C:\Program Files\Doom 3\darkmod\tdm_textures_nature02.pk4 (1 files) C:\Program Files\Doom 3\darkmod\tdm_textures_nature01.pk4 (174 files) C:\Program Files\Doom 3\darkmod\tdm_textures_metal01.pk4 (222 files) C:\Program Files\Doom 3\darkmod\tdm_textures_glass01.pk4 (23 files) C:\Program Files\Doom 3\darkmod\tdm_textures_fabric01.pk4 (38 files) C:\Program Files\Doom 3\darkmod\tdm_textures_door01.pk4 (153 files) C:\Program Files\Doom 3\darkmod\tdm_textures_decals01.pk4 (187 files) C:\Program Files\Doom 3\darkmod\tdm_textures_carpet01.pk4 (71 files) C:\Program Files\Doom 3\darkmod\tdm_textures_base01.pk4 (122 files) C:\Program Files\Doom 3\darkmod\tdm_sound_vocals_decls01.pk4 (15 files) C:\Program Files\Doom 3\darkmod\tdm_sound_vocals06.pk4 (366 files) C:\Program Files\Doom 3\darkmod\tdm_sound_vocals05.pk4 (62 files) C:\Program Files\Doom 3\darkmod\tdm_sound_vocals04.pk4 (1245 files) C:\Program Files\Doom 3\darkmod\tdm_sound_vocals03.pk4 (721 files) C:\Program Files\Doom 3\darkmod\tdm_sound_vocals02.pk4 (927 files) C:\Program Files\Doom 3\darkmod\tdm_sound_vocals01.pk4 (66 files) C:\Program Files\Doom 3\darkmod\tdm_sound_sfx02.pk4 (407 files) C:\Program Files\Doom 3\darkmod\tdm_sound_sfx01.pk4 (342 files) C:\Program Files\Doom 3\darkmod\tdm_sound_ambient_decls01.pk4 (8 files) C:\Program Files\Doom 3\darkmod\tdm_sound_ambient03.pk4 (22 files) C:\Program Files\Doom 3\darkmod\tdm_sound_ambient02.pk4 (145 files) C:\Program Files\Doom 3\darkmod\tdm_sound_ambient01.pk4 (146 files) C:\Program Files\Doom 3\darkmod\tdm_prefabs01.pk4 (344 files) C:\Program Files\Doom 3\darkmod\tdm_player01.pk4 (119 files) C:\Program Files\Doom 3\darkmod\tdm_models_decls01.pk4 (83 files) C:\Program Files\Doom 3\darkmod\tdm_models03.pk4 (14 files) C:\Program Files\Doom 3\darkmod\tdm_models02.pk4 (1649 files) C:\Program Files\Doom 3\darkmod\tdm_models01.pk4 (1387 files) C:\Program Files\Doom 3\darkmod\tdm_gui_credits01.pk4 (49 files) C:\Program Files\Doom 3\darkmod\tdm_gui01.pk4 (646 files) C:\Program Files\Doom 3\darkmod\tdm_game02.pk4 (2 files) C:\Program Files\Doom 3\darkmod\tdm_game01.pk4 (2 files) C:\Program Files\Doom 3\darkmod\tdm_fonts01.pk4 (228 files) C:\Program Files\Doom 3\darkmod\tdm_env01.pk4 (72 files) C:\Program Files\Doom 3\darkmod\tdm_defs01.pk4 (123 files) C:\Program Files\Doom 3\darkmod\tdm_base01.pk4 (91 files) C:\Program Files\Doom 3\darkmod\tdm_ai_steambots01.pk4 (25 files) C:\Program Files\Doom 3\darkmod\tdm_ai_monsters_spiders01.pk4 (36 files) C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_undead01.pk4 (29 files) C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_townsfolk01.pk4 (35 files) C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_pagans01.pk4 (8 files) C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_nobles01.pk4 (37 files) C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_heads01.pk4 (46 files) C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_guards01.pk4 (324 files) C:\Program Files\Doom 3\darkmod\tdm_ai_humanoid_builders01.pk4 (73 files) C:\Program Files\Doom 3\darkmod\tdm_ai_base01.pk4 (8 files) C:\Program Files\Doom 3\darkmod\tdm_ai_animals01.pk4 (27 files) C:\Program Files\Doom 3/base C:\Program Files\Doom 3\base\pak008.pk4 (3 files) C:\Program Files\Doom 3\base\pak007.pk4 (38 files) C:\Program Files\Doom 3\base\pak006.pk4 (48 files) C:\Program Files\Doom 3\base\pak005.pk4 (63 files) C:\Program Files\Doom 3\base\pak004.pk4 (5137 files) C:\Program Files\Doom 3\base\pak003.pk4 (4676 files) C:\Program Files\Doom 3\base\pak002.pk4 (6120 files) C:\Program Files\Doom 3\base\pak001.pk4 (8972 files) C:\Program Files\Doom 3\base\pak000.pk4 (2698 files) C:\Program Files\Doom 3\base\ladder.pk4 (17 files) C:\Program Files\Doom 3\base\king.pk4 (15 files) C:\Program Files\Doom 3\base\game03.pk4 (2 files) C:\Program Files\Doom 3\base\game02.pk4 (2 files) C:\Program Files\Doom 3\base\game01.pk4 (2 files) C:\Program Files\Doom 3\base\game00.pk4 (2 files) C:\Program Files\Doom 3\base\crypt2.pk4 (15 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5201 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg execing autoexec.cfg 5201 strings read from strings/english.lang ----- Initializing Sound System ------ Setup OpenAL device and context... Done. OpenAL: found EAX 4.0 extension OpenAL: no EAX-RAM extension OpenAL: found SB Audigy Audio [b800] OpenAL: found 63 hardware voices sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...created window @ 0,0 (1032x802) Initializing OpenGL driver ...getting DC: succeeded ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap X..GL_NV_register_combiners not found X..GL_EXT_stencil_two_side not found ...using GL_ATI_separate_stencil ...using GL_ATI_fragment_shader ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program X..EXT_depth_bounds_test not found ---------- R_NV20_Init ---------- Not available. ----------- R200_Init ----------- GL_NUM_FRAGMENT_REGISTERS_ATI: 6 GL_NUM_FRAGMENT_CONSTANTS_ATI: 8 GL_NUM_PASSES_ATI: 2 GL_NUM_INSTRUCTIONS_PER_PASS_ATI: 8 GL_NUM_INSTRUCTIONS_TOTAL_ATI: 16 GL_COLOR_ALPHA_PAIRING_ATI: 1 GL_NUM_LOOPBACK_COMPONENTS_ATI: 3 GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: 3 FPROG_FAST_PATH --------------------- ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: C:\Program Files\Doom 3\darkmod\tdm_game01.pk4/gamex86. dll copy gamex86.dll to C:\Program Files\Doom 3\forest\gamex86.dll game using MMX & SSE & SSE2 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode --------- Initializing Game ---------- The Dark Mod 1.02, code revision 3895 Build date: May 7 2010 Initializing event system ...774 event definitions Initializing class hierarchy ...183 classes, 408672 bytes for event callbacks Initializing scripts Compiled 'rand_osc_light::GetOscOrigin': 468.3 ms ---------- Compile stats ---------- Memory usage: Strings: 45, 5424 bytes Statements: 22551, 451020 bytes Functions: 1219, 126356 bytes Variables: 93072 bytes Mem used: 1169188 bytes Static data: 2277552 bytes Allocated: 2827948 bytes Thread size: 7068 bytes ...5 aas types game initialized. -------------------------------------- Parsing material files Found 23 mods in the FM folder. Using TDM's enhanced interaction.vfp -------- Initializing Session -------- session initialized -------------------------------------- --- Common Initialization Complete --- Unknown command 'Files\Doom' guid set to RbxWM5QwUyg WARNING: idSession: triggering mainmenu watchdog Shutting down sound hardware Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...calling CDS: ok ...created window @ 0,0 (1024x768) Initializing OpenGL driver ...getting DC: succeeded ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap X..GL_NV_register_combiners not found X..GL_EXT_stencil_two_side not found ...using GL_ATI_separate_stencil ...using GL_ATI_fragment_shader ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program X..EXT_depth_bounds_test not found ---------- R_NV20_Init ---------- Not available. ----------- R200_Init ----------- GL_NUM_FRAGMENT_REGISTERS_ATI: 6 GL_NUM_FRAGMENT_CONSTANTS_ATI: 8 GL_NUM_PASSES_ATI: 2 GL_NUM_INSTRUCTIONS_PER_PASS_ATI: 8 GL_NUM_INSTRUCTIONS_TOTAL_ATI: 16 GL_COLOR_ALPHA_PAIRING_ATI: 1 GL_NUM_LOOPBACK_COMPONENTS_ATI: 3 GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: 3 FPROG_FAST_PATH --------------------- ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem Regenerated world, staticAllocCount = 0. Found 23 mods in the FM folder. Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Objective 9: Parsing success and failure logic Objective 10: Parsing success and failure logic Objective 11: Parsing success and failure logic Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Objective 9: Parsing success and failure logic Objective 10: Parsing success and failure logic Objective 11: Parsing success and failure logic --------- Game Map Shutdown ---------- -------------------------------------- reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/gameover.gui. reloading guis/msg.gui. reloading guis/takeNotes.gui. reloading guis/intro.gui. reloading guis/netmenu.gui. Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Objective 9: Parsing success and failure logic Objective 10: Parsing success and failure logic Objective 11: Parsing success and failure logic --------- Map Initialization --------- Map: forest glprogs/heatHazeWithMaskAndBlur.vfp glprogs/heatHazeWithMaskAndBlur.vfp glprogs/heatHazeWithMask.vfp glprogs/heatHazeWithMask.vfp ----------- Game Map Init ------------ collision data: 567 models 41920 vertices (982 KB) 72182 edges (2537 KB) 30801 polygons (2144 KB) 4466 brushes (619 KB) 23391 nodes (639 KB) 54638 polygon refs (426 KB) 16541 brush refs (129 KB) 20945 internal edges 2187 sharp edges 0 contained polygons removed 0 polygons merged 7480 KB total memory used 418 msec to load collision data. map bounds are (6832.0, 11013.0, 1624.0) max clip sector is (213.5, 344.2, 406.0) 1 KB passage memory used to build PVS 8 msec to calculate PVS 41 areas 90 portals 10 areas visible on average 328 bytes PVS data [Load AAS] loading maps/forest.aas48 [Load AAS] loading maps/forest.aas96 [Load AAS] loading maps/forest.aas32 done. [Load AAS] loading maps/forest.aas100 [Load AAS] loading maps/forest.aas_rat ConversationManager: Found 0 valid conversations. Entering tdm_main() Exiting tdm_main() Spawning entities loaded collision model models/darkmod/nature/trees/gw_dm1_tree_big.ase Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '-0.3890' Unknown token '-0.1207' Unknown token '-0.3589' Unknown token '*TM_ROW1' Unknown token '-0.5049' Unknown token '0.3859' Unknown token '0.4176' Unknown token '*TM_ROW2' Unknown token '0.2467' Unknown token '0.9627' Unknown token '-0.5913' Unknown token '*TM_ROW3' Unknown token '0.0000' Unknown token '0.0000' Unknown token '0.0000' Unknown token '*TM_POS' Unknown token '0.0000' Unknown token '0.0000' Unknown token '0.0000' Unknown token '*TM_ROTAXIS' Unknown token '0.2779' Unknown token '-0.8574' Unknown token '-0.4331' Unknown token '*TM_ROTANGLE' Unknown token '2.6065' Unknown token '*TM_SCALE' Unknown token '0.5429' Unknown token '0.7604' Unknown token '1.1564' Unknown token '*TM_SCALEAXIS' Unknown token '0.0000' Unknown token '0.0000' Unknown token '0.0000' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0000' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-3.4220' Unknown token '-4.4079' Unknown token '-4.1032' Unknown token '*BOUNDINGBOX_MAX' Unknown token '3.4220' Unknown token '4.4079' Unknown token '4.1032' Unknown token '}' loaded collision model models/darkmod/nature/trees/gw_dm1_tree_03.ase removed 68 degenerate triangles loaded collision model models/darkmod/nature/trees/tree_old_01.lwo loaded collision model models/darkmod/nature/bush_large02.lwo loaded collision model models/darkmod/nature/plant_03.ase Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.1849' Unknown token '0.3294' Unknown token '-0.2305' Unknown token '*TM_ROW1' Unknown token '0.2965' Unknown token '0.1904' Unknown token '0.5099' Unknown token '*TM_ROW2' Unknown token '0.7282' Unknown token '-0.5589' Unknown token '-0.2147' Unknown token '*TM_ROW3' Unknown token '26.6708' Unknown token '-168.5773' Unknown token '556.3923' Unknown token '*TM_POS' Unknown token '26.6708' Unknown token '-168.5773' Unknown token '556.3923' Unknown token '*TM_ROTAXIS' Unknown token '-0.7313' Unknown token '-0.6681' Unknown token '-0.1374' Unknown token '*TM_ROTANGLE' Unknown token '1.8248' Unknown token '*TM_SCALE' Unknown token '0.4425' Unknown token '0.6199' Unknown token '0.9427' Unknown token '*TM_SCALEAXIS' Unknown token '0.0000' Unknown token '0.0000' Unknown token '0.0000' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0000' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '23.0421' Unknown token '-171.8137' Unknown token '553.5269' Unknown token '*BOUNDINGBOX_MAX' Unknown token '30.2995' Unknown token '-165.3409' Unknown token '559.2576' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '-0.2124' Unknown token '0.1601' Unknown token '0.2965' Unknown token '*TM_ROW1' Unknown token '0.3888' Unknown token '-0.1619' Unknown token '0.3660' Unknown token '*TM_ROW2' Unknown token '0.4069' Unknown token '0.7369' Unknown token '-0.1063' Unknown token '*TM_ROW3' Unknown token '17.5259' Unknown token '-178.0117' Unknown token '567.0010' Unknown token '*TM_POS' Unknown token '17.5259' Unknown token '-178.0117' Unknown token '567.0010' Unknown token '*TM_ROTAXIS' Unknown token '-0.4727' Unknown token '-0.5887' Unknown token '-0.6558' Unknown token '*TM_ROTANGLE' Unknown token '3.3684' Unknown token '*TM_SCALE' Unknown token '0.3983' Unknown token '0.5579' Unknown token '0.8484' Unknown token '*TM_SCALEAXIS' Unknown token '0.0000' Unknown token '0.0000' Unknown token '0.0000' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0000' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '14.5016' Unknown token '-181.1882' Unknown token '564.6948' Unknown token '*BOUNDINGBOX_MAX' Unknown token '20.5502' Unknown token '-174.8352' Unknown token '569.3071' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '-0.4768' Unknown token '0.3244' Unknown token '-0.3969' Unknown token '*TM_ROW1' Unknown token '-0.3633' Unknown token '0.1684' Unknown token '0.5741' Unknown token '*TM_ROW2' Unknown token '0.3615' Unknown token '0.5970' Unknown token '0.0536' Unknown token '*TM_ROW3' Unknown token '-262.8771' Unknown token '34.6475' Unknown token '526.8654' Unknown token '*TM_POS' Unknown token '-262.8771' Unknown token '34.6475' Unknown token '526.8654' Unknown token '*TM_ROTAXIS' Unknown token '0.0224' Unknown token '-0.7406' Unknown token '-0.6716' Unknown token '*TM_ROTANGLE' Unknown token '2.3211' Unknown token '*TM_SCALE' Unknown token '0.7001' Unknown token '0.7000' Unknown token '0.7000' Unknown token '*TM_SCALEAXIS' Unknown token '0.6315' Unknown token '0.7747' Unknown token '0.0311' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0005' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-266.4820' Unknown token '31.3780' Unknown token '523.7915' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-259.2722' Unknown token '37.9170' Unknown token '529.9393' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.6190' Unknown token '0.1871' Unknown token '-0.3167' Unknown token '*TM_ROW1' Unknown token '-0.2190' Unknown token '0.6855' Unknown token '-0.0229' Unknown token '*TM_ROW2' Unknown token '0.2956' Unknown token '0.1160' Unknown token '0.6462' Unknown token '*TM_ROW3' Unknown token '-262.8771' Unknown token '34.6475' Unknown token '526.8654' Unknown token '*TM_POS' Unknown token '-262.8771' Unknown token '34.6475' Unknown token '526.8654' Unknown token '*TM_ROTAXIS' Unknown token '0.1857' Unknown token '-0.8189' Unknown token '-0.5430' Unknown token '*TM_ROTANGLE' Unknown token '0.5460' Unknown token '*TM_SCALE' Unknown token '0.7200' Unknown token '0.7200' Unknown token '0.7200' Unknown token '*TM_SCALEAXIS' Unknown token '0.2111' Unknown token '0.9355' Unknown token '0.2834' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0003' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-266.2777' Unknown token '31.6816' Unknown token '523.9081' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-259.4765' Unknown token '37.6134' Unknown token '529.8228' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.0275' Unknown token '0.0873' Unknown token '0.1036' Unknown token '*TM_ROW1' Unknown token '-0.1333' Unknown token '-0.0015' Unknown token '0.0366' Unknown token '*TM_ROW2' Unknown token '0.0243' Unknown token '-0.1072' Unknown token '0.0839' Unknown token '*TM_ROW3' Unknown token '-82.3306' Unknown token '145.8169' Unknown token '614.2213' Unknown token '*TM_POS' Unknown token '-82.3306' Unknown token '145.8169' Unknown token '614.2213' Unknown token '*TM_ROTAXIS' Unknown token '-0.5229' Unknown token '0.2884' Unknown token '-0.8021' Unknown token '*TM_ROTANGLE' Unknown token '1.6735' Unknown token '*TM_SCALE' Unknown token '0.1382' Unknown token '0.1382' Unknown token '0.1383' Unknown token '*TM_SCALEAXIS' Unknown token '0.3928' Unknown token '-0.7502' Unknown token '0.5319' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0000' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-82.8857' Unknown token '145.2289' Unknown token '613.5490' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-81.7755' Unknown token '146.4049' Unknown token '614.8937' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '-0.0088' Unknown token '0.1329' Unknown token '-0.0369' Unknown token '*TM_ROW1' Unknown token '-0.1209' Unknown token '0.0103' Unknown token '0.0661' Unknown token '*TM_ROW2' Unknown token '0.0663' Unknown token '0.0365' Unknown token '0.1156' Unknown token '*TM_ROW3' Unknown token '-82.3306' Unknown token '145.8169' Unknown token '614.2213' Unknown token '*TM_POS' Unknown token '-82.3306' Unknown token '145.8169' Unknown token '614.2213' Unknown token '*TM_ROTAXIS' Unknown token '-0.1074' Unknown token '-0.3745' Unknown token '-0.9210' Unknown token '*TM_ROTANGLE' Unknown token '1.6472' Unknown token '*TM_SCALE' Unknown token '0.1382' Unknown token '0.1382' Unknown token '0.1382' Unknown token '*TM_SCALEAXIS' Unknown token '-0.2113' Unknown token '-0.2605' Unknown token '-0.9421' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0003' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-82.9189' Unknown token '145.2777' Unknown token '613.5654' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-81.7423' Unknown token '146.3561' Unknown token '614.8772' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.0180' Unknown token '0.1224' Unknown token '0.0130' Unknown token '*TM_ROW1' Unknown token '0.1084' Unknown token '-0.0220' Unknown token '0.0569' Unknown token '*TM_ROW2' Unknown token '0.0583' Unknown token '0.0030' Unknown token '-0.1099' Unknown token '*TM_ROW3' Unknown token '-82.3306' Unknown token '145.8169' Unknown token '614.2213' Unknown token '*TM_POS' Unknown token '-82.3306' Unknown token '145.8169' Unknown token '614.2213' Unknown token '*TM_ROTAXIS' Unknown token '-0.7505' Unknown token '-0.6315' Unknown token '-0.1948' Unknown token '*TM_ROTANGLE' Unknown token '2.8491' Unknown token '*TM_SCALE' Unknown token '0.1244' Unknown token '0.1244' Unknown token '0.1244' Unknown token '*TM_SCALEAXIS' Unknown token '-0.9734' Unknown token '-0.1297' Unknown token '-0.1891' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0000' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-82.8847' Unknown token '145.3745' Unknown token '613.6821' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-81.7765' Unknown token '146.2592' Unknown token '614.7605' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.0583' Unknown token '0.0030' Unknown token '-0.1099' Unknown token '*TM_ROW1' Unknown token '0.1084' Unknown token '-0.0220' Unknown token '0.0569' Unknown token '*TM_ROW2' Unknown token '-0.0180' Unknown token '-0.1224' Unknown token '-0.0130' Unknown token '*TM_ROW3' Unknown token '-82.3306' Unknown token '145.8169' Unknown token '614.2213' Unknown token '*TM_POS' Unknown token '-82.3306' Unknown token '145.8169' Unknown token '614.2213' Unknown token '*TM_ROTAXIS' Unknown token '-0.7886' Unknown token '-0.4040' Unknown token '0.4636' Unknown token '*TM_ROTANGLE' Unknown token '1.9892' Unknown token '*TM_SCALE' Unknown token '0.1244' Unknown token '0.1244' Unknown token '0.1244' Unknown token '*TM_SCALEAXIS' Unknown token '0.2949' Unknown token '0.2419' Unknown token '0.9244' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0000' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-82.8847' Unknown token '145.3745' Unknown token '613.6821' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-81.7765' Unknown token '146.2592' Unknown token '614.7605' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.2631' Unknown token '-0.0974' Unknown token '-0.2256' Unknown token '*TM_ROW1' Unknown token '0.1287' Unknown token '-0.2270' Unknown token '0.2480' Unknown token '*TM_ROW2' Unknown token '-0.2093' Unknown token '-0.2619' Unknown token '-0.1311' Unknown token '*TM_ROW3' Unknown token '-104.3722' Unknown token '49.6287' Unknown token '501.1260' Unknown token '*TM_POS' Unknown token '-104.3722' Unknown token '49.6287' Unknown token '501.1260' Unknown token '*TM_ROTAXIS' Unknown token '-0.9138' Unknown token '-0.0291' Unknown token '0.4051' Unknown token '*TM_ROTANGLE' Unknown token '2.2548' Unknown token '*TM_SCALE' Unknown token '0.3600' Unknown token '0.3600' Unknown token '0.3600' Unknown token '*TM_SCALEAXIS' Unknown token '-0.6451' Unknown token '-0.2568' Unknown token '-0.7197' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0005' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-106.1756' Unknown token '47.8699' Unknown token '499.3118' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-102.5688' Unknown token '51.3875' Unknown token '502.9402' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '-0.0762' Unknown token '0.3517' Unknown token '-0.0107' Unknown token '*TM_ROW1' Unknown token '-0.0743' Unknown token '-0.0054' Unknown token '0.3522' Unknown token '*TM_ROW2' Unknown token '0.3439' Unknown token '0.0768' Unknown token '0.0737' Unknown token '*TM_ROW3' Unknown token '-104.3722' Unknown token '49.6287' Unknown token '501.1260' Unknown token '*TM_POS' Unknown token '-104.3722' Unknown token '49.6287' Unknown token '501.1260' Unknown token '*TM_ROTAXIS' Unknown token '-0.4450' Unknown token '-0.5729' Unknown token '-0.6883' Unknown token '*TM_ROTANGLE' Unknown token '2.1071' Unknown token '*TM_SCALE' Unknown token '0.3600' Unknown token '0.3600' Unknown token '0.3600' Unknown token '*TM_SCALEAXIS' Unknown token '-0.3984' Unknown token '0.8054' Unknown token '-0.4389' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0001' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-105.8554' Unknown token '48.3272' Unknown token '499.8160' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-102.8890' Unknown token '50.9302' Unknown token '502.4360' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.1496' Unknown token '-0.1551' Unknown token '0.0140' Unknown token '*TM_ROW1' Unknown token '-0.0980' Unknown token '-0.0787' Unknown token '0.1757' Unknown token '*TM_ROW2' Unknown token '-0.1210' Unknown token '-0.1281' Unknown token '-0.1249' Unknown token '*TM_ROW3' Unknown token '-204.7759' Unknown token '-60.3002' Unknown token '610.7723' Unknown token '*TM_POS' Unknown token '-204.7759' Unknown token '-60.3002' Unknown token '610.7723' Unknown token '*TM_ROTAXIS' Unknown token '-0.9006' Unknown token '0.4004' Unknown token '0.1693' Unknown token '*TM_ROTANGLE' Unknown token '2.2458' Unknown token '*TM_SCALE' Unknown token '0.2159' Unknown token '0.2160' Unknown token '0.2160' Unknown token '*TM_SCALEAXIS' Unknown token '-0.6717' Unknown token '-0.7267' Unknown token '0.1437' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0001' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-205.8819' Unknown token '-61.3857' Unknown token '609.8286' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-203.6699' Unknown token '-59.2147' Unknown token '611.7160' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '-0.0306' Unknown token '0.2033' Unknown token '0.0664' Unknown token '*TM_ROW1' Unknown token '-0.0106' Unknown token '-0.0684' Unknown token '0.2046' Unknown token '*TM_ROW2' Unknown token '0.2135' Unknown token '0.0258' Unknown token '0.0197' Unknown token '*TM_ROW3' Unknown token '-204.7759' Unknown token '-60.3002' Unknown token '610.7723' Unknown token '*TM_POS' Unknown token '-204.7759' Unknown token '-60.3002' Unknown token '610.7723' Unknown token '*TM_ROTAXIS' Unknown token '-0.5673' Unknown token '-0.4668' Unknown token '-0.6784' Unknown token '*TM_ROTANGLE' Unknown token '2.3237' Unknown token '*TM_SCALE' Unknown token '0.2161' Unknown token '0.2160' Unknown token '0.2159' Unknown token '*TM_SCALEAXIS' Unknown token '-0.0183' Unknown token '-0.6410' Unknown token '-0.7673' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0001' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-205.5402' Unknown token '-61.1926' Unknown token '609.9002' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-204.0116' Unknown token '-59.4078' Unknown token '611.6443' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '-0.0947' Unknown token '0.3220' Unknown token '0.2721' Unknown token '*TM_ROW1' Unknown token '-0.2279' Unknown token '-0.2736' Unknown token '0.2445' Unknown token '*TM_ROW2' Unknown token '0.3545' Unknown token '-0.0899' Unknown token '0.2298' Unknown token '*TM_ROW3' Unknown token '-388.8564' Unknown token '9.5981' Unknown token '598.1992' Unknown token '*TM_POS' Unknown token '-388.8564' Unknown token '9.5981' Unknown token '598.1992' Unknown token '*TM_ROTAXIS' Unknown token '-0.5154' Unknown token '-0.1272' Unknown token '-0.8474' Unknown token '*TM_ROTANGLE' Unknown token '2.2921' Unknown token '*TM_SCALE' Unknown token '0.4320' Unknown token '0.4319' Unknown token '0.4320' Unknown token '*TM_SCALEAXIS' Unknown token '-0.8897' Unknown token '-0.4451' Unknown token '-0.1018' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0006' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-390.8878' Unknown token '7.5416' Unknown token '595.9601' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-386.8250' Unknown token '11.6546' Unknown token '600.4384' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.3481' Unknown token '-0.2308' Unknown token '0.1101' Unknown token '*TM_ROW1' Unknown token '-0.2166' Unknown token '-0.1673' Unknown token '0.3342' Unknown token '*TM_ROW2' Unknown token '-0.1359' Unknown token '-0.3246' Unknown token '-0.2506' Unknown token '*TM_ROW3' Unknown token '-388.8564' Unknown token '9.5981' Unknown token '598.1992' Unknown token '*TM_POS' Unknown token '-388.8564' Unknown token '9.5981' Unknown token '598.1992' Unknown token '*TM_ROTAXIS' Unknown token '-0.9366' Unknown token '0.3498' Unknown token '0.0202' Unknown token '*TM_ROTANGLE' Unknown token '2.1903' Unknown token '*TM_SCALE' Unknown token '0.4320' Unknown token '0.4319' Unknown token '0.4320' Unknown token '*TM_SCALEAXIS' Unknown token '-0.4729' Unknown token '-0.8432' Unknown token '-0.2556' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0003' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '-390.9585' Unknown token '7.4302' Unknown token '596.1146' Unknown token '*BOUNDINGBOX_MAX' Unknown token '-386.7544' Unknown token '11.7660' Unknown token '600.2838' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.3363' Unknown token '0.2655' Unknown token '0.0554' Unknown token '*TM_ROW1' Unknown token '0.1368' Unknown token '-0.2422' Unknown token '0.3305' Unknown token '*TM_ROW2' Unknown token '0.2342' Unknown token '-0.2397' Unknown token '-0.2726' Unknown token '*TM_ROW3' Unknown token '271.2878' Unknown token '8.3690' Unknown token '626.0814' Unknown token '*TM_POS' Unknown token '271.2878' Unknown token '8.3690' Unknown token '626.0814' Unknown token '*TM_ROTAXIS' Unknown token '-0.9328' Unknown token '-0.2925' Unknown token '-0.2105' Unknown token '*TM_ROTANGLE' Unknown token '2.3555' Unknown token '*TM_SCALE' Unknown token '0.4320' Unknown token '0.4320' Unknown token '0.4320' Unknown token '*TM_SCALEAXIS' Unknown token '-0.9834' Unknown token '0.1521' Unknown token '-0.0989' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0007' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '269.1661' Unknown token '6.1267' Unknown token '624.1061' Unknown token '*BOUNDINGBOX_MAX' Unknown token '273.4095' Unknown token '10.6113' Unknown token '628.0568' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.1383' Unknown token '0.3156' Unknown token '0.2604' Unknown token '*TM_ROW1' Unknown token '0.2772' Unknown token '-0.2745' Unknown token '0.1855' Unknown token '*TM_ROW2' Unknown token '0.3011' Unknown token '0.1077' Unknown token '-0.2905' Unknown token '*TM_ROW3' Unknown token '271.2878' Unknown token '8.3690' Unknown token '626.0814' Unknown token '*TM_POS' Unknown token '271.2878' Unknown token '8.3690' Unknown token '626.0814' Unknown token '*TM_ROTAXIS' Unknown token '-0.8118' Unknown token '-0.4239' Unknown token '-0.4015' Unknown token '*TM_ROTANGLE' Unknown token '3.0304' Unknown token '*TM_SCALE' Unknown token '0.4320' Unknown token '0.4320' Unknown token '0.4320' Unknown token '*TM_SCALEAXIS' Unknown token '-0.1430' Unknown token '-0.1798' Unknown token '-0.9733' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0005' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '269.1380' Unknown token '6.2754' Unknown token '623.8721' Unknown token '*BOUNDINGBOX_MAX' Unknown token '273.4377' Unknown token '10.4626' Unknown token '628.2907' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '0.0328' Unknown token '0.1654' Unknown token '-0.0161' Unknown token '*TM_ROW1' Unknown token '0.1212' Unknown token '-0.0126' Unknown token '0.1177' Unknown token '*TM_ROW2' Unknown token '0.0812' Unknown token '-0.0245' Unknown token '-0.0862' Unknown token '*TM_ROW3' Unknown token '241.4974' Unknown token '-100.9529' Unknown token '705.1464' Unknown token '*TM_POS' Unknown token '241.4974' Unknown token '-100.9529' Unknown token '705.1464' Unknown token '*TM_ROTAXIS' Unknown token '-0.7425' Unknown token '-0.6340' Unknown token '-0.2160' Unknown token '*TM_ROTANGLE' Unknown token '2.4926' Unknown token '*TM_SCALE' Unknown token '0.1694' Unknown token '0.1694' Unknown token '0.1209' Unknown token '*TM_SCALEAXIS' Unknown token '-0.0006' Unknown token '-0.0002' Unknown token '1.0000' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0001' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '240.7919' Unknown token '-101.5604' Unknown token '704.4865' Unknown token '*BOUNDINGBOX_MAX' Unknown token '242.2029' Unknown token '-100.3454' Unknown token '705.8064' Unknown token '}' Unknown token '*HELPEROBJECT' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*HELPER_CLASS' Unknown token '"Dummy"' Unknown token '*NODE_TM' Unknown token '{' Unknown token '*NODE_NAME' Unknown token '"Axis"' Unknown token '*INHERIT_POS' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_ROT' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*INHERIT_SCL' Unknown token '0' Unknown token '0' Unknown token '0' Unknown token '*TM_ROW0' Unknown token '-0.1437' Unknown token '0.0067' Unknown token '0.0893' Unknown token '*TM_ROW1' Unknown token '0.0776' Unknown token '-0.0752' Unknown token '0.1305' Unknown token '*TM_ROW2' Unknown token '0.0320' Unknown token '0.1083' Unknown token '0.0434' Unknown token '*TM_ROW3' Unknown token '241.4974' Unknown token '-100.9529' Unknown token '705.1464' Unknown token '*TM_POS' Unknown token '241.4974' Unknown token '-100.9529' Unknown token '705.1464' Unknown token '*TM_ROTAXIS' Unknown token '-0.2453' Unknown token '-0.5158' Unknown token '-0.8209' Unknown token '*TM_ROTANGLE' Unknown token '3.3990' Unknown token '*TM_SCALE' Unknown token '0.1693' Unknown token '0.1694' Unknown token '0.1210' Unknown token '*TM_SCALEAXIS' Unknown token '-0.0004' Unknown token '0.0006' Unknown token '1.0000' Unknown token '*TM_SCALEAXISANG' Unknown token '0.0001' Unknown token '}' Unknown token '*BOUNDINGBOX_MIN' Unknown token '240.7376' Unknown token '-101.5236' Unknown token '704.3571' Unknown token '*BOUNDINGBOX_MAX' Unknown token '242.2572' Unknown token '-100.3822' Unknown token '705.9358' Unknown token '}' loaded collision model models/darkmod/nature/trees/gw_dm1_tree_02.ase loaded collision model models/darkmod/nature/trees/tree_dm02.lwo loaded collision model models/darkmod/nature/trees/tree_dm.lwo loaded collision model models/darkmod/nature/trees/tree_dm01.lwo loaded collision model models/darkmod/nature/trees/tree_pine_noleaves_01.lwo loaded collision model models/darkmod/nature/rocks/rubble_pieces_1.ase loaded collision model models/darkmod/nature/log_big01.lwo removed 30 degenerate triangles loaded collision model models/darkmod/nature/plant_bigleafy.ase loaded collision model models/darkmod/nature/trees/gw_dm1_tree.ase loaded collision model models/darkmod/nature/rocks/rubble_medium_1.ase loaded collision model models/darkmod/nature/rocks/rubble_large_2.ase loaded collision model models/darkmod/architecture/doors/oversized/mansion_doo r_02.lwo loaded collision model models/darkmod/architecture/doors/oversized/mansion_doo r_02_wide.lwo loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/kitchen/utensils/fork_ornamental.lwo loaded collision model models/darkmod/kitchen/utensils/knife_ornamental.lwo loaded collision model models/darkmod/kitchen/utensils/smspoon_ornamental.lwo loaded collision model models/darkmod/furniture/seating/vic_diningchair1.lwo loaded collision model models/darkmod/furniture/tables/dining_table_med_01.ase loaded collision model models/darkmod/fireplace/fireplace_wooden.ase removed 16 degenerate triangles loaded collision model models/darkmod/fireplace/tools.lwo loaded collision model models/darkmod/fireplace/grate.lwo loaded collision model models/darkmod/furniture/seating/armchair1.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/furniture/seating/sofa1.lwo loaded collision model models/darkmod/furniture/tables/coffeetable1.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf1.lwo loaded collision model models/darkmod/furniture/woodenchest_main.ase loaded collision model models/darkmod/furniture/tables/endtable_set01.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf_wide01.lwo loaded collision model models/darkmod/architecture/doors/door104x56_2hinge.lwo loaded collision model models/darkmod/furniture/beds/mattress.lwo loaded collision model models/darkmod/furniture/grandfather_clock.lwo loaded collision model models/darkmod/decorative/wall/antlers.lwo loaded collision model models/darkmod/decorative/wall/shields/shield_and_sword s02.lwo loaded collision model models/darkmod/decorative/wall/painting01_m.lwo removed 6 degenerate triangles loaded collision model models/darkmod/furniture/tables/pedestal_square01.lwo loaded collision model models/darkmod/decorative/statues/statue_noblewoman01.l wo loaded collision model models/darkmod/decorative/statues/statue_folded_hands_s ml.ase loaded collision model models/darkmod/decorative/statues/statue_inquisitor01.l wo loaded collision model models/darkmod/furniture/tables/dining_table_small01.lw o removed 22 degenerate triangles loaded collision model models/darkmod/decorative/wall/boarhead_open.lwo loaded collision model models/darkmod/decorative/wall/boarhead.lwo loaded collision model models/darkmod/decorative/wall/wooden_plaque_empty.lwo loaded collision model models/darkmod/weapons/ceremonial_sword.lwo removed 29 degenerate triangles loaded collision model models/darkmod/weapons/handaxe_ornate.lwo loaded collision model models/darkmod/kitchen/stove.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_simple. lwo loaded collision model models/darkmod/containers/package_small.lwo loaded collision model models/darkmod/kitchen/jar1.lwo removed 2 degenerate triangles loaded collision model models/darkmod/kitchen/bottle02.lwo loaded collision model models/darkmod/misc/clipmodels/pot_stove01_cm.lwo removed 75 degenerate triangles loaded collision model models/darkmod/readables/book_red1.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/misc/clipmodels/bowl01_large_cm.lwo loaded collision model models/darkmod/kitchen/bottle01.lwo loaded collision model models/darkmod/misc/clipmodels/jug_clay_small_cm.lwo glprogs/heatHaze.vfp glprogs/heatHaze.vfp loaded collision model models/darkmod/player_equipment/health_potion.lwo loaded collision model models/darkmod/containers/bag1_small.lwo loaded collision model models/darkmod/containers/bucket_wood.lwo loaded collision model models/darkmod/containers/keg_tapped_small.lwo loaded collision model models/darkmod/kitchen/bowl01_large.lwo loaded collision model models/darkmod/kitchen/cheapbeermug.lwo loaded collision model models/darkmod/kitchen/goblet2.lwo loaded collision model models/darkmod/kitchen/mug_wooden01.lwo loaded collision model models/darkmod/kitchen/cookpot.lwo loaded collision model models/darkmod/kitchen/creamer_silver.ase loaded collision model models/darkmod/kitchen/food/bread_loaf01.lwo loaded collision model models/darkmod/kitchen/food/fish_bluefish.lwo loaded collision model models/darkmod/furniture/tables/ornate_table01_small.lw o loaded collision model models/darkmod/furniture/tables/wtable1.lwo loaded collision model models/darkmod/furniture/tables/table_set01.lwo loaded collision model models/darkmod/lights/non-extinguishable/chandelier_gas 4.lwo loaded collision model models/darkmod/decorative/vases/cup_marble.ase removed 4 degenerate triangles loaded collision model models/darkmod/decorative/statues/statue_gargoyle_small .ase removed 48 degenerate triangles loaded collision model models/darkmod/decorative/pagan_orb_holder_01.lwo removed 5 degenerate triangles loaded collision model models/darkmod/decorative/pagan_orb_01.lwo loaded collision model models/darkmod/weapons/hammer.lwo loaded collision model models/darkmod/player_equipment/compass_open.lwo loaded collision model models/darkmod/musical/pan_pipes01.lwo loaded collision model models/darkmod/furniture/beds/doublebed_wealthy.lwo loaded collision model models/darkmod/furniture/beds/doublebed_mattress.lwo loaded collision model models/darkmod/furniture/wardrobe.lwo loaded collision model models/darkmod/furniture/dresser02.lwo loaded collision model models/darkmod/furniture/cabinet1.lwo loaded collision model models/darkmod/furniture/dresser03.lwo loaded collision model models/darkmod/furniture/dresser_set01.lwo removed 23 degenerate triangles loaded collision model models/darkmod/decorative/wall/mounted_head_wolf.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo loaded collision model models/darkmod/furniture/desk1.lwo loaded collision model models/darkmod/furniture/beds/singlebed_set01.lwo loaded collision model models/darkmod/furniture/tables/endtable1.lwo loaded collision model models/darkmod/decorative/wall/painting01_l.lwo removed 10 degenerate triangles loaded collision model models/darkmod/furniture/seating/dchair2.lwo loaded collision model models/darkmod/furniture/desk_flip_set01.lwo loaded collision model models/darkmod/decorative/wall/mounted_mask01.lwo loaded collision model models/darkmod/furniture/beds/4posterbed.lwo loaded collision model models/darkmod/readables/scroll_rolled_up.lwo loaded collision model models/darkmod/readables/scroll_tied_up.lwo loaded collision model models/darkmod/readables/bookrow1.lwo removed 75 degenerate triangles loaded collision model models/darkmod/misc/ink_pot02.lwo loaded collision model models/darkmod/misc/clipmodels/bowl01_small_cm.lwo loaded collision model models/darkmod/readables/paper1.lwo loaded collision model models/darkmod/loot/bottle03.lwo loaded collision model models/darkmod/loot/purse_p.lwo loaded collision model models/darkmod/decorative/hourglass.ase loaded collision model models/darkmod/lights/extinguishable/candle_holder_empt y.lwo loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/furniture/cabinet_set01_rightdoor.lwo loaded collision model models/darkmod/furniture/cabinet_set01_leftdoor.lwo loaded collision model models/darkmod/furniture/cabinet_set01_open.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp02.lw o loaded collision model models/darkmod/waterworks/bathtub01.lwo loaded collision model models/darkmod/waterworks/faucet_simple.lwo loaded collision model models/darkmod/mechanical/generator_big.lwo loaded collision model models/darkmod/mechanical/machine_01.ase loaded collision model models/darkmod/door_related/padlock_square_base.lwo loaded collision model models/darkmod/door_related/padlock_square_lock.lwo loaded collision model models/darkmod/door_related/key_padlock.lwo loaded collision model models/darkmod/architecture/ladders/ladder_8steps.ase loaded collision model models/darkmod/furniture/shelves/winerack.ase loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/furniture/desk_flip_set01_door.lwo loaded collision model models/darkmod/decorative/wall/painting01.lwo loaded collision model models/darkmod/decorative/wall/shields/norman_shield.lw o loaded collision model models/darkmod/furniture/seating/pianostool.ase loaded collision model models/darkmod/musical/doublebass.ase loaded collision model models/darkmod/musical/lyre.lwo loaded collision model models/darkmod/musical/lute01.lwo loaded collision model models/darkmod/decorative/vases/vase1.lwo loaded collision model models/darkmod/mechanical/switches/switch_rotate_backpl ate.ase loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever. ase loaded collision model models/darkmod/waterworks/faucet_simple_horizontal.lwo loaded collision model models/darkmod/furniture/shelves/wall_shelf_ornate2.lwo loaded collision model models/darkmod/decorative/wall/longbanner_wide.lwo loaded collision model models/darkmod/decorative/wall/shields/shield.lwo loaded collision model models/darkmod/decorative/vases/pot_small.ase loaded collision model models/darkmod/decorative/statues/statue_priest_pointin g.lwo loaded collision model models/darkmod/decorative/statues/statue_open_hands_sma ll.ase loaded collision model models/darkmod/decorative/statues/builder_guard_statuet te.lwo loaded collision model models/darkmod/decorative/statues/statuette_priest_tors o.lwo loaded collision model models/darkmod/weapons/gladius_in_scabbard.lwo loaded collision model models/darkmod/decorative/vases/emptypot.lwo loaded collision model models/darkmod/decorative/vases/vase_squat.lwo loaded collision model models/darkmod/decorative/vases/urn01.ase loaded collision model models/darkmod/decorative/wall/shields/plain_shield.lwo loaded collision model models/darkmod/lights/extinguishable/wallcandles1_w_can dles.lwo loaded collision model models/darkmod/architecture/doors/oversized/windowed_do or_02.lwo loaded collision model models/darkmod/architecture/pillars/pillar01.lwo removed 4 degenerate triangles loaded collision model models/darkmod/decorative/statues/statue_gargoyle_mediu m.ase loaded collision model models/darkmod/decorative/statues/statue_open_hands2_me dium.ase loaded collision model models/darkmod/decorative/statues/statue_stlucia.lwo loaded collision model models/darkmod/nature/trees/tree_dm_small01.lwo loaded collision model models/darkmod/nature/trees/tree_dm_small02.lwo loaded collision model models/darkmod/nature/plant_fern.ase loaded collision model models/darkmod/nature/bush_small02.lwo loaded collision model models/darkmod/nature/mushrooms_01.lwo loaded collision model models/darkmod/nature/mushroom_02.lwo loaded collision model models/darkmod/nature/weed_dandelion01.lwo loaded collision model models/darkmod/nature/flowers/flowers_patch_01.ase loaded collision model models/darkmod/nature/plant_02.ase loaded collision model models/darkmod/containers/crate02.lwo loaded collision model models/darkmod/containers/package_large.lwo loaded collision model models/darkmod/containers/sack_closed.lwo loaded collision model models/darkmod/tools/spade.lwo loaded collision model models/darkmod/tools/wheelbarrow01_empty.lwo loaded collision model models/darkmod/tools/pitchfork.lwo loaded collision model models/darkmod/tools/pickaxe.lwo loaded collision model models/darkmod/tools/smithyhammer.lwo loaded collision model models/darkmod/wearables/boot_large.lwo loaded collision model models/darkmod/tools/metal_hook.lwo loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/decorative/vases/empty_flowerpot.lwo removed 30 degenerate triangles loaded collision model models/darkmod/nature/flowers/lily_small.ase loaded collision model models/darkmod/fireplace/burntwood.lwo loaded collision model models/darkmod/loot/goblet1.lwo loaded collision model models/darkmod/decorative/statues/bust_02_female.ase loaded collision model models/darkmod/loot/bowl_small.lwo loaded collision model models/darkmod/kitchen/gen_goblet1.lwo glprogs/heatHazeWithMaskAndVertex.vfp glprogs/heatHazeWithMaskAndVertex.vfp loaded collision model models/darkmod/weapons/longswordlow.lwo loaded collision model models/darkmod/wearables/headgear/helmet_round02_wearab le.lwo loaded collision model models/darkmod/wearables/headgear/proguard_helmet_weara ble.lwo removed 47 degenerate triangles loaded collision model models/darkmod/readables/book_tome.lwo loaded collision model models/darkmod/misc/clipmodels/armchair1_cm.lwo removed 58 degenerate triangles loaded collision model models/darkmod/readables/book_t1.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_desk_01.a se loaded collision model models/darkmod/furniture/tables/table_wood_rough_small. lwo loaded collision model models/darkmod/containers/openable/chest_wood_lid.ase loaded collision model models/darkmod/containers/openable/chest_wood.ase loaded collision model models/darkmod/loot/jewellery/ring_gold_bc01.ase loaded collision model models/darkmod/furniture/shelves/shelf_timber.ase loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo loaded collision model models/darkmod/furniture/seating/wchair1.lwo removed 16 degenerate triangles loaded collision model models/darkmod/loot/candlestick_round_ornate.lwo loaded collision model models/darkmod/kitchen/plate_serving.lwo WARNING: ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/serv ing_dish_covered_cm.lwo' has bad or missing uv data loaded collision model models/darkmod/misc/clipmodels/serving_dish_covered_cm. lwo loaded collision model models/darkmod/kitchen/food/turnip.ase loaded collision model models/darkmod/kitchen/tea_tray_silver2.ase loaded collision model models/darkmod/decorative/statues/gargoyle_fetus_pose.a se loaded collision model models/darkmod/loot/purse_p_belt.lwo loaded collision model models/darkmod/containers/tray.lwo loaded collision model models/darkmod/kitchen/food/apple.lwo loaded collision model models/darkmod/misc/clipmodels/bowl_soupbowl_cm.lwo loaded collision model models/darkmod/kitchen/utensils/knife_chef.ase loaded collision model models/darkmod/kitchen/utensils/knife_butcher.ase loaded collision model models/darkmod/kitchen/utensils/spoon_wooden_serving.lw o loaded collision model models/darkmod/misc/clipmodels/cauldron_small_cm.lwo loaded collision model models/darkmod/misc/clipmodels/cookpot_cm.lwo loaded collision model models/darkmod/kitchen/food/carrot.ase loaded collision model models/darkmod/misc/ink&quill.lwo loaded collision model models/darkmod/misc/clipmodels/pot_medium_cm.ase loaded collision model models/darkmod/misc/ink_pot02_wquill.lwo loaded collision model models/darkmod/decorative/personal_items/mirror_hand.as e loaded collision model models/darkmod/decorative/statues/the_hammer_small1.lwo loaded collision model models/darkmod/loot/religious_symbol01.lwo loaded collision model models/darkmod/loot/jewellery/bracelet_jewelled.lwo loaded collision model models/darkmod/containers/barrel01.lwo loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mount ed.lwo loaded collision model models/darkmod/containers/crate01.lwo loaded collision model models/darkmod/containers/barrell_med.lwo loaded collision model models/darkmod/containers/barrell_med_closed.lwo loaded collision model models/darkmod/containers/package_medium.lwo removed 2 degenerate triangles loaded collision model models/darkmod/containers/package_flat.lwo loaded collision model models/darkmod/containers/package_cube.lwo loaded collision model models/darkmod/loot/statue_loot.ase Unknown token '}' loaded collision model models/darkmod/wearables/headgear/spectacles.ase loaded collision model models/darkmod/misc/clipmodels/vase_squat_cm.lwo loaded collision model models/darkmod/misc/clipmodels/vase1_cm.lwo loaded collision model models/darkmod/decorative/games/gameboard.lwo loaded collision model models/darkmod/decorative/games/gamepiece2.lwo loaded collision model models/darkmod/misc/clipmodels/pot_small_cm.ase loaded collision model models/darkmod/readables/scroll_tied_up_large.lwo loaded collision model models/darkmod/loot/vase_g.lwo loaded collision model models/darkmod/furniture/tables/rtable1.lwo loaded collision model models/darkmod/mechanical/furnace_opengrill.lwo loaded collision model models/darkmod/tools/wheelbarrow02.lwo loaded collision model models/darkmod/architecture/doors/door104x56_3hinge.lwo removed 24 degenerate triangles loaded collision model models/darkmod/wearables/headgear/helmet_round02.lwo loaded collision model models/darkmod/wearables/armour/breastplate.lwo loaded collision model models/darkmod/wearables/belt_buckle.lwo loaded collision model models/darkmod/wearables/headgear/woolen_cap.lwo loaded collision model models/darkmod/wearables/headgear/hat_straw.lwo loaded collision model models/darkmod/weapons/ropearrow.lwo loaded collision model models/darkmod/player_equipment/flashbomb.lwo loaded collision model models/darkmod/kitchen/bowl01_stew.lwo loaded collision model models/darkmod/lights/non-extinguishable/hooded_lantern .lwo loaded collision model models/darkmod/player_equipment/spyglass_closed.lwo loaded collision model models/darkmod/weapons/shortsword.lwo loaded collision model models/darkmod/weapons/blackjack.lwo loaded collision model models/darkmod/weapons/broadhead.lwo loaded collision model models/darkmod/weapons/gasarrow.lwo removed 12 degenerate triangles loaded collision model models/darkmod/weapons/mossarrow.lwo loaded collision model models/darkmod/weapons/noisemaker.lwo loaded collision model models/darkmod/weapons/waterarrow.lwo loaded collision model models/darkmod/player_equipment/lockpick_snake.lwo loaded collision model models/darkmod/player_equipment/lockpick_triangle.lwo loaded collision model models/darkmod/player_equipment/holy_water.lwo loaded collision model models/darkmod/player_equipment/flashmine.lwo loaded collision model models/darkmod/decorative/wall/longbanner_wider.lwo loaded collision model models/darkmod/door_related/handle_curved_rotate.ase loaded collision model models/darkmod/door_related/handle_curved_rotate_2.ase loaded collision model models/darkmod/mechanical/numberwheel_button.lwo loaded collision model models/darkmod/lights/extinguishable/torch.lwo loaded collision model models/darkmod/misc/system/empty.lwo loaded collision model models/darkmod/containers/sack1_low.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/misc/cart_empty.lwo loaded collision model models/darkmod/weapons/battleaxe.lwo loaded collision model models/darkmod/weapons/mace.lwo loaded collision model models/darkmod/kitchen/cup01.lwo loaded collision model models/darkmod/door_related/mansion_door_02_handle.lwo loaded collision model models/darkmod/door_related/key_ornate.lwo loaded collision model models/darkmod/misc/clipmodels/broomstick_cm.ase loaded collision model models/darkmod/tools/household/broom_01.ase loaded collision model models/darkmod/tools/household/wash_bin.ase loaded collision model models/darkmod/tools/household/wash_board.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_straight.l wo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo loaded collision model models/darkmod/tools/spade_square.lwo loaded collision model models/darkmod/fireplace/burntlog.lwo loaded collision model models/darkmod/fireplace/bucket_campfire.lwo removed 22 degenerate triangles removed 22 degenerate triangles loaded collision model models/darkmod/furniture/seating/chair_set01.lwo loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase loaded collision model models/darkmod/containers/openable/chest_metal.ase loaded collision model models/darkmod/loot/coins/coinsc.lwo loaded collision model models/darkmod/loot/jewellery/amulet_round_g.lwo loaded collision model models/darkmod/loot/jewellery/ring_gem_bc01.ase removed 16 degenerate triangles loaded collision model models/darkmod/loot/chalice.lwo loaded collision model models/darkmod/loot/jewellery/ring_ruby.lwo loaded collision model models/darkmod/loot/jewellery/necklace_jewelled.ase loaded collision model models/darkmod/loot/purse_gems.ase loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/st reetlamp1.lwo loaded collision model models/darkmod/nature/trees/tree_dm_noleaves_02.lwo removed 32 degenerate triangles loaded collision model models/darkmod/nature/cattails_4.lwo loaded collision model models/darkmod/nautical/boat1.lwo loaded collision model models/darkmod/lights/non-extinguishable/ship_lamp.lwo loaded collision model models/darkmod/lights/extinguishable/candle_wide.lwo loaded collision model models/darkmod/nature/ivy_part01.lwo loaded collision model models/darkmod/nature/ivy_part01a.lwo removed 56 degenerate triangles loaded collision model models/darkmod/nature/trees/pine_30.ase loaded collision model models/darkmod/decorative/statues/statue_stlucia_broken _body.lwo loaded collision model models/darkmod/decorative/statues/statue_stlucia_broken _head.lwo loaded collision model models/darkmod/graveyard/grave_big_3.lwo loaded collision model models/darkmod/graveyard/grave_big_4.lwo loaded collision model models/darkmod/graveyard/grave_simple_4.lwo loaded collision model models/darkmod/graveyard/grave_simple_1.lwo loaded collision model models/darkmod/graveyard/grave_simple_3.lwo loaded collision model models/darkmod/graveyard/grave_simple_2.lwo loaded collision model models/darkmod/graveyard/sarcophagus_small_1.lwo loaded collision model models/darkmod/graveyard/sarcophagus_small_2.lwo loaded collision model models/darkmod/graveyard/sarcophagus_closed.lwo loaded collision model models/darkmod/graveyard/sarcophagus_ruined.lwo loaded collision model models/darkmod/graveyard/grave_rect_ruined.lwo loaded collision model models/darkmod/loot/jewellery/amulet_wearable.lwo loaded collision model models/darkmod/junk/broken_cart.lwo loaded collision model models/darkmod/loot/coins/purse_p_goldspilt.lwo loaded collision model models/darkmod/furniture/seating/chair_simple01.lwo loaded collision model models/darkmod/junk/plank_short.lwo loaded collision model models/darkmod/door_related/key_fancy02.ase loaded collision model models/darkmod/containers/openable/jewellery_box01_body .lwo loaded collision model models/darkmod/containers/openable/jewellery_box01_lid. lwo loaded collision model models/darkmod/loot/religious_symbol01_small.lwo loaded collision model models/darkmod/misc/clipmodels/dchair2_cm.lwo loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.lwo WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_1 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_3 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_4 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_5 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_7 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_6 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_8 loaded collision model models/darkmod/weapons/longbow.lwo loaded collision model models/darkmod/wearables/quiver_full.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase loaded collision model models/darkmod/wearables/headgear/nobleman_hat_l.lwo loaded collision model models/darkmod/decorative/statues/bust_01_male.ase loaded collision model models/darkmod/lights/non-extinguishable/lamp_shaded.lw o loaded collision model models/darkmod/lights/non-extinguishable/wallight2.lwo loaded collision model models/darkmod/map_specific/forest/terrain01.ASE loaded collision model models/darkmod/map_specific/forest/terrain02.ASE loaded collision model models/darkmod/map_specific/forest/terrain03.ASE loaded collision model models/darkmod/map_specific/forest/terrain04.ASE loaded collision model models/darkmod/map_specific/forest/terrain05.ASE loaded collision model models/darkmod/map_specific/forest/terrain06.ASE loaded collision model models/darkmod/map_specific/forest/terrain07.ASE loaded collision model models/darkmod/lights/non-extinguishable/hanging_lanter n.lwo loaded collision model models/darkmod/architecture/windows/window_frame_long.l wo loaded collision model models/darkmod/nature/rocks/geode_base.ase loaded collision model models/darkmod/loot/amethyst.ase loaded collision model models/darkmod/decorative/vases/vase2_mini.ase loaded collision model models/darkmod/lights/non-extinguishable/lantern_oil_ha nd.ase loaded collision model models/darkmod/lights/non-extinguishable/electric_wall_ fancy.lwo ...3875 entities spawned, 25 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Objective 9: Parsing success and failure logic Objective 10: Parsing success and failure logic Objective 11: Parsing success and failure logic [aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0. -------------------------------------- SpawnPlayer: 0 removed 16 degenerate triangles removed 16 degenerate triangles ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1075 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: models/darkmod/props/textures/bc_hinge03_ao WARNING: Couldn't load image: textures/darkmod/metal/flat/nontiling/steel_scra tched01 WARNING: Couldn't load image: textures/common/shadow_bak WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: textures/darkmod/metal/flat/steel_scratched01_no ntiling_s WARNING: Couldn't load image: extinguishable/ship_lamp WARNING: Couldn't load image: thunderlightsky1 WARNING: Couldn't load image: thunderlightsky2 WARNING: Couldn't load image: models/md5/chars/thief/thief1_local WARNING: Couldn't load image: thunderlight1 WARNING: Couldn't load image: thunderlight2 WARNING: Couldn't load image: extinguishable/lantern_oil_hand WARNING: Couldn't load image: extinguishable/electric_wall_fancy 0 purged from previous 6 kept from previous 1440 new loaded all images loaded in 87.9 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 175161k referenced 1711k purged ---------------------------------------- sound: missing efxs/forest.efx WARNING: script/tdm_rand_osc.script(134): Thread 'light_canopy_shadows_10': Mo ving light light_canopy_shadows_10 has no non-zero frequency. Consider converting this light to a non-moving one. WARNING: script/tdm_rand_osc.script(134): Thread 'light_canopy_shadows_13': Mo ving light light_canopy_shadows_13 has no non-zero frequency. Consider converting this light to a non-moving one. WARNING: script/tdm_rand_osc.script(134): Thread 'light_canopy_shadows_15': Mo ving light light_canopy_shadows_15 has no non-zero frequency. Consider converting this light to a non-moving one. Ambient settings script object initialized: music_volume=0.476190 ----------------------------------- 163716 msec to load forest idRenderWorld::GenerateAllInteractions, msec = 108, staticAllocCount = 0. interactionTable size: 3429160 bytes 51974 interaction take 5821088 bytes ------------- Warnings --------------- during forest... WARNING: ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/serv ing_dish_covered_cm.lwo' has bad or missing uv data WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/electric_wall_fancy WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/lantern_oil_hand WARNING: Couldn't load image: extinguishable/ship_lamp WARNING: Couldn't load image: models/darkmod/props/textures/bc_hinge03_ao WARNING: Couldn't load image: models/md5/chars/thief/thief1_local WARNING: Couldn't load image: textures/common/shadow_bak WARNING: Couldn't load image: textures/darkmod/metal/flat/nontiling/steel_scra tched01 WARNING: Couldn't load image: textures/darkmod/metal/flat/steel_scratched01_no ntiling_s WARNING: Couldn't load image: thunderlight1 WARNING: Couldn't load image: thunderlight2 WARNING: Couldn't load image: thunderlightsky1 WARNING: Couldn't load image: thunderlightsky2 WARNING: script/tdm_rand_osc.script(134): Thread 'light_canopy_shadows_10': Mo ving light light_canopy_shadows_10 has no non-zero frequency. Consider converting this light to a non-moving one. WARNING: script/tdm_rand_osc.script(134): Thread 'light_canopy_shadows_13': Mo ving light light_canopy_shadows_13 has no non-zero frequency. Consider converting this light to a non-moving one. WARNING: script/tdm_rand_osc.script(134): Thread 'light_canopy_shadows_15': Mo ving light light_canopy_shadows_15 has no non-zero frequency. Consider converting this light to a non-moving one. WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_1 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_3 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_4 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_5 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_6 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_7 WARNING: Unknown look_joint 'Head' on entity atdm_ai_undead_zombie_alt01_8 25 warnings The ambient 'snd_silence' for location 'info_location_4' is now playing. ]conDump usage: conDump <filename> ]conDump NHATslow Dumped console text to NHATslow.txt.
  12. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  13. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  14. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  15. Thanks for the replies. I followed Sir Taffsalot's instrunctions. Dmap seems fine, but after running the map with the "map" command, the map loads forever. But after alt tabbing back to windows doom 3 minimizes and gives me a log window. It seems that this is the last contest: loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/roundstreetlamp_02.lwo loaded collision model models/darkmod/lights/extinguishable/chandelier1.lwo loaded collision model models/darkmod/lights/extinguishable/chandelier_6candles.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight_outdoor3.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight2.lwo loaded collision model models/darkmod/door_related/lock_iron.lwo loaded collision model models/darkmod/door_related/handle_curved_rotate_2.ase loaded collision model models/darkmod/door_related/handle_curved_rotate.ase loaded collision model models/darkmod/lights/non-extinguishable/squarehanginglamp.lwo loaded collision model models/darkmod/mechanical/switches/switch_rotate_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever.ase loaded collision model models/darkmod/door_related/key_fancy02.ase loaded collision model models/darkmod/misc/clipmodels/armchair1_cm.lwo loaded collision model models/darkmod/furniture/tables/coffeetable1.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_empty.lwo loaded collision model models/darkmod/lights/extinguishable/candle_short.lwo loaded collision model models/darkmod/decorative/wall/longbanner_wide.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp02.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_wall_electric_01.ase loaded collision model models/darkmod/architecture/chimneys/chimney_left.lwo loaded collision model models/darkmod/lights/non-extinguishable/hanging_lantern.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/mechanical/gears/gear_small.lwo loaded collision model models/darkmod/graveyard/grave_simple_1.lwo loaded collision model models/darkmod/graveyard/grave_wall_1.lwo loaded collision model models/darkmod/nature/trees/tree_dm02.lwo loaded collision model models/darkmod/nature/flowers/lily_tall.ase loaded collision model models/darkmod/nature/flowers/lily_small.ase loaded collision model models/darkmod/mechanical/watermill_wheel.ase loaded collision model models/darkmod/furniture/beds/4posterbed.lwo loaded collision model models/darkmod/furniture/tables/endtable_set01.lwo loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase loaded collision model models/darkmod/containers/openable/chest_metal.ase loaded collision model models/darkmod/decorative/signs/signpost_single_old.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight1.lwo loaded collision model models/darkmod/furniture/shelves/winerack.ase loaded collision model models/darkmod/containers/barrel01.lwo loaded collision model models/darkmod/containers/crate01.lwo loaded collision model models/darkmod/containers/keg_tapped.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_round.lwo loaded collision model models/darkmod/kitchen/goblet2.lwo loaded collision model models/darkmod/kitchen/cup01.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_shaded.lwo loaded collision model models/darkmod/furniture/beds/mattress_straw.lwo loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_2_spoke.lwo loaded collision model models/darkmod/mechanical/machine_01_medium.ase loaded collision model models/darkmod/mechanical/smokestack_tall_wall.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo removed 2 degenerate triangles loaded collision model models/darkmod/mechanical/gauges/gauge_needle_square.ase loaded collision model models/darkmod/mechanical/gear_clock_hand_2_long.lwo loaded collision model models/darkmod/mechanical/gear_clock_hand_1_long.lwo loaded collision model models/darkmod/mechanical/switches/switch_flip_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_flip.ase loaded collision model models/darkmod/nature/mushrooms_02.lwo loaded collision model models/darkmod/door_related/lockbox_02.ase loaded collision model models/darkmod/nature/mushroom_03.lwo loaded collision model models/darkmod/decorative/games/gamepiece_carved01.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_long.lwo loaded collision model models/darkmod/dungeon/chain_highpoly.lwo loaded collision model models/darkmod/decorative/statues/bust_01_male.ase loaded collision model models/darkmod/decorative/statues/bust_02_female.ase loaded collision model models/darkmod/fireplace/grate.lwo loaded collision model models/darkmod/fireplace/burntwood.lwo loaded collision model models/darkmod/furniture/cabinet1.lwo loaded collision model models/darkmod/lights/non-extinguishable/electric_wall_fancy.lwo loaded collision model models/darkmod/furniture/cabinet_set01_open.lwo loaded collision model models/darkmod/furniture/cabinet_set01_leftdoor.lwo loaded collision model models/darkmod/furniture/cabinet_set01_rightdoor.lwo loaded collision model models/darkmod/furniture/desk1.lwo loaded collision model models/darkmod/misc/ink_pot01_corked.lwo loaded collision model models/darkmod/furniture/desk_flip_set01.lwo loaded collision model models/darkmod/furniture/desk_flip_set01_door.lwo loaded collision model models/darkmod/furniture/wardrobe.lwo loaded collision model models/darkmod/furniture/beds/bed_single_timber.ase loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase loaded collision model models/darkmod/containers/openable/footlocker_wood.ase loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_unattached.lwo loaded collision model models/darkmod/furniture/beds/doublebed_simple.lwo loaded collision model models/darkmod/furniture/commode.lwo loaded collision model models/darkmod/misc/clipmodels/stool_padded_cm.lwo loaded collision model models/darkmod/misc/clipmodels/barrel01_cm.lwo loaded collision model models/darkmod/misc/clipmodels/pot_large_cm.ase loaded collision model models/darkmod/misc/clipmodels/pot_small_cm.ase loaded collision model models/darkmod/misc/clipmodels/pot_medium_cm.ase loaded collision model models/darkmod/decorative/hourglass.ase loaded collision model models/darkmod/decorative/vases/vase2_mini.ase loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_5_spoke.lwo loaded collision model models/darkmod/mechanical/gears/gear.lwo loaded collision model models/darkmod/mechanical/gears/gear_hollow_3_spoke.lwo loaded collision model models/darkmod/mechanical/generator1.lwo loaded collision model models/darkmod/mechanical/furnace_opengrill.lwo loaded collision model models/darkmod/mechanical/pipes/tap1.lwo loaded collision model models/darkmod/waterworks/waterpump.ase loaded collision model models/darkmod/containers/bucket.lwo loaded collision model models/darkmod/loot/purse_gems.ase loaded collision model models/darkmod/loot/diamond_large_2.ase loaded collision model models/darkmod/furniture/beds/singlebed1.lwo loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/misc/clipmodels/wchair1_cm.lwo loaded collision model models/darkmod/lights/non-extinguishable/round_lantern_unattached.lwo removed 58 degenerate triangles loaded collision model models/darkmod/readables/book_t1.lwo loaded collision model models/darkmod/misc/clipmodels/basket_cm.lwo loaded collision model models/darkmod/mechanical/switches/switch_translate_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_translate_lever.ase loaded collision model models/darkmod/mechanical/furnace_small_round.lwo loaded collision model models/darkmod/mechanical/pipes/furnace_angle_curved.lwo loaded collision model models/darkmod/mechanical/pipes/furnace_pipe02_straight.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_small.lwo loaded collision model models/darkmod/misc/clipmodels/cookpot_cm.lwo loaded collision model models/darkmod/kitchen/creamer_silver.ase loaded collision model models/darkmod/kitchen/sugar_silver.ase loaded collision model models/darkmod/kitchen/tea_pot_silver.ase loaded collision model models/darkmod/misc/clipmodels/pot_stove01_cm.lwo loaded collision model models/darkmod/misc/clipmodels/cup01_cm.lwo loaded collision model models/darkmod/misc/clipmodels/bowl01_small_cm.lwo loaded collision model models/darkmod/lights/extinguishable/standing_oil_lamp.lwo loaded collision model models/darkmod/kitchen/serving_dish_covered.lwo loaded collision model models/darkmod/kitchen/plate_serving.lwo loaded collision model models/darkmod/furniture/tables/dining_table_huge1.lwo loaded collision model models/darkmod/misc/clipmodels/dchair2_cm.lwo loaded collision model models/darkmod/furniture/seating/throne_simple.lwo loaded collision model models/darkmod/lights/extinguishable/candlestick2_empty.lwo loaded collision model models/darkmod/tools/household/broom_01.ase loaded collision model models/darkmod/tools/household/brush.lwo loaded collision model models/darkmod/tools/household/wash_bin.ase loaded collision model models/darkmod/kitchen/chamberpot.lwo loaded collision model models/darkmod/lights/extinguishable/torch_gothic02_mounted.lwo loaded collision model models/darkmod/lights/non-extinguishable/grill_light.lwo loaded collision model models/darkmod/waterworks/bathtub01.lwo loaded collision model models/darkmod/waterworks/faucet_simple.lwo loaded collision model models/darkmod/furniture/tables/endtable1.lwo loaded collision model models/darkmod/decorative/personal_items/brush_hand.ase loaded collision model models/darkmod/decorative/personal_items/mirror_hand.ase loaded collision model models/darkmod/furniture/seating/sofa1.lwo loaded collision model models/darkmod/furniture/seating/armchair1.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo loaded collision model models/darkmod/misc/straw_pile01.lwo loaded collision model models/darkmod/misc/rope_coil01.lwo loaded collision model models/darkmod/containers/sack1.lwo loaded collision model models/darkmod/nature/large_bush01.lwo loaded collision model models/darkmod/weapons/blackjack.lwo loaded collision model models/darkmod/weapons/longswordlow.lwo loaded collision model models/darkmod/weapons/shortsword.lwo loaded collision model models/darkmod/player_equipment/compass_open.lwo loaded collision model models/darkmod/lights/non-extinguishable/hooded_lantern.lwo loaded collision model models/darkmod/player_equipment/spyglass_closed.lwo loaded collision model models/darkmod/player_equipment/lockpick_snake.lwo loaded collision model models/darkmod/player_equipment/lockpick_triangle.lwo loaded collision model models/darkmod/containers/package_large.lwo loaded collision model models/darkmod/lights/extinguishable/cagelamp.lwo loaded collision model models/darkmod/containers/crate02.lwo loaded collision model models/darkmod/containers/barrell_med_closed.lwo loaded collision model models/darkmod/containers/package_small.lwo loaded collision model models/darkmod/kitchen/bottle01.lwo loaded collision model models/darkmod/decorative/statues/statue_noblewoman01.lwo loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/lights/extinguishable/candle_01_stub.ase loaded collision model models/darkmod/lights/extinguishable/candle_wide.lwo loaded collision model models/darkmod/lights/extinguishable/candle_wide_stub.ase loaded collision model models/darkmod/nature/flowers/flowers_patch_01.ase loaded collision model models/darkmod/containers/package_flat.lwo loaded collision model models/darkmod/junk/cartwheel.lwo loaded collision model models/darkmod/junk/apple_core.lwo loaded collision model models/darkmod/nature/plant_05.ase loaded collision model models/darkmod/nature/trees/pine_12.ase loaded collision model models/darkmod/nature/trees/tree_dm.lwo loaded collision model models/darkmod/nature/trees/tree_dm01.lwo loaded collision model models/darkmod/nature/trees/pine_20.ase loaded collision model models/darkmod/nature/bush_large02.lwo loaded collision model models/darkmod/nature/bush_small02.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/nature/mushrooms_01.lwo loaded collision model models/darkmod/mechanical/gears/watermill_cogwheel_big.ase loaded collision model models/darkmod/mechanical/watermill_pole.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/mechanical/pully_wheel_small.lwo loaded collision model models/darkmod/mechanical/windlass.lwo loaded collision model models/darkmod/junk/plank_longer.ase loaded collision model models/darkmod/tools/pickaxe.lwo loaded collision model models/darkmod/tools/spade_square.lwo loaded collision model models/darkmod/furniture/beds/straw_pile_bed.lwo loaded collision model models/darkmod/decorative/vases/cup_marble.ase loaded collision model models/darkmod/weapons/ropearrow.lwo loaded collision model models/darkmod/loot/jewellery/ring_gold_bc01.ase loaded collision model models/darkmod/misc/clipmodels/broadbrim_hat_cm.lwo loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/nature/mushroom_02.lwo loaded collision model models/darkmod/furniture/seating/bench_wooden01.lwo loaded collision model models/darkmod/weapons/longbow.lwo loaded collision model models/darkmod/wearables/quiver_full.lwo loaded collision model models/darkmod/weapons/broadhead.lwo loaded collision model models/darkmod/wearables/headgear/helmet_round02_wearable.lwo loaded collision model models/darkmod/misc/clipmodels/orchid_cm.lwo loaded collision model models/darkmod/kitchen/utensils/smspoon_ornamental.lwo loaded collision model models/darkmod/kitchen/utensils/knife_ornamental.lwo loaded collision model models/darkmod/kitchen/cookpot.lwo loaded collision model models/darkmod/kitchen/food/pear.lwo loaded collision model models/darkmod/kitchen/food/turnip.ase loaded collision model models/darkmod/kitchen/food/apple.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_simple.lwo loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf_tall_empty.lwo loaded collision model models/darkmod/furniture/clock_wall.lwo loaded collision model models/darkmod/decorative/wall/shields/shield_and_swords02.lwo loaded collision model models/darkmod/decorative/wall/antlers.lwo loaded collision model models/darkmod/containers/crate03.lwo removed 6 degenerate triangles loaded collision model models/darkmod/decorative/wall/boarhead_open.lwo loaded collision model models/darkmod/decorative/wall/mounted_head_wolf.lwo loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo loaded collision model models/darkmod/weapons/battleaxe.lwo loaded collision model models/darkmod/decorative/wall/painting01.lwo loaded collision model models/darkmod/misc/ink&quill.lwo loaded collision model models/darkmod/readables/paper1.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/furniture/seating/stool_rectangle_rough.lwo loaded collision model models/darkmod/furniture/dresser02.lwo loaded collision model models/darkmod/furniture/tables/ornate_table01_small.lwo loaded collision model models/darkmod/architecture/doors/door_boarded_up01.lwo loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo loaded collision model models/darkmod/kitchen/utensils/fork_ornamental.lwo loaded collision model models/darkmod/kitchen/bottle02.lwo removed 12 degenerate triangles loaded collision model models/darkmod/weapons/mossarrow.lwo loaded collision model models/darkmod/weapons/noisemaker.lwo loaded collision model models/darkmod/weapons/waterarrow.lwo castle_streets_scroll: Fixing inv_category from Maps to #str_02390. loaded collision model models/darkmod/readables/scroll_tied_up.lwo loaded collision model models/darkmod/loot/coins/coinsb.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/loot/bowl_small.lwo loaded collision model models/darkmod/decorative/vases/urn01_lid.ase loaded collision model models/darkmod/decorative/vases/urn01.ase loaded collision model models/darkmod/loot/coins/purse_p_goldspilt.lwo loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.lwo WARNING: entity 'atdm_ai_nobleman02_armed_1' doesn't have health set castle_1stfloor_scroll: Fixing inv_category from Maps to #str_02390. castle_2ndfloor_scroll: Fixing inv_category from Maps to #str_02390. removed 16 degenerate triangles loaded collision model models/darkmod/loot/candlestick_round_ornate.lwo loaded collision model models/darkmod/loot/jewellery/bracelet_jewelled.lwo loaded collision model models/darkmod/loot/plate_g.lwo loaded collision model models/darkmod/loot/scepter.ase loaded collision model models/darkmod/loot/trophy01.ase loaded collision model models/darkmod/loot/amethyst.ase loaded collision model models/darkmod/misc/clipmodels/woolen_cap_cm.lwo loaded collision model models/darkmod/decorative/games/backgammon.lwo loaded collision model models/darkmod/decorative/games/dice.ase loaded collision model models/darkmod/misc/clipmodels/empty_flowerpot_cm.lwo loaded collision model models/darkmod/kitchen/food/cheese_wedge.lwo removed 22 degenerate triangles loaded collision model models/darkmod/loot/jewellery/ring_gem_skull.ase loaded collision model models/darkmod/wearables/headgear/hat_straw.lwo loaded collision model models/darkmod/loot/bottle03.lwo removed 16 degenerate triangles loaded collision model models/darkmod/loot/chalice.lwo loaded collision model models/darkmod/misc/clipmodels/beer_stein02_open_cm.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/dungeon/chain_straight_med.lwo loaded collision model models/darkmod/player_equipment/health_potion.lwo loaded collision model models/darkmod/wearables/belt_buckle.lwo loaded collision model models/darkmod/weapons/mace.lwo loaded collision model models/darkmod/player_equipment/small_rock.lwo loaded collision model models/darkmod/readables/scroll_tied_up_large.lwo loaded collision model models/darkmod/weapons/gasarrow.lwo loaded collision model models/darkmod/kitchen/food/bread_loaf01.lwo loaded collision model models/darkmod/kitchen/food/cheese_wheel.lwo loaded collision model models/darkmod/containers/package_cube.lwo loaded collision model models/darkmod/containers/package_medium.lwo loaded collision model models/darkmod/kitchen/utensils/knife_butcher.ase loaded collision model models/darkmod/kitchen/utensils/knife_chef.ase loaded collision model models/darkmod/kitchen/utensils/spoon_wooden.lwo loaded collision model models/darkmod/misc/clipmodels/pitcher01_cm.lwo loaded collision model models/darkmod/mechanical/receiver_antenna.lwo loaded collision model models/darkmod/loot/coins/coinsc.lwo loaded collision model models/darkmod/furniture/tables/rtable1.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_desk_01.ase ...2802 entities spawned, 26 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Objective 9: Parsing success and failure logic Objective 10: Parsing success and failure logic Objective 11: Parsing success and failure logic Applied 0 objective conditions.[aas32]: Assigned 1 multistatemover positions to AAS areas and ignored 1. WARNING: Unknown string id #str_02618 WARNING: Unknown string id #str_02619 WARNING: Unknown string id #str_02048 WARNING: Unknown string id #str_02497 WARNING: Unknown string id #str_04240 WARNING: Unknown string id #str_04240 -------------------------------------- SpawnPlayer: 0 removed 16 degenerate triangles removed 16 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1170 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/lantern_oil_hand02 WARNING: Couldn't load image: extinguishable/simple_square1_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/simple_square2_unattached WARNING: Couldn't load image: extinguishable/wallight2 WARNING: Couldn't load image: extinguishable/wallight_3_unnatached WARNING: Couldn't load image: extinguishable/wallight_outdoor3 WARNING: Couldn't load image: extinguishable/grill_light Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 0 0 1920 1080 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door guesttohallsroof is not within a valid AAS area WARNING: Door duffordsgoldenboxlid is not within a valid AAS area WARNING: Door third_clue_hatch is not within a valid AAS area WARNING: Door wall_door_one is not within a valid AAS area WARNING: Door MetalChestLid_1 is not within a valid AAS area WARNING: Door small_gear_drawer is not within a valid AAS area WARNING: Door lowerdoor2fakecellar is not within a valid AAS area WARNING: Door secret_dufford_door is not within a valid AAS area WARNING: Door ancient_hidden_door is not within a valid AAS area WARNING: Door invisible_door is not within a valid AAS area WARNING: Door FootlockerLid_11 is not within a valid AAS area WARNING: Door fake_wall_block3 is not within a valid AAS area ModelGenerator memory: No LOD entries. -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. I18N: Current language: german I18N: Move articles to back: Yes Main idLangDict: 128 KB in 1141 entries. Reverse dict : 46 KB in 512 keys, 431 KB in 6998 values. Articles dict : 46 KB in 512 keys, 431 KB in 6998 values. Remapped chars : 0 I18N: Shutdown. Shutdown event system -------------------------------------- malloc failure for 4194312 EDIT: Or maybe there was a error during dmap, because the dates of the dufford files seems unchanged. But how I can see if DMAP was successful?
  16. Thanks so much. I'll review the spreadsheet starting tomorrow and after any tweaks, export to .subs as inline. Then convert any to srt that need it, and do QA. The usual process, tho possibly a bit slow due to travel/holidays. I've already built a testSubtitlesDrunk to house the subtitles.
  17. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  18. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  19. Hello, everyone! In this multi-part, comprehensive tutorial I will introduce you to a new light type that has been available in The Dark Mod since version 2.06, what it does, why you would want to use it and how to implement it in your Fan Missions. This tutorial is aimed at the intermediate mapper. Explanations of how to use DarkRadiant, write material files, etc. are outside of its scope. I will, however, aim to be thorough and explain the relevant concepts comprehensively. Let us begin by delineating the sections of the tutorial: Part 1 will walk you through four, distinct ways to add ambient light to a scene, the last way using irradiance environment maps (or IEMs). Lighting a scene with an IEM is considered image-based lighting. Explaining this concept is not in the scope of this tutorial; rather, we will compare and contrast our currently available methods with this new one. If you already understand the benefits IBL confers, you may consider this introductory section superfluous. Part 2 will review the current state of cubemap lights in TDM, brief you on capturing an environment cubemap inside TDM and note limitations you may run into. Three cubemap filtering applications will be introduced and reviewed. Part 3 will go into further detail of the types of inputs and outputs required by each program and give a walkthrough of the simplest way to get an irradiance map working in-game. Part 4 will guide you through two additional, different workflows of how to convert your cubemap to an irradiance map and unstitch it back to the six separate image files that the engine needs. Part 5 will conclude the tutorial with some considerations as to the scalability of the methods hitherto explained and will enumerate some good practices in creating IEMs. Typical scenes will be considered. Essential links and resources will be posted here and a succinct list of the steps and tools needed for each workflow will be summarized, for quick reference. Without further ado, let us begin. Part 1 Imagine the scene. You’ve just made a great environment for your map, you’ve got your geometry exactly how you want it… but there’s a problem. Nobody can appreciate your efforts if they can’t see anything! [Fig. 1] This will be the test scene for the rest of our tutorial — I would tell you to “get acquainted with it” but it’s rather hard to, at the moment. The Dark Mod is a game where the interplay between light and shadow is of great importance. Placing lights is designing gameplay. In this example scene, a corridor with two windows, I have decided to place 3 lights for the player to stealth his way around. Two lights from the windows streak down across the floor and a third, placeholder light for a fixture later to be added, is shining behind me, at one end of the corridor. Strictly speaking, this is sufficient for gameplay in my case. It is plainly obvious, however, that the scene looks bad, incomplete. “Gameplay” lights aside, the rest of the environment is pitch black. This is undesirable for two reasons. It looks wrong. In real life, lights bounce off surfaces and diffuse in all directions. This diffused, omni-directional lighting is called ambient lighting and its emitment can be termed irradiance. You may contrast this with directional lighting radiating from a point, which is called point lighting and its emitment — radiance. One can argue that ambient lighting sells the realism of a scene. Be that as it may, suppose we disregard scary, real-life optics and set concerns of “realism” aside… It’s bad gameplay. Being in darkness is a positive for the player avatar, but looking at darkness is a negative for the player, themselves. They need to differentiate obstacles and objects in the environment to move their avatar. Our current light level makes the scene illegible. The eye strain involved in reading the environment in these light conditions may well give your player a headache, figurative and literal, and greatly distract them from enjoying your level. This tutorial assumes you use DarkRadiant or are at least aware of idtech4’s light types. From my earlier explanation, you can see the parallels between the real life point/ambient light dichotomy and the aptly named “point” and “ambient” light types that you can use in the editor. For further review, you can consult our wiki. Seeing as how there is a danger in confusing the terms here, I will hereafter refer to real life ambient light as “irradiant light”, to differentiate it from the TDM ambient lights, which are our engine’s practical implementation of the optical phenomenon. A similar distinction between “radiant light” and point lights will be made for the same reason. Back to our problem. Knowing, now, that most all your scenes should have irradiant light in addition to radiant light, let’s try (and fail, instructionally) to fix up our gloomy corridor. [Fig. 2] The easiest and ugliest solution: ambient lights. Atdm:ambient_world is a game entity that is basically an ambient light with no falloff, modifiable by the location system. One of the first things we all do when starting a new map is putting an ambient_world in it. In the above image, the darkness problem is solved by raising the ambient light level using ambient_world (or via an info_location entity). Practically every Dark Mod mission solves its darkness problem1 like this. Entirely relying on the global ambient light, however, is far from ideal and I argue that it solves neither of our two, aforementioned problems. Ambient_world provides irradiant light and you may further modulate its color and brightness per location. However, said color and brightness are constant across the entire scene. This is neither realistic, nor does it reduce eye strain. It only makes the scene marginally more legible. Let’s abandon this uniform lighting approach and try a different solution that’s more scene-specific. [Fig. 3] Non-uniform, but has unintended consequences. Our global ambient now down to a negligible level, the next logical approach would be hand-placed ambient lights with falloff, like ambient_biground. Two are placed here, supplementing our window point lights. Combining ambient and point lights may not be standard TDM practice, but multiple idtech4 tutorials extol the virtues of this method. I, myself, have used it in King of Diamonds. For instance, in the Parkins residence, the red room with the fireplace has ambient lights coupled to both the electric light and the fire flame. They color the shadows and enrich the scene, and they get toggled alongside their parent (point) lights, whenever they change state (extinguished/relit). This is markedly better than before, but to be honest anything is, and you may notice some unintended side-effects. The AI I’ve placed in the middle of the ambient light’s volume gets omnidirectionally illuminated far more than any of the walls, by virtue of how light projection in the engine works. Moving the ambient lights’ centers closer to the windows would alleviate this, but would introduce another issue — the wall would get lit on the other side as well. Ambient lights don’t cast shadows, meaning they go through walls. You could solve this by creating custom ambient light projection textures, but at this point we are three ad hocs in and this is getting needlessly complicated. I concede that this method has limited use cases but illuminating big spaces that AI can move through, like our corridor, isn’t one of them. Let’s move on. [Fig. 4] More directional, but looks off. I have personally been using this method in my WIP maps a lot. For development (vs. release), I even recommend it. A point light instead of an ambient light is used here. The texture is either “biground1” or “defaultpointlight” (the latter here). The light does not cast shadows, and its light origin is set at one side of the corridor, illuminating it at an angle. This solves the problem of omnidirectional illumination for props or AI in the middle of the light volume, you can now see that the AI is lit from the back rather than from all sides. In addition, the point light provides that which the ambient one cannot, namely specular and normal interaction, two very important features that help our players read the environment better. This is about as good as you can get but there are still some niggling problems. The scene still looks too monochromatic and dark. From experience, I can tell you that this method looks good in certain scenes, but this is clearly not one of them. Sure, we can use two, non-shadowcasting point lights instead of one, aligned to our windows like in the previous example, we can even artfully combine local and global ambient lights to furnish the scene further, but by this point we will have multiple light entities placed, which is unwieldy to work with and possibly detrimental to performance. Another problem is that a point light’s movable light origin helps combat ambient omnidirectionality, but its projection texture still illuminates things the strongest in the middle of its volume. I have made multiple experiments with editing the Z-projection falloff texture of these lights and the results have all left me unsatisfied. It just does not look right. A final, more intellectual criticism against this method is that this does not, in a technical sense, supply irradiant light. Nothing here is diffuse, this is just radiant light pretending the best it can. [Fig. 5] The irradiance map method provides the best looking solution to imbuing your scene with an ambient glow. This is the corridor lit with irradiance map lights, a new lighting method introduced in The Dark Mod 2.06. Note the subtle gradients on the left wall and the bounced, orange light on the right column. Note the agreeable light on the AI. Comparing the previous methods and this, it is plainly obvious that an irradiance environment map looks the most realistic and defines the environment far better than any of the other solutions. Why exactly does this image look better than the others? You can inform yourself on image-based lighting and the nature of diffuse irradiance, but images speak louder than words. As you can see, the fact of the matter is that the effect, subtle as it may be, substantially improves the realism of the scene, at least compared to the methods previously available to us. Procuring irradiance environment maps for use in lighting your level will hereafter be the chief subject of this tutorial. The next part will review environment cubemap capture in TDM, the makeIrradiance keyword and three external applications that you can use to convert a TDM cubemap into an irradiance map. 1 “ Note that the color buffer is cleared to black: Doom3 world is naturally pitch black since there is no "ambient" light: In order to be visible a surface/polygon must interact. with a light. This explains why Doom3 was so dark ! “ [source] Part 2 Cubemaps are not new to The Dark Mod. The skybox materials in some of our prefabs are cubemaps, some glass and polished tile materials use cubemaps to fake reflections for cheap. Cubemap lights, however, are comparatively new. The wiki page linked earlier describes these two, new light types that were added in TDM 2.05. cubicLight is a shadow-casting light with true spherical falloff. An example of such a light can be found in the core files, “lights/cubic/tdm_lampshade_cubic”. ambientCubicLight is the light type we will be focusing on. Prior to TDM 2.06, it acted as a movable, on-demand reflection dispenser, making surfaces in its radius reflect a pre-set cubemap, much like glass. After 2.06, the old behavior was discarded and ambientCubicLight was converted to accept industry standard irradiance environment maps. Irradiance environment maps (IEMs) are what we want to make, so perhaps the first thing to make clear is that they aren’t really “handmade”. An IEM is the output of a filtering process (convolution) which requires an input in the form of a regular environment cubemap. In other words, if we want to make an IEM, we need a regular cubemap, ideally one depicting our environment — in this case, the corridor. I say a snapshot of the environment is ideal for lighting it because this emulates how irradiant light in the real world works. All radiating surfaces are recorded in our cubemap, our ambient optic array as it were, then blurred, or convoluted, to approximate light scatter and diffusion, then the in-game light “shines” this approximation of irradiant light back to the surfaces. There is a bit of a “chicken and the egg” situation here, if your scene is dark to begin with, wouldn’t you just get a dark irradiance map and accomplish nothing? In the captured cubemap faces in Fig. 6, you may notice that the environment looks different than what I’ve shown so far. I used two ambient lights to brighten up the windows for a better final irradiance result. I’ve “primed the pump”, so to speak. You can ignore this conundrum for the moment, ways to set up your scenes for better results, or priming the pump correctly, will be discussed at the end of the tutorial. Capturing the Environment The wiki has a tutorial on capturing cubemaps by angua, but it is woefully out of date. Let me run you through the process for 2.07 really briefly. To start with, I fly to approx. the center of the corridor with noclip. I then type “envshot t 256” in the console. This outputs six .tga images in the <root>/env folder, simply named “t”, sized 256x256 px and constituting the six sides of a cube and depicting the entire environment. This is how they look in the folder: [Fig. 6] The six cube faces in the folder. Of note here is that I do not need to switch to a 640x480 resolution, neither do I need to rename these files, they can already be used in an ambientCubicLight. Setting Up the Lights For brevity’s sake, I’ll skip explaining material definitions, if you’ve ever added a custom texture to your map, you know how to do this. Suffice it to say, it is much the same with custom lights. In your <root>/materials/my_cool_cubemaps.mtr file, you should have something like this: lights/ambientcube/my_test_IEM_light { ambientCubicLight { forceHighQuality //cameraCubeMap makeIrradiance(env/t) cameraCubeMap env/t colored zeroClamp } } We’ll play with the commented out line in just a bit. Firstly, let’s place the actual light in DarkRadiant. It’s as simple as creating a new light or two and setting them up in much the same way you would a regular ambient light. I select the appropriate light texture from the list, “my_test_IEM_light” in the “ambientcube” subfolder and I leave the light colored pure white. [Fig. 7] The corridor in DR, top view, with the ambient cubic lights highlighted. I can place one that fills the volume or two that stagger the effect somewhat. Remember that these lights still have a spherical falloff. Preference and experimentation will prove what looks best to you. Please note that what the material we defined does is load a cubemap while we established that ambientCubicLights only work with irradiance maps. Let’s see if this causes any problems in-game. I save the map and run it in game to see the results. If I already have TDM running, I type “reloadDecls” in the console to reload my material files and “reloadImages” to reload the .tga images in the /env folder. [Fig. 8] Well this looks completely wrong, big surprise. Wouldn’t you know it, putting a cubemap in the place of an irradiance map doesn’t quite work. Everything in the scene, especially the AI, looks to be bathed in slick oil. Even if a material doesn’t have a specular map, it won’t matter, the ambientCubicLight will produce specular reflections like this. Let’s compare how our cubemap .tga files compares with the IEM .tgas we’ll have by the end of the tutorial: [Fig. 9] t_back.tga is the back face of the environment cubemap, tIEM_back.tga is the back face of the irradiance map derived from it. As you can see, the IEM image looks very different. If I were to use “env/tIEM” instead of “env/t” in the material definition above, I would get the proper result, as seen in the last screenshot of part 1. So it is that we need a properly filtered IEM for our lights to work correctly. Speaking of that mtr def though, let’s not invoke an irradiance map we haven’t learned to convert yet. Let’s try an automatic, in-engine way to convert cubemaps to IEMs, namely the makeIrradiance material keyword. makeIrradiance and Its Limitations Let’s uncomment the sixth line in that definition and comment out the seventh. cameraCubeMap makeIrradiance(env/t) //cameraCubeMap env/t Here is a picture of how a cubemap ran through the makeIrradiance keyword looks like: [Fig. 10] Say ‘Hi’ to our friend in the back, the normalmap test cylinder. It’s a custom texture I’ve made to demonstrate cubemap interactions in a clean way. Hey now, this looks pretty nice! The scene is a bit greener than before, but you may even argue it looks more pleasing to the eyes. Unfortunately, the devil is in the details. Let’s compare the makeIrradiance keyword’s output with the custom made irradiance map setup seen at the end of part 1. [Fig. 11, 12] A closer look at the brick texture reveals that the undesired specular highlighting is still present. The normal map test cylinder confirms that the reason for this is the noisy output of the makeIrradiance keyword. The in-engine conversion is algorithmic, more specifically, it doesn't allow us to directly compare .tga files like we did above. Were we able to, however, I'm sure the makeIrradiance IEM would look grainy and rough compared to the smooth gradient of the IEM you’ll have by the end of this tutorial. The makeIrradiance keyword is good for quick testing but it won’t allow you fine control over your irradiance map. If we want the light to look proper, we need a dedicated cubemap filtering software. A Review of Cubemap Filtering Software Here I’ll introduce three programs you can produce an irradiance map with. In the coming parts, I will present you with a guide for working with each one of them. I should also note that installing all of these is trivial, so I’ll skip that instructional step when describing their workflows. I will not relay you any ad copy, as you can already read it on these programs’ websites. I’ll just list the advantages and disadvantages that concern us. Lys https://www.knaldtech.com/lys/ Advantages: Good UI, rich image manipulation options, working radiance/specular map filtering with multiple convolution algorithms. Disadvantages: $50 price tag, limited import/export options, only available on Windows 64-bit systems. cmftStudio https://github.com/dariomanesku/cmftStudio Advantages: Available on Windows, OSX and Linux, free, open source software, command line interface available. Disadvantages: Somewhat confusing UI, limited import options, missing features (radiance/specular map filtering is broken, fullscreen doesn’t work), 32-bit binaries need to be built from source (I will provide a 32-bit Windows executable at the end of the tutorial). Modified CubeMapGen https://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/ Advantages: Free software, quickest to work with (clarified later). Disadvantages: Bad UI, only Windows binaries available, subpar IEM export due to bad image adjustment options. Let’s take a break at this point and come back to these programs in part 3. A lot of caveats need to be expounded on as to which of these three is the “best” software for making an irradiance map for our purposes. Neither of these programs has a discreet workflow; rather, the workflow will include or exclude certain additional programs and steps depending on which app you choose to work with. It will dovetail and be similar in all cases. Part 3 The aim of this tutorial is twofold. First, it aims to provide the most hands-free and time-efficient method of converting an envshot, environment cubemap to an IEM and getting it working in-game. The second is using as few applications as possible and keeping them all free software that is available for download, much like TDM itself. The tutorial was originally going to only cover IEM production through Lys, as that was the app I used to test the whole process with. I soon realized that it would be inconsiderate of me to suggest you buy a fifty dollar product for a single step in a process that adds comparatively little to the value of a FM, if we’re being honest (if you asked me, the community would benefit far more from a level design tutorial than a technical one like this, but hey, maybe later, I’m filling a niche right now that nobody else has filled). This led me to seek out open-source alternatives to Lys, such as Cubemapgen, which I knew of and cmftStudio, which I did not. I will preempt my own explanations and tell you right away that, in my opinion, cmftStudio is the program you should use for IEM creation. This comes with one big caveat, however, which I’m about to get into. Six Faces on a Cross and The Photoshop Problem Let’s review. Taking an envshot in-game gives you six separate images that are game-ready. Meaning, you get six, split cubemap faces as an output, you need six, split irradiance map faces as an input. This is a problem, because neither Lys nor cmftStudio accept a sequence of images as such. They need to be stitched together in a cube cross, a single image of the unwrapped cube, like this: [Fig. 13] From Lys. Our cubemap has been stitched into a cross and the “Debug Cube Map Face Position” option has been checked, showing the orientations of each face. In Lys only panoramas, sphere maps and cube maps can be loaded into the program. The first two do not concern us, the third specifically refers to a single image file. Therefore, to import a TDM envshot into Lys you need to stitch your cubemap into a cross. Furthermore, Lys’ export also outputs a cubemap cross, therefore you also need to unstitch the cubemap into its faces afterwards if you want to use it in TDM. In cmftStudio you can import single map faces! Well… no, you can’t. The readme on GitHub boasts “Input and output types: cubemap, cube cross, latlong, face list, horizontal and vertical strip.” but this is false. The UI will not allow you to select multiple files on import, rendering the “face list” input type impossible.2 Therefore, to import a TDM envshot into cmftStudio you need to stitch your cubemap into a cross. Fortunately, the “face list” export type does work! Therefore, you don’t need to unstitch the cubemap manually, cmftStudio will export individual faces for you. In both of these cases, then, you need a cubemap cross. For this tutorial I will use Adobe Photoshop, a commercial piece of software, to stitch our faces into a cubemap in an automated fashion (using Photoshop’s Actions). This is the big caveat to using cmftStudio, even if you do not want to buy Lys, PS is still a prerequisite for working with both programs. There are, of course, open source alternatives to Photoshop, such as GIMP, but it is specifically Photoshop’s Action functionality that will power these workflows. GIMP has its own Actions in the form of Macros, but they are written with python. GIMP is not a software suite that I use, neither is python a language I am proficient with. Out of deference for those who don’t have, or like working with, Photoshop, I will later go through the steps I take inside the image editor in some detail, in order for the studious reader to reconstruct them, if they so desire, in their image editing software of choice. At any rate, and at the risk of sounding a little presumptuous, I take it that, as creative types, most of you already have Photoshop on your computers. 2 An asterisk regarding the “impossibility” of this. cmftStudio is a GUI for cmft, a command line interface that does the same stuff but inside a command prompt. I need to stress that I am certain multiple faces can be inputted in the command line, but messing with unwieldy prompts or writing batch files is neither time-saving nor user-friendly. This tutorial is aimed at the average mapper, but a coder might find the versatility offered in cmft interesting. The Cubemapgen Workflow You will have noticed that I purposefully omitted Cubemapgen from the previous discussion. This is because working with Cubemapgen, wonderfully, does not need Photoshop to be involved! Cubemapgen both accepts individual cubemap faces as input and exports individual irradiance map faces as output. Why, then, did I even waste your time with all the talk of Lys, cmftStudio and Photoshop? Well, woefully, Cubemapgen’s irradiance maps look poor at worst and inconsistent at best. Comparing IEMs exported from Lys and cmftStudio, you will see that both look practically the same, which is good! An IEM exported from Cubemapgen, by default, is far too desaturated and the confusing UI does not help in bringing it to parity with the other two programs. If you work solely with Cubemapgen, you won’t even know what ‘parity’ is, since you won’t have a standard to compare to. [Fig. 14] A comparison between the same irradiance map face, exported with the different apps at their respective, default settings. Brightened and enlarged for legibility. This may not bother you and I concede that it is a small price to pay for those not interested in working with Photoshop. The Cubemapgen workflow is so easy to describe that I will in fact do just that, now. After I do so, however, I will argue that it flies in the face of one of the aims of this tutorial, namely: efficiency. Step 1: Load the cubemap faces into Cubemapgen. Returning to specifics, you will remember that we have, at the moment, six .tga cubemap faces in a folder that we want to convert to six irradiance map faces. With Cubemapgen open, direct your attention to these buttons: [Fig. 15] You can load a cubemap face by pressing the corresponding button or using the hotkey ‘F’. To ensure the image faces the correct way, you must load it in the corresponding “slot”, from the Select Cubemap Face dropdown menu above, or by pressing the 1-6 number keys on your keyboard. Here is a helpful list: X+ Face <1> corresponds to *_right X- Face <2> corresponds to *_left Y+ Face <3> corresponds to *_up Y- Face <4> corresponds to *_down Z+ Face <5> corresponds to *_forward Z- Face <6> corresponds to *_back ...with the asterisk representing the name of your cubemap. With enough practice, you can get quite proficient in loading cubemap faces using keyboard shortcuts. Note that the ‘Skybox’ option in the blue panel is checked, I recommend you use it. Step 2: Generate the Irradiance Map [Fig. 16] The corridor environment cubemap loaded in and filtered to an irradiance map. The options on the right are my attempt to get the IEM to look right, though they are by no means prescriptive. Generating an IEM with Modified CubeMapGen 1.66 is as easy as checking the ‘Irradiance cubemap’ checkbox and hitting ‘Filter Cubemap’ in the red panel. There are numerous other options there, but most will have no effect with the checkbox on. For more information, consult the Sébastien Lagarde blog post that you got the app from. I leave it to you to experiment with the input and output gamma sliders, you really have no set standard on how your irradiance map is supposed to look, so unfortunately you’ll have to eyeball it and rely on trial and error. Two things are important to note. The ‘Output Cube Size’ box in the red panel is the resolution that you want your IEM to export to. In the yellow panel, make sure you set the output as RGB rather than RGBA! We don’t need alpha channels in our images. Step 3: Export Irradiance Map Faces Back in the green panel, click the ‘Save CubeMap to Images’ button. Save the images as .tga with a descriptive name. [Fig. 17] The exported irradiance map faces in the folder. These files still need to be renamed with appropriate suffixes in order to constitute a readable cubemap for the engine. The nomenclature is the same as the table above: “c00” is the X+ Face, to be renamed “right”, “c01” is the X- Face and so on. Right left, up down, forward and back. That’s the order! This is all there is to this workflow. A “cameraCubeMap env/testshot” in the light material will give us a result that will look, at the very least, better than the inbuilt makeIrradiance material keyword. [Fig. 17] The map ended up being a little bright. Feel free to open Fig. 4 and this in seperate tabs and compare the Lys/cmft export with the cubemapgen one. A Review of the Workflow Time for the promised criticism to this workflow. I already stated my distaste for the lack of a standardised set of filtering values with this method. The lack of any kind of preset system for saving the values you like makes working with Cubemapgen even more slipshod. Additionally, in part 2, I said that Cubemapgen is the fastest to work with, but this needs to be qualified. What we just did was convert one cubemap to an irradiance map, but a typical game level ought to use more than a single IEM. Premeditation and capturing fake, “generic” environment cubemaps (e.g. setting up a “blue light on the right, orange on the left” room or a “bright skylight above, brown floor” room, then capturing them with envshot) might allow for some judicious reuse and keep your distinct IEM light definition count down to single digits, but you can only go so far with that. I am not arguing here for an ambient cubic light in every scene either, certainly only those that you deem need the extra attention, or those for which the regular lighting methods enumerated in Part 1 do not quite work. I do tentatively assume, though, that for an average level you would use between one and two dozen distinct IEMs. Keep in mind that commercial games, with their automated probe systems for capturing environment shots, use many, many more than that. With about 20 cubemaps to be converted and 6 faces each to load into Cubemapgen, you’ll be going through the same motions 120 whole times (saving and renaming not included). If you decide to do this in one sitting (and you should, as Cubemapgen, to reiterate, does not keep settings between sessions), you are in for a very tedious process that, while effective, is not very efficient. The simple fact is that loading six things one by one is just slower than loading a single thing once! The “single thing” I’m referring to is, of course, the single, stitched cubemap cross texture. In the next part, I will go into detail regarding how to make a cubemap cross in Photoshop in preparation for cmftStudio and Lys. It will initially seem a far more time-consuming process to you than the Cubemapgen workflow, but through the magic of automation and the Actions feature, you will be able to accomplish the cubemap stitch process in as little as a drag-and-drop into PS and a single click. The best thing is that after we go through the steps, you won’t have to recreate them yourself, as I will provide you with a custom Actions .atn file and save you the effort. I advise you not to skip the explanations, however. The keen-eyed among you may have noticed that you can also load a cube cross in Cubemapgen. If you want to use both Cubemapgen and Photoshop together to automate your Cubemapgen workflow, be aware that Cubemap gen takes crosses that have a different orientation than the ones Lys and cmftStudio use. My macros (actions) are designed for the latter, so if you want to adjust them for Cubemapgen you would do well to study my steps and modify them appropriately. For the moment, you’ve been given the barebones essentials needed to capture an envshot, convert it to an irradiance map and put it in your level at an appropriate location, all without needing a single piece of proprietary software. You can stop here and start cranking out irradiance maps to your heart’s content, but if you’re in the mood for some more serious automation, consider the next section.
  20. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  21. I've just finished uploading on Youtube a video in five parts in which I show a complete process of creating this normal map: Links: part 1 part 2 part 3 part 4 part 5 I used Blender, Sculptris and GIMP with normalmap plugin. BTW, my PDF tutorial to Blender can be still downloaded here: http://www.fileshost...hp?id=F02584AD1
  22. Yes, this is possible but there are a few things that make it a little impractical. 1) Models do not seal the void so you need BSP brushes behind or inside models to properly seal a map. As I recall, there are doom 3 and quake map exporters that can export your initial block-out geometry as standard brushes so you could do both modeling and brushwork in blender. You’d just have to do it in phases 2) Visportal placement is crucial to performance so you will need to ensure you blender models are cut at portal boundaries so that you can setup brushes and visportals at choke points to prevent rendering outside the player view area 3) model geometry is often too complex for the physics engine. You will need to make invisible clip models or clip brushes that use a more simplified structure to ensure AI pathing and overall collision physics perform well. 4) Models need to be split at light boundaries. If a single light touches a model the engine will do light geometry calculation for the whole model. If enough lights hit a large model it can severely impact performance. Brushes will auto-split on light boundaries but often split in less optimal locations so it has become the convention to use func_static geometry to force brushes to split in the preferred locations 5) blender has no knowledge of specialty brushes like fog volumes, water, SEED auto dispersal etc So it’s possible to do the majority of mapping in blender but ultimately you will need to use Dark Radiant to do the finishing touches The current paradigm is to create modular content in blender and then assemble the modules together in Dark Radiant along with bsp caulking and vidportal placement
  23. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  24. As far as I know the most up-to-date one is the script I maintain (there is a single tdm_export script which supports both ASE and LWO export). However I haven't specifically tested with the latest Blender 3.4 series, so it's possible that it will need an update. I believe this information is out of date. The problem of LWO losing smoothing information was caused by the Blender exporter itself ignoring object-specific data and enforcing a hard-coded smoothing angle. This is now fixed in my latest version, although the old behaviour is selectable at the time of export if you don't want to deal with object smooth groups. As far as I can recall, when I was testing this, the smoothing options did take effect in the engine (although I couldn't say whether they were 100% mathematically correct).
  25. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
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