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  1. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  2. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  3. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
  4. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  5. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  6. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  7. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  8. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  9. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here.
  10. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  11. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  12. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  13. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  14. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  15. What?! That is news to me, I use .lwo for all my static models and smoothing imports to idtech4 just fine! Thou I most say, I don't use Blender for anything but MD5 models and still use old Modo 601, the same tool Seneca Menard a idSoftware artist uses, and also use his custom Modo plugging's, that he made public, exactly to streamline making static models for Doom 3 and Rage. In modo you can set smoothing angle or edge smoothing (hard or soft edge) and it works in idTech 4, perhaps blender and other tools handle .lwo differently? After all modo was made by the same people that created lightwave 3D, so they literally created the .lwo file system.
  16. Well) There is my story with some log files... Darkmode starts and works on doom3.gpl well, but with some random crashes. All you need for start darkmode - is (slill) original game data from doom3. (*.pk4 files in base directory) Here are some steps I have passed. (it is crappy scenario it maybe, but it works) 1) I have cloned git-repository from https://github.com/TTimo/doom3.gpl to /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/ (this dir figures in logs - so it may be important) 2) After compilation (just compilation - I did not intalled it), I created the ./base directory in .../doom3.gpl/neo directory (there you have doom3.x86 file). After that I put there the original doom3 game data files ( all *.pk4 from original installation installation for example), and created simlink "/usr/local/games/doom3" targered to "/home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/" (directorythere we have doom3.x86 file). 3) it may be you could also need to copy .../doom3.gpl/neo/gamex86-base.so to .../doom3.gpl/base/gamex86.so and create empty .../doom3.gpl/base/default.cfg file 4) so - after that I downloaded darkmod to ~/.doom3/darkmod directory and started tdmlauncher.linux (well, you know - as for me - it starts well and via mod-loading menu from original doom`s gui, but, it may be, I have somethink missed ? ) 5) That`s all, as I remebbered... I was asked for cd-key also but you have it on your Doom3-disk There are some random craches - you can see log for some information. for example this fault : ASSERTION FAILED! cm/CollisionModel_rotate.cpp(1295): 'tw.axis[0] * tw.axis[0] + tw.axis[1] * tw.axis[1] + tw.axis[2] * tw.axis[2] > 0.99f' signal caught: Trace/breakpoint trap si_code 128 Trying to exit gracefully.. I got in training mission when tryed to move up small boxes to clinb to opened window. See full log below. Path to tdmlauncher is /home/localuser/.doom3/darkmod/tdmlauncher.linux Darkmod directory is /home/localuser/.doom3/darkmod/ Darkmod directory after normalisation is /home/localuser/.doom3/darkmod Trying default value for engine executable: /home/localuser/.doom3/doom.x86 Trying default Linux location for engine executable /usr/local/games/doom3/doom.x86 Found engine executable in /usr/local/games/doom3/doom.x86 Engine path after normalisation is /usr/local/games/doom3/doom.x86 Current FM is: training_mission Searching the /proc/ folder for PID files Using the following argument vector: #0: /usr/local/games/doom3/doom.x86 #1: +set #2: fs_game_base #3: darkmod #4: +set #5: fs_game #6: training_mission Trying to launch /usr/local/games/doom3/doom.x86 /usr/local/games/doom3/doom.x86 +set fs_game_base darkmod +set fs_game training_mission DOOM 1.3.1.1304-debug linux-x86 Jan 7 2012 01:12:59 found interface lo - loopback found interface eth0 - 10.1.0.10/255.255.255.0 ------ Initializing File System ------ Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game00.pk4 with checksum 0xf07eb555 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game01.pk4 with checksum 0x51c6981f Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game03.pk4 with checksum 0x5d4230ea Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak000.pk4 with checksum 0x808f9e40 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak001.pk4 with checksum 0x20a36d36 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak002.pk4 with checksum 0x916b20c6 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak003.pk4 with checksum 0x9b62e180 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak004.pk4 with checksum 0x6a4f344 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak006.pk4 with checksum 0x95b65ab Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak007.pk4 with checksum 0x666bdb3c Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak008.pk4 with checksum 0x23ae5993 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/RU.pk4 with checksum 0x85f062f Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_animals01.pk4 with checksum 0xacda2bb Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_base01.pk4 with checksum 0xf42f339d Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_builders01.pk4 with checksum 0xcb2854bf Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_females01.pk4 with checksum 0x1b2a6a31 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_guards01.pk4 with checksum 0x33ca6394 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_heads01.pk4 with checksum 0x5dd21227 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_mages01.pk4 with checksum 0x4fb92e26 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_nobles01.pk4 with checksum 0xe4ff336c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_pagans01.pk4 with checksum 0xa1349247 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_townsfolk01.pk4 with checksum 0x8ddbd904 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_undead01.pk4 with checksum 0x2477a779 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_monsters_spiders01.pk4 with checksum 0x792b0ca5 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_steambots01.pk4 with checksum 0x731159a8 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_base01.pk4 with checksum 0xfb74186c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_defs01.pk4 with checksum 0x31417173 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_env01.pk4 with checksum 0x70046471 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_fonts01.pk4 with checksum 0x4d337925 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_game01.pk4 with checksum 0xab7fd2d2 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_game02.pk4 with checksum 0x4a1b32fc Loaded pk4 /home/localuser/.doom3/darkmod/tdm_game03.pk4 with checksum 0x1c4edae4 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_gui01.pk4 with checksum 0x63a09f0e Loaded pk4 /home/localuser/.doom3/darkmod/tdm_gui_credits01.pk4 with checksum 0x5b1d7253 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_models01.pk4 with checksum 0x16c8a70a Loaded pk4 /home/localuser/.doom3/darkmod/tdm_models02.pk4 with checksum 0x3d12c87e Loaded pk4 /home/localuser/.doom3/darkmod/tdm_models_decls01.pk4 with checksum 0x92c43427 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_player01.pk4 with checksum 0xe4d3e6fd Loaded pk4 /home/localuser/.doom3/darkmod/tdm_prefabs01.pk4 with checksum 0x838252d0 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient01.pk4 with checksum 0x40500cb Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient02.pk4 with checksum 0x666b0cac Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient03.pk4 with checksum 0xfa3d0336 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient_decls01.pk4 with checksum 0x1f53dda2 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_sfx01.pk4 with checksum 0x8d3d8fa7 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_sfx02.pk4 with checksum 0x6a7ee5ef Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals01.pk4 with checksum 0x749a24b6 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals02.pk4 with checksum 0x3ce30b71 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals03.pk4 with checksum 0xfbc08dea Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals04.pk4 with checksum 0x6bae7076 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals05.pk4 with checksum 0x8bc0bbe1 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals06.pk4 with checksum 0xe1f2a386 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals07.pk4 with checksum 0xe7d94add Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals_decls01.pk4 with checksum 0x1a0de03d Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_base01.pk4 with checksum 0x87f7f590 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_carpet01.pk4 with checksum 0xcc1e2e32 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_decals01.pk4 with checksum 0x7e7ce54e Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_door01.pk4 with checksum 0xda543894 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_fabric01.pk4 with checksum 0x7c12c7ad Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_glass01.pk4 with checksum 0x5fa01a26 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_metal01.pk4 with checksum 0x173ce02a Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_nature01.pk4 with checksum 0x444352b6 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_paint_paper01.pk4 with checksum 0xf4cab8d7 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_plaster01.pk4 with checksum 0xf1b2549c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_roof01.pk4 with checksum 0x2efab03d Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_sfx01.pk4 with checksum 0xff5da4d5 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_brick01.pk4 with checksum 0xe942a997 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_cobblestones01.pk4 with checksum 0xb215367c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_flat01.pk4 with checksum 0xc063445 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_natural01.pk4 with checksum 0x6cd8c52a Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_sculpted01.pk4 with checksum 0xf225aa20 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_window01.pk4 with checksum 0xdb10db90 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_wood01.pk4 with checksum 0xe96a8d66 Loaded pk4 /home/localuser/.doom3/training_mission/training_mission.pk4 with checksum 0x3d46da04 Current search path: /home/localuser/.doom3/training_mission /home/localuser/.doom3/training_mission/training_mission.pk4 (30 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/training_mission /home/localuser/.doom3/darkmod /home/localuser/.doom3/darkmod/tdm_textures_wood01.pk4 (293 files) /home/localuser/.doom3/darkmod/tdm_textures_window01.pk4 (226 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_sculpted01.pk4 (304 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_natural01.pk4 (99 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_flat01.pk4 (256 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_cobblestones01.pk4 (185 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_brick01.pk4 (350 files) /home/localuser/.doom3/darkmod/tdm_textures_sfx01.pk4 (32 files) /home/localuser/.doom3/darkmod/tdm_textures_roof01.pk4 (65 files) /home/localuser/.doom3/darkmod/tdm_textures_plaster01.pk4 (96 files) /home/localuser/.doom3/darkmod/tdm_textures_paint_paper01.pk4 (22 files) /home/localuser/.doom3/darkmod/tdm_textures_nature01.pk4 (193 files) /home/localuser/.doom3/darkmod/tdm_textures_metal01.pk4 (329 files) /home/localuser/.doom3/darkmod/tdm_textures_glass01.pk4 (30 files) /home/localuser/.doom3/darkmod/tdm_textures_fabric01.pk4 (38 files) /home/localuser/.doom3/darkmod/tdm_textures_door01.pk4 (155 files) /home/localuser/.doom3/darkmod/tdm_textures_decals01.pk4 (226 files) /home/localuser/.doom3/darkmod/tdm_textures_carpet01.pk4 (71 files) /home/localuser/.doom3/darkmod/tdm_textures_base01.pk4 (159 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals_decls01.pk4 (23 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals07.pk4 (1083 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals06.pk4 (661 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals05.pk4 (80 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals04.pk4 (1258 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals03.pk4 (722 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals02.pk4 (1335 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals01.pk4 (66 files) /home/localuser/.doom3/darkmod/tdm_sound_sfx02.pk4 (549 files) /home/localuser/.doom3/darkmod/tdm_sound_sfx01.pk4 (457 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient02.pk4 (148 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient01.pk4 (151 files) /home/localuser/.doom3/darkmod/tdm_prefabs01.pk4 (440 files) /home/localuser/.doom3/darkmod/tdm_player01.pk4 (123 files) /home/localuser/.doom3/darkmod/tdm_models_decls01.pk4 (88 files) /home/localuser/.doom3/darkmod/tdm_models02.pk4 (1770 files) /home/localuser/.doom3/darkmod/tdm_models01.pk4 (1533 files) /home/localuser/.doom3/darkmod/tdm_gui_credits01.pk4 (49 files) /home/localuser/.doom3/darkmod/tdm_gui01.pk4 (661 files) /home/localuser/.doom3/darkmod/tdm_game03.pk4 (2 files) /home/localuser/.doom3/darkmod/tdm_game02.pk4 (2 files) /home/localuser/.doom3/darkmod/tdm_game01.pk4 (2 files) /home/localuser/.doom3/darkmod/tdm_fonts01.pk4 (731 files) /home/localuser/.doom3/darkmod/tdm_env01.pk4 (92 files) /home/localuser/.doom3/darkmod/tdm_defs01.pk4 (147 files) /home/localuser/.doom3/darkmod/tdm_base01.pk4 (125 files) /home/localuser/.doom3/darkmod/tdm_ai_steambots01.pk4 (27 files) /home/localuser/.doom3/darkmod/tdm_ai_monsters_spiders01.pk4 (89 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_undead01.pk4 (29 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (65 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_pagans01.pk4 (8 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_mages01.pk4 (7 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_heads01.pk4 (64 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_guards01.pk4 (286 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_females01.pk4 (138 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_builders01.pk4 (84 files) /home/localuser/.doom3/darkmod/tdm_ai_base01.pk4 (8 files) /home/localuser/.doom3/darkmod/tdm_ai_animals01.pk4 (76 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/darkmod /home/localuser/.doom3/base /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/RU.pk4 (199 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak008.pk4 (3 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak007.pk4 (38 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak006.pk4 (48 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak005.pk4 (63 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak004.pk4 (5137 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak003.pk4 (4754 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak002.pk4 (6120 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak001.pk4 (8983 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak000.pk4 (2701 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game03.pk4 (2 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game02.pk4 (2 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game01.pk4 (2 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 1141 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg Unknown command '#' execing DoomConfig.cfg couldn't exec autoexec.cfg 1141 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1024x768 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: Quadro FX 1600M/PCI/SSE2 idCommon::VPrintf: truncated to 4094 characters GL_EXTENSIONS: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer G ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ dlopen(libasound.so.2) asoundlib version: 1.0.24.1 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- ...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 ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- 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: /home/localuser/.doom3/darkmod/tdm_game02.pk4/gamex86.so copy gamex86.so to /home/localuser/.doom3/training_mission/gamex86.so Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV game using generic code for SIMD processing. --------- Initializing Game ---------- The Dark Mod 1.07, code revision 5048 Build date: Nov 23 2011 WARNING: file particles/training_map.prt, line 30: particle 'lantern_glare_simple' previously defined at particles/tdm_light_glares.prt:265 Initializing event system ...780 event definitions Initializing class hierarchy ...166 classes, 761280 bytes for event callbacks Initializing scripts /proc/cpuinfo CPU frequency: 800 MHz Compiled 'rand_osc_light::GetOscOrigin': 420.6 ms ---------- Compile stats ---------- Memory usage: Strings: 42, 6672 bytes Statements: 18129, 362580 bytes Functions: 1128, 115356 bytes Variables: 82736 bytes Mem used: 1034592 bytes Static data: 2277552 bytes Allocated: 2778072 bytes Thread size: 7068 bytes ...5 aas types game initialized. -------------------------------------- Parsing material files WARNING: Cannot find character remapping for language english. 1141 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. I18N: 'strings/fm/english.lang' not found, skipping it. WARNING: Cannot find guis/mainmenu.gui Current language: english Found 0 new mission packages. Found 2 mods in the FM folder. Parsed 2 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: training_mission -------- Initializing Session -------- session initialized -------------------------------------- Opening IP socket: localhost:-1 WARNING: Non-portable: path contains uppercase characters: TypeInfo WARNING: Non-portable: path contains uppercase characters: MayaImport --- Common Initialization Complete --- ------------- Warnings --------------- during DOOM 3 initialization... WARNING: Cannot find character remapping for language english. WARNING: Cannot find guis/mainmenu.gui WARNING: file particles/training_map.prt, line 30: particle 'lantern_glare_simple' previously defined at particles/tdm_light_glares.prt:265 WARNING: Non-portable: path contains uppercase characters: MayaImport WARNING: Non-portable: path contains uppercase characters: TypeInfo 5 warnings terminal support enabled ( use +set in_tty 0 to disabled ) pid: 2997 3920 MB System Memory guessing video ram ( use +set sys_videoRam to force ) .. found XNVCtrl extension 1.27 512 MB Video Memory Async thread started Found 0 new mission packages. Found 2 mods in the FM folder. DisplayBriefingPage: briefingData is maps/training_mission/mission_briefing DisplayBriefingPage: xdata found. DisplayBriefingPage: numPages is 1 DisplayBriefingPage: current page is 1 Objective 1: Parsing success and failure logic Applied 0 objective conditions.--------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- 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 Applied 0 objective conditions.--------- Map Initialization --------- Map: training_mission glprogs/ambientEnvironment.vfp glprogs/ambientEnvironment.vfp glprogs/heatHazeWithMask.vfp glprogs/heatHazeWithMask.vfp ----------- Game Map Init ------------ collision data: 372 models 43479 vertices (1019 KB) 70510 edges (2478 KB) 27317 polygons (1914 KB) 4567 brushes (623 KB) 22046 nodes (602 KB) 49151 polygon refs (383 KB) 18749 brush refs (146 KB) 26162 internal edges 589 sharp edges 0 contained polygons removed 0 polygons merged 7168 KB total memory used 835 msec to load collision data. map bounds are (4928.0, 5216.0, 3445.0) max clip sector is (308.0, 326.0, 215.3) 3 KB passage memory used to build PVS 4 msec to calculate PVS 49 areas 124 portals 7 areas visible on average 392 bytes PVS data [Load AAS] loading maps/training_mission.aas48 [Load AAS] loading maps/training_mission.aas96 [Load AAS] loading maps/training_mission.aas32 done. [Load AAS] loading maps/training_mission.aas100 [Load AAS] loading maps/training_mission.aas_rat ConversationManager: Found 0 valid conversations. Entering tdm_main() Exiting tdm_main() Spawning entities Compiled '/home/localuser/.doom3/training_mission/maps/training_mission.script': 61.1 ms ---------- Compile stats ---------- Memory usage: Strings: 43, 6768 bytes Statements: 20121, 402420 bytes Functions: 1226, 124052 bytes Variables: 87664 bytes Mem used: 1108392 bytes Static data: 2277552 bytes Allocated: 2812888 bytes Thread size: 7068 bytes loaded collision model models/darkmod/containers/crate02.lwo loaded collision model models/darkmod/architecture/fencing/irongatesegment.ase loaded collision model models/darkmod/nature/bush_small03.lwo loaded collision model models/darkmod/nature/bush_large03.lwo loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/streetlamp1.lwo loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/containers/barrell_med_closed.lwo loaded collision model models/darkmod/architecture/chimneys/chimney_right.lwo loaded collision model models/darkmod/architecture/ladders/ladder_8steps.ase loaded collision model models/darkmod/architecture/windows/windowframe_wood_80x36.ase loaded collision model models/darkmod/architecture/doors/door104x56_2hinge.lwo loaded collision model models/darkmod/architecture/doors/door104x56_3hinge.lwo loaded collision model models/darkmod/architecture/doorframes/door_frame_wood_104x56.ase loaded collision model models/darkmod/furniture/tables/wtable1.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight_outdoor3.lwo loaded collision model models/darkmod/nautical/boat2.lwo loaded collision model models/darkmod/architecture/supports/beam_end01.lwo loaded collision model models/darkmod/architecture/supports/beam_end02.lwo loaded collision model models/darkmod/misc/rope_coil01.lwo loaded collision model models/darkmod/lights/non-extinguishable/hooded_lantern.lwo loaded collision model models/darkmod/lights/non-extinguishable/lantern_oil_hand.ase 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/architecture/pillars/pillar_rippled.ase loaded collision model models/darkmod/lights/extinguishable/standing_torch01.lwo loaded collision model models/darkmod/containers/crate01.lwo removed 28 degenerate triangles loaded collision model models/darkmod/mechanical/smokestack_tall_wall.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough3.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough1.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough2.ase loaded collision model models/darkmod/architecture/windows/round_stone01_small.lwo loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_hanging.lwo loaded collision model models/darkmod/architecture/doorframes/door_frame_curved_96x48.lwo loaded collision model models/darkmod/hangers/signhanger_simple01.lwo loaded collision model models/darkmod/decorative/signs/sign_square01.ase loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/roundstreetlamp.lwo loaded collision model models/darkmod/nature/growth_small01.lwo loaded collision model models/darkmod/nature/ivy_part01.lwo loaded collision model models/darkmod/nature/ivy_part01b.lwo removed 30 degenerate triangles loaded collision model models/darkmod/nature/plant_bigleafy.ase loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_hanging01.lwo removed 4 degenerate triangles loaded collision model models/darkmod/decorative/statues/statue_gargoyle_small.ase loaded collision model models/darkmod/dungeon/metal_ring.ase loaded collision model models/darkmod/hangers/rack_wooden01.lwo loaded collision model models/darkmod/hangers/signbar_broken_chains.lwo loaded collision model models/darkmod/junk/cartwheel.lwo loaded collision model models/darkmod/junk/horse_dung.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo loaded collision model models/darkmod/mechanical/windlass.lwo loaded collision model models/darkmod/misc/cart_low.lwo loaded collision model models/darkmod/misc/market_stall_small.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo loaded collision model models/darkmod/misc/sagging_rope_long01.lwo loaded collision model models/darkmod/tools/household/wash_bin.ase loaded collision model models/darkmod/tools/wheelbarrow01_empty.lwo loaded collision model models/darkmod/wearables/laundry_hanging02_small.lwo loaded collision model models/darkmod/tools/spade_square.lwo loaded collision model models/darkmod/containers/package_medium.lwo loaded collision model models/darkmod/nature/rocks/smallrock2.lwo loaded collision model models/darkmod/nature/rocks/rubble_pieces_1.ase loaded collision model models/darkmod/containers/bucket_wood.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_simple.lwo loaded collision model models/darkmod/furniture/shelves/wall_shelf_ornate2.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/keg_tapped_small.lwo loaded collision model models/darkmod/misc/clipmodels/basket_cm.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/kitchen/jar1.lwo loaded collision model models/darkmod/tools/smithyhammer.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/wearables/laundry_hanging02.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/decorative/wall/painting01_m.lwo loaded collision model models/darkmod/misc/clipmodels/empty_flowerpot_cm.lwo loaded collision model models/darkmod/furniture/tables/endtable_square01.lwo loaded collision model models/darkmod/mechanical/generator_big.lwo loaded collision model models/darkmod/mechanical/machine_01_axle.ase loaded collision model models/darkmod/mechanical/pipes/tap1_large.lwo loaded collision model models/darkmod/mechanical/pipes/valve2_xl.ase loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_5_spoke.lwo loaded collision model models/darkmod/door_related/handle_curved_rotate.ase loaded collision model models/darkmod/lights/non-extinguishable/lamp_shaded.lwo loaded collision model models/darkmod/architecture/windows/round_stone01_tall.lwo loaded collision model models/darkmod/furniture/seating/wchair1.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/door_related/key_simple_01.ase loaded collision model models/darkmod/lights/extinguishable/candlestick2_empty.lwo loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/door_related/handle_curved_rotate_double.ase loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/loot/trophy01.ase loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp_hanging.lwo loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/door_related/key_padlock.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase loaded collision model models/darkmod/mechanical/gears/watermill_cogwheel_big.ase loaded collision model models/darkmod/loot/statue_loot.ase loaded collision model models/darkmod/loot/vase_g.lwo loaded collision model models/darkmod/loot/purse_layingdown.lwo loaded collision model models/darkmod/loot/plate_g.lwo loaded collision model models/darkmod/loot/coins/coinsc.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/loot/goblet1.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/player_equipment/compass_open.lwo loaded collision model models/darkmod/player_equipment/spyglass_closed.lwo loaded collision model models/darkmod/misc/target.ase loaded collision model models/darkmod/nature/plant_05_big.ase loaded collision model models/darkmod/architecture/building_facades/tudor_inn.ase loaded collision model models/darkmod/misc/bell01.ase loaded collision model models/darkmod/lights/non-extinguishable/round_lantern_unattached.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_long.lwo loaded collision model models/darkmod/architecture/chimneys/chimney_left.lwo loaded collision model models/darkmod/nature/trees/tree_dm.lwo loaded collision model models/darkmod/nature/trees/tree_dm02.lwo loaded collision model models/darkmod/decorative/wall/banner2.lwo loaded collision model models/darkmod/weapons/ropearrow.lwo loaded collision model models/archery_ground.ase loaded collision model models/stone_path.ase loaded collision model models/darkmod/nature/plant_03.ase loaded collision model models/darkmod/weapons/waterarrow.lwo loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo loaded collision model models/darkmod/weapons/shortsword.lwo loaded collision model models/darkmod/furniture/seating/bench_wooden01.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo removed 2 degenerate triangles loaded collision model models/darkmod/kitchen/bottle02.lwo glprogs/heatHazeWithMaskAndVertex.vfp glprogs/heatHazeWithMaskAndVertex.vfp loaded collision model models/darkmod/weapons/longswordlow.lwo loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo loaded collision model models/darkmod/weapons/hammer.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/player_equipment/small_rock.lwo loaded collision model models/darkmod/nature/rocks/smallrock1.lwo loaded collision model models/darkmod/architecture/pillars/groovedpillar01_med.lwo loaded collision model models/darkmod/lights/extinguishable/candle_wide.lwo loaded collision model models/darkmod/lights/extinguishable/standing_oil_lamp.lwo loaded collision model models/darkmod/lights/extinguishable/sq_torch.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp02.lwo loaded collision model models/darkmod/containers/crate03.lwo loaded collision model models/darkmod/lights/extinguishable/brazier.lwo loaded collision model models/darkmod/lights/extinguishable/candle_wide_tall.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/lights/extinguishable/candle_holder_round.lwo loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo loaded collision model models/darkmod/lights/extinguishable/candle_tall.lwo loaded collision model models/darkmod/furniture/tables/dining_table_med_01.ase loaded collision model models/darkmod/loot/jewellery/ring_ruby.lwo removed 22 degenerate triangles loaded collision model models/darkmod/loot/jewellery/ring_gem_skull.ase loaded collision model models/darkmod/loot/bottle03.lwo loaded collision model models/darkmod/loot/jewellery/bracelet_jewelled.lwo loaded collision model models/darkmod/loot/coins/coinsa.lwo loaded collision model models/darkmod/player_equipment/flashbomb.lwo loaded collision model models/darkmod/misc/clipmodels/rusticchair_cm.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/misc/clipmodels/cheapbeermug_cm.lwo loaded collision model models/darkmod/kitchen/food/pear.lwo loaded collision model models/darkmod/misc/clipmodels/bowl_soupbowl_cm.lwo loaded collision model models/darkmod/kitchen/utensils/smspoon_ornamental.lwo loaded collision model models/darkmod/misc/clipmodels/broadbrim_hat_cm.lwo loaded collision model models/darkmod/weapons/shortbow.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight1.lwo loaded collision model models/darkmod/misc/wood_pallette.lwo key_guard_1: Fixing inv_category from Keys to #str_02392. key_guard_2: Fixing inv_category from Keys to #str_02392. loaded collision model models/darkmod/furniture/shelves/shelf_standing_small.lwo removed 12 degenerate triangles loaded collision model models/darkmod/weapons/mossarrow.lwo loaded collision model models/darkmod/misc/clipmodels/mug_wooden02_cm.lwo loaded collision model models/darkmod/weapons/blackjack.lwo loaded collision model models/darkmod/misc/clipmodels/stool_round_rough_cm.lwo loaded collision model models/darkmod/tools/metal_hook.lwo loaded collision model models/darkmod/kitchen/sugar_silver.ase key_exit2: Fixing inv_category from Keys to #str_02392. loaded collision model models/darkmod/furniture/desk1.lwo removed 58 degenerate triangles loaded collision model models/darkmod/readables/book_t1.lwo loaded collision model models/darkmod/architecture/windows/warehouse_window_dark.lwo loaded collision model models/darkmod/lights/non-extinguishable/hanging_lantern.lwo loaded collision model models/darkmod/misc/clipmodels/bones_arm_right_cm.ase loaded collision model models/darkmod/containers/barrell_large.lwo loaded collision model models/darkmod/furniture/shelves/shelf_timber.ase 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/tools/pickaxe.lwo loaded collision model models/darkmod/tools/wheelbarrow02.lwo loaded collision model models/darkmod/decorative/statues/hammer_stone_large.lwo StoreRoomKey: Fixing inv_category from Keys to #str_02392. loaded collision model models/darkmod/containers/package_cube.lwo WARNING: aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_1'. ...1651 entities spawned, 0 inhibited ==== Processing events ==== Objective 1: 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 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, 742 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: - 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/lantern_oil_hand 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/lamp_shaded WARNING: Couldn't load image: _bloomimage WARNING: Couldn't load image: _cookedmath 0 purged from previous 179 kept from previous 931 new loaded all images loaded in 12.9 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 101326k referenced 6338k purged ---------------------------------------- sound: missing efxs/training_mission.efx ----------------------------------- 28676 msec to load training_mission idRenderWorld::GenerateAllInteractions, msec = 0, staticAllocCount = 0. interactionTable size: 61004 bytes 5 interaction take 560 bytes ------------- Warnings --------------- during training_mission... WARNING: aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_1'. WARNING: Couldn't load image: - WARNING: Couldn't load image: _bloomimage WARNING: Couldn't load image: _cookedmath WARNING: Couldn't load image: extinguishable/lamp_shaded WARNING: Couldn't load image: extinguishable/lantern_oil_hand WARNING: Couldn't load image: extinguishable/lantern_oil_hand02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/simple_square1_unattached WARNING: Couldn't load image: extinguishable/simple_square2_unattached WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 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: Unknown string id #str_02048 WARNING: Unknown string id #str_02497 WARNING: Unknown string id #str_02618 WARNING: Unknown string id #str_02619 WARNING: Unknown string id #str_04240 22 warnings Bloom Kernel size is set to: Small Using TDM's enhanced interaction idRenderWorldLocal::ResizeInteractionTable: overflowed interactionTableWidth, dumping ASSERTION FAILED! cm/CollisionModel_rotate.cpp(1295): 'tw.axis[0] * tw.axis[0] + tw.axis[1] * tw.axis[1] + tw.axis[2] * tw.axis[2] > 0.99f' signal caught: Trace/breakpoint trap si_code 128 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING: Door atdm_mover_door_sliding_2 is not within a valid AAS area WARNING: Door treasuredoor is not within a valid AAS area WARNING: Door door_lockpick is not within a valid AAS area WARNING: Door door_climb is not within a valid AAS area WARNING: Door door_lockpick4 is not within a valid AAS area WARNING: Door door_gamma is not within a valid AAS area WARNING: Door door_combat is not within a valid AAS area WARNING: Door door_stealth is not within a valid AAS area WARNING: Door safe_door is not within a valid AAS area WARNING: Door OldChestLid1 is not within a valid AAS area WARNING: Door simpledoor is not within a valid AAS area WARNING: Door mediumdoor is not within a valid AAS area WARNING: Door harddoor is not within a valid AAS area WARNING: Door machineroomdoor is not within a valid AAS area WARNING: Door door_objects is not within a valid AAS area WARNING: Door door_lockpick3 is not within a valid AAS area WARNING: Door door_lockpick6 is not within a valid AAS area WARNING: Door door_lockpick2 is not within a valid AAS area WARNING: Door door_climb3 is not within a valid AAS area WARNING: Door atdm_mover_door_12 is not within a valid AAS area WARNING: Door StoreroomHatch is not within a valid AAS area ModelGenerator memory: No LOD entries. -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() ------------ 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 : 28 KB in 246 keys, 282 KB in 4484 values. Articles dict : 28 KB in 246 keys, 282 KB in 4484 values. Remapped chars : 0 I18N: Shutdown. Shutdown event system -------------------------------------- shutdown terminal support I hope this information will be usefull for anyone))
  17. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  18. Try it, its FOSS like Blender, noyhing to lose.
  19. I installed DR 2.1 and it was all working fine until I opened the preferences and set it to load the last map loaded. Now it crashes everytime. Figured you'd want the log, so here it is. I'll reinstall, that should sort it out. The problem with the model is because I think I've forgotten the folder setup to make it load the resources from the FM folder. Reminder would be great Log as of 2:40am 22 January 2017 - I sent information about the problem. Mostly it crashes when loading textures. 2017-01-22 02:39:46 (2232) Started logging to C:/Users/Neon/AppData/Roaming/DarkRadiant/darkradiant.log2017-01-22 02:39:46 (2232) This is DarkRadiant 2.1.0 x64 2017-01-22 02:39:46 (2232) Today is 2017-01-22 02:39:462017-01-22 02:39:46 (2232) wxWidgets Version: 3.1.02017-01-22 02:39:46 (2232) Module registered: LanguageManager2017-01-22 02:39:46 (2232) Current language setting: en2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\archivezip.dll'2017-01-22 02:39:50 (2232) Module registered: ArchivePK42017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\commandsystem.dll'2017-01-22 02:39:50 (2232) Module registered: CommandSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\eclassmgr.dll'2017-01-22 02:39:50 (2232) Module registered: EntityClassManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\entity.dll'2017-01-22 02:39:50 (2232) Module registered: Doom3EntityCreator2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\entitylist.dll'2017-01-22 02:39:50 (2232) Module registered: EntityList2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\eventmanager.dll'2017-01-22 02:39:50 (2232) Module registered: EventManager2017-01-22 02:39:50 (2232) Module registered: MouseToolManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\filetypes.dll'2017-01-22 02:39:50 (2232) Module registered: FileTypes2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\filters.dll'2017-01-22 02:39:50 (2232) Module registered: FilterSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\fonts.dll'2017-01-22 02:39:50 (2232) Module registered: FontManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\grid.dll'2017-01-22 02:39:50 (2232) Module registered: Grid2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\image.dll'2017-01-22 02:39:50 (2232) Module registered: ImageLoader2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\mapdoom3.dll'2017-01-22 02:39:50 (2232) Module registered: Doom3MapLoader2017-01-22 02:39:50 (2232) Module registered: Quake4MapLoader2017-01-22 02:39:50 (2232) Module registered: Doom3PrefabLoader2017-01-22 02:39:50 (2232) Module registered: MapCompiler2017-01-22 02:39:50 (2232) Module registered: Quake3MapLoader2017-01-22 02:39:50 (2232) Module registered: Doom3AasFileLoader2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\md5model.dll'2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMD5MESH2017-01-22 02:39:50 (2232) Module registered: MD5AnimationCache2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\model.dll'2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMD32017-01-22 02:39:50 (2232) Module registered: ModelLoader3DS2017-01-22 02:39:50 (2232) Module registered: ModelLoaderASE2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMS3D2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMDC2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMD22017-01-22 02:39:50 (2232) Module registered: ModelLoaderFM2017-01-22 02:39:50 (2232) Module registered: ModelLoaderLWO2017-01-22 02:39:50 (2232) Module registered: ModelLoaderPICOTERRAIN2017-01-22 02:39:50 (2232) Module registered: ModelLoaderOBJ2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\particles.dll'2017-01-22 02:39:50 (2232) Module registered: ParticlesManager2017-01-22 02:39:50 (2232) Module registered: ParticlesEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\scenegraph.dll'2017-01-22 02:39:50 (2232) Module registered: SceneGraph2017-01-22 02:39:50 (2232) Module registered: SceneGraphFactory2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\shaders.dll'2017-01-22 02:39:50 (2232) Module registered: MaterialManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\skins.dll'2017-01-22 02:39:50 (2232) Module registered: ModelSkinCache2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\sound.dll'2017-01-22 02:39:50 (2232) Module registered: SoundManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\uimanager.dll'2017-01-22 02:39:50 (2232) Module registered: UIManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\undo.dll'2017-01-22 02:39:50 (2232) Module registered: UndoSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\vfspk3.dll'2017-01-22 02:39:50 (2232) Module registered: VirtualFileSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\xmlregistry.dll'2017-01-22 02:39:50 (2232) Module registered: XMLRegistry2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.conversation.dll'2017-01-22 02:39:50 (2232) Module registered: ConversationEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.difficulty.dll'2017-01-22 02:39:50 (2232) Module registered: DifficultyEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.editing.dll'2017-01-22 02:39:50 (2232) Module registered: DarkMod Editing2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.gui.dll'2017-01-22 02:39:50 (2232) Module registered: GUI Editing2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.objectives.dll'2017-01-22 02:39:50 (2232) Module registered: ObjectivesEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.stimresponse.dll'2017-01-22 02:39:50 (2232) Module registered: StimResponseEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\eclasstree.dll'2017-01-22 02:39:50 (2232) Module registered: EClassTree2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\script.dll'2017-01-22 02:39:50 (2232) Module registered: ScriptingSystem2017-01-22 02:39:50 (2232) XMLRegistry::initialiseModule called2017-01-22 02:39:50 (2232) XMLRegistry: looking for XML files under C:/Program Files/DarkRadiant/2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/user.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/colours.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/input.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/menu.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/commandsystem.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Users/Neon/AppData/Roaming/DarkRadiant/user.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Users/Neon/AppData/Roaming/DarkRadiant/input.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Users/Neon/AppData/Roaming/DarkRadiant/filters.xml2017-01-22 02:39:50 (2232) ArchivePK4::initialiseModule called2017-01-22 02:39:50 (2232) CommandSystem::initialiseModule called.2017-01-22 02:39:50 (2232) EventManager::initialiseModule called.2017-01-22 02:39:50 (2232) EventManager successfully initialised.2017-01-22 02:39:50 (2232) PreferenceSystem::initialiseModule called2017-01-22 02:39:50 (2232) Clipper::initialiseModule called2017-01-22 02:39:50 (2232) UIManager::initialiseModule called2017-01-22 02:39:50 (2232) Found toolbar: view2017-01-22 02:39:50 (2232) Found toolbar: edit2017-01-22 02:39:50 (2232) Found toolbar: texture2017-01-22 02:39:50 (2232) Found toolbar: textool2017-01-22 02:39:50 (2232) ColourSchemeManager: Loading colour schemes...2017-01-22 02:39:50 (2232) GridManager::initialiseModule called.2017-01-22 02:39:50 (2232) FileTypes::initialiseModule called.2017-01-22 02:39:50 (2232) GameManager: Scanning for game description files: C:/Program Files/DarkRadiant/games/2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/darkmod.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/doom3-demo.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/doom3.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/quake3.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/quake4.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/xreal.game2017-01-22 02:39:50 (2232) GameManager: Found game definitions: 2017-01-22 02:39:50 (2232) Doom 32017-01-22 02:39:50 (2232) Doom 3 Demo2017-01-22 02:39:50 (2232) Quake 32017-01-22 02:39:50 (2232) Quake 42017-01-22 02:39:50 (2232) The Dark Mod 2.0 (Standalone)2017-01-22 02:39:50 (2232) XreaL2017-01-22 02:39:50 (2232) 2017-01-22 02:39:50 (2232) GameManager: Selected game type: The Dark Mod 2.0 (Standalone)2017-01-22 02:39:50 (2232) GameManager: Map path set to c:/Games/The Dark Mod/fms/maps/2017-01-22 02:39:50 (2232) GameManager: Prefab path set to c:/Games/The Dark Mod/fms/prefabs/2017-01-22 02:39:50 (2232) VFS Search Path priority is: 2017-01-22 02:39:50 (2232) - c:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) - C:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) - C:/Games/The Dark Mod/2017-01-22 02:39:50 (2232) Map::initialiseModule called.2017-01-22 02:39:50 (2232) SceneGraph::initialiseModule called2017-01-22 02:39:50 (2232) VFS::initialiseModule called2017-01-22 02:39:50 (2232) filesystem initialised2017-01-22 02:39:50 (2232) [vfs] searched directory: c:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) [vfs] searched directory: C:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) [vfs] searched directory: C:/Games/The Dark Mod/2017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_wood01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_window01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_sculpted01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_natural01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_flat01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_cobblestones01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_brick01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_sfx01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_roof01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_plaster01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_paint_paper01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_other01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_nature01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_metal01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_glass01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_fabric01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_door01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_decals01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_carpet01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_base01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_standalone.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals_decls01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals07.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals06.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals05.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals04.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals03.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_sfx02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_sfx01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient_decls01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient03.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_prefabs01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_player01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_models_decls01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_models02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_models01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_gui_credits01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_gui01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_game02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_game01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_fonts01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_env01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_defs01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_base01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_steambots01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_monsters_spiders01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_undead01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_townsfolk01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_pagans01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_nobles01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_mages01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_heads01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_guards01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_females01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_builders01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_base01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_animals01.pk42017-01-22 02:39:50 (2232) MaterialManager::initialiseModule called2017-01-22 02:39:50 (2232) OpenGL::initialiseModule called.2017-01-22 02:39:50 (2232) ShaderCache::initialiseModule called.2017-01-22 02:39:50 (2232) RadiantSelectionSystem::initialiseModule called.2017-01-22 02:39:50 (2232) RadiantModule::initialiseModule called.2017-01-22 02:39:50 (2232) Camera::initialiseModule called.2017-01-22 02:39:50 (2232) MainFrameLayoutManager::initialiseModule called.2017-01-22 02:39:50 (2232) OrthoviewManager::initialiseModule called.2017-01-22 02:39:50 (2232) MainFrame::initialiseModule called.2017-01-22 02:39:50 (2232) AutomaticMapSaver::initialiseModule called.2017-01-22 02:39:50 (2232) ConversationEditor::initialiseModule called.2017-01-22 02:39:50 (2232) UndoSystem::initialiseModule called2017-01-22 02:39:50 (2232) DarkMod Editing::initialiseModule called.2017-01-22 02:39:50 (2232) DifficultyEditor::initialiseModule called.2017-01-22 02:39:50 (2232) EntityClassDoom3::initialiseModule called.2017-01-22 02:39:50 (2340) searching vfs directory 'def' for *.def2017-01-22 02:39:50 (2232) ZAasFileManager::initialiseModule called.2017-01-22 02:39:50 (2232) Doom3AasFileLoader: initialiseModule called.2017-01-22 02:39:50 (2232) BrushModuleImpl::initialiseModule called.2017-01-22 02:39:50 (2232) Doom3EntityCreator::initialiseModule called.2017-01-22 02:39:50 (2232) MapInfoFileManager::initialiseModule called.2017-01-22 02:39:50 (2232) LayerSystem::initialiseModule called.2017-01-22 02:39:50 (2232) MapFormatManager::initialiseModule called.2017-01-22 02:39:50 (2232) PatchModuleDef2::initialiseModule called.2017-01-22 02:39:50 (2232) PatchModuleDef3::initialiseModule called.2017-01-22 02:39:50 (2232) Doom3MapLoader: initialiseModule called.2017-01-22 02:39:50 (2232) Doom3PrefabLoader: initialiseModule called.2017-01-22 02:39:50 (2232) EClassTree::initialiseModule called.2017-01-22 02:39:50 (2232) EntityListModule::initialiseModule called2017-01-22 02:39:50 (2232) [filters] Loaded 16 filters from registry.2017-01-22 02:39:50 (2232) FontManager::initialiseModule called2017-01-22 02:39:50 (2232) GUI Editing::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/andrew_script/fontImage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/andrew_script/fontImage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) LanguageManager::initialiseModule called2017-01-22 02:39:50 (2912) [GuiManager]: Found 259 guis.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/andrew_script/fontImage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Found 2 language folders.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/bamberg/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/bamberg/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) MD5AnimationCache::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/bamberg/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) MapCompiler: initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/camberic/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/camberic/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) MapResourceManager::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/camberic/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderASE initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderLWO initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) MD5Model::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_bold/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) ModelCache::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_bold/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_bold/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoader3DS initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_condensed/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderFM initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_condensed/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_condensed/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMD2 initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_glow/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_glow/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMD3 initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_glow/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMDC initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carolingia/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMS3D initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carolingia/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carolingia/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderOBJ initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/chrishand/fontImage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderPICOTERRAIN initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/chrishand/fontImage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/chrishand/fontImage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Doom3SkinCache::initialiseModule called2017-01-22 02:39:50 (2912) [skins] Loading skins.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/ellianerelle/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) NamespaceFactory::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/ellianerelle/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) ObjectivesEditorModule::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/ellianerelle/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) ParticlesEditor::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/everett/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) ParticlesManager::initialiseModule called2017-01-22 02:39:50 (8156) FontLoader: fonts/english/everett/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Quake3MapLoader: initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/everett/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/gothica2/fontImage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Quake4MapLoader: initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/gothica2/fontImage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/gothica2/fontImage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) RegionManager::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/jd_hand/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) RenderSystemFactory::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/jd_hand/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) SceneGraphFactory::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/jd_hand/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/lotharus/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) ScriptingSystem::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/lotharus/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) ScriptingSystem: Python interpreter initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/lotharus/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mac_humaine/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mac_humaine/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\ase_export.py as aseExport2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mac_humaine/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mason/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mason_glow/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/medusa/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\ase_export_blend.py as aseExportBlend2017-01-22 02:39:50 (8156) FontLoader: fonts/english/medusa/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\check_for_invalid_visportals.py as check_invalid_visportals2017-01-22 02:39:50 (8156) FontLoader: fonts/english/medusa/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\convert_to_ase_and_replace.py as aseConvertAndReplace2017-01-22 02:39:50 (8156) FontLoader: fonts/english/nancy/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\example.py as Example2017-01-22 02:39:50 (8156) FontLoader: fonts/english/nancy/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/nancy/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\export_obj.py as objExport2017-01-22 02:39:50 (8156) FontLoader: fonts/english/popsies/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/popsies/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\patchsplitter.py as SplitPatch2017-01-22 02:39:50 (8156) FontLoader: fonts/english/popsies/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\select_all_models_of_type.py as SelectAllModelsOfType2017-01-22 02:39:50 (2232) Registered script file commands\shift_textures_randomly.py as ShiftTexturesRandomly2017-01-22 02:39:50 (8156) FontLoader: fonts/english/rapscallionpirate/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomly2017-01-22 02:39:50 (8156) FontLoader: fonts/english/rapscallionpirate/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\test_targets.py as test_targets2017-01-22 02:39:50 (2232) ScriptModule: Found 11 commands.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/rapscallionpirate/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/shoppinglist/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/shoppinglist/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/shoppinglist/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/stone/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) MenuItem: Cannot find associated event: ViewTextures2017-01-22 02:39:50 (8156) FontLoader: fonts/english/stone/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/summertime/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/summertime/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/summertime/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/treasure_map/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/treasure_map/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:geode_lit_red' tries to attach 'glow' at non-existent position 'glow'2017-01-22 02:39:50 (8156) FontLoader: fonts/english/treasure_map/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) 25 fonts registered.2017-01-22 02:39:50 (2340) [eclassmgr] attribute attach_pos_origin_4 already set on entityclass atdm:stove_small_square2017-01-22 02:39:50 (2340) [eclassmgr] attribute attach_pos_origin_5 already set on entityclass atdm:stove_small_square2017-01-22 02:39:50 (2340) [eclassmgr] attribute attach_pos_origin_6 already set on entityclass atdm:stove_small_square2017-01-22 02:39:50 (2232) SelectionGroupManager::initialiseModule called.2017-01-22 02:39:50 (2232) SelectionSetManager::initialiseModule called.2017-01-22 02:39:50 (2232) SoundManager: initialising sound playback2017-01-22 02:39:50 (2232) StimResponseModule::initialiseModule called.2017-01-22 02:39:50 (2232) TextureBrowserManager::initialiseModule called.2017-01-22 02:39:50 (2232) Default screen has 2 monitors.2017-01-22 02:39:50 (2232) Monitor 0 geometry: 1920x1080 at 0, 02017-01-22 02:39:50 (2232) Monitor 1 geometry: 1680x1050 at 1920, 02017-01-22 02:39:50 (5172) Found 235 particle definitions.2017-01-22 02:39:50 (2340) [eclassmgr] attribute inherit already set on entityclass atdm:moveable_staff_decorative2017-01-22 02:39:50 (2912) [skins] Found 1019 skins.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand' tries to attach 'light' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand02' tries to attach 'light' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] attribute editor_DisplayFolder already set on entityclass atdm:mover_gear_base2017-01-22 02:39:50 (8156) 2989 sound shaders found.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:prop_lantern_on' tries to attach 'light' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] attribute replace_anim_idle_sit_tap01 already set on entityclass atdm:prop_winebottle_sit_and_drink2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:weapon_blackjack' tries to attach 'meleeweap_r' at non-existent position ''2017-01-22 02:39:50 (6628) 3911 shader definitions found.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:weapon_shortsword' tries to attach 'meleeweap_r' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_undead_skeleton_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_beggar_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_wench_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_pagan_common_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_pagan_common_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_nobleman_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_nobleman02_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2232) ToolbarManager: Instantiating toolbar: view2017-01-22 02:39:50 (2232) ToolbarManager: Instantiating toolbar: edit2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] attribute editor_usage already set on entityclass atdm:env_ragdoll_citywatch_elite2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_moor' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_moor02' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_proguard' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_thug' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_thief02_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_burglar' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_burglar_professional_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_female_thief' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2232) MainFrame: Activating layout Embedded2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_female_rogue' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard_ghost' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard_lesser' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard_rusted' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_priest_combatant' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2232) ToolbarManager: Instantiating toolbar: texture2017-01-22 02:39:50 (2232) Loading map from C:/Games/The Dark Mod/fms/briarwood_manor/maps/briarwood.map2017-01-22 02:39:50 (2232) Open file c:/Games/The Dark Mod/fms/briarwood_manor/maps/briarwood.map from filesystem...success.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class atdm:damage_fireballdirect_major specifies unknown parent class atdm:damage_fireballDirect2017-01-22 02:39:51 (2340) [eclassmgr] Entity class sprgs_decompress specifies unknown parent class sprGS_splash_small2017-01-22 02:39:51 (2340) [eclassmgr] Entity class sprgs_recompress specifies unknown parent class sprGS_splash_small2017-01-22 02:39:51 (2232) PICO_WARNING: LWO loader discards any geometry data not in Layer 1 (2 layers found)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discards any geometry data not in Layer 1 (2 layers found)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discards any geometry data not in Layer 1 (2 layers found)2017-01-22 02:39:53 (2232) Failed to load model models/darkmod/kitchen/food/u_sourdough1.lwo2017-01-22 02:39:53 (2232) PicoModelLoader: Could not load model << models/darkmod/kitchen/food/u_sourdough1.lwo2017-01-22 02:39:53 (2232) Open file c:/Games/The Dark Mod/fms/briarwood_manor/maps/briarwood.darkradiant from filesystem...success.2017-01-22 02:39:53 (2232) Parsing info file...2017-01-22 02:39:53 (2232) [infoFile]: Parsed layer #0 with name Default2017-01-22 02:39:53 (2232) Sanity-checking the layer assignments...done, had to fix 0 assignments.
  20. Interesting, didn't know this yet. Problem is that tutorials for Blender won't work with that well, so although maybe it's easier to use, I'm not sure if it's a better choice.
  21. Gimp and Krita are an killer combo for image creating and edit. If you also use Blender or Bforartist, perfect.
  22. I'm looking into the following warning: I think it is fairly easy to automatically break such polygons into triangles, as long as they are: planar: otherwise different triangulations produce different geometry, so better forbid such ambiguity. convex: breaking nonconvex polygon into triangles is too much hassle. Briefly looking into debugger on a few cases, I got an impression that most of the offenders are simple quads. I wanted to ask if there are other LWO-related things to improve/fix. For instance, I see that smoothing groups stored in LWO file are ignored by D3 engine. Isn't it inconvenient? LWO is a very rich format, it allows storing patches, bones, and lots of other stuff. Just look into specs (attached). D3 is using a small subset of it. By the way, how popular is this format today? How easy is it to convert into it from other programs? lwo2.html
  23. I hadn't tested the importer yet but looking at it now, it indeed looks to just be the FBX converter that Greebo integrated. @greeboCorrect me if I'm wrong but I don't think the Dark Radiant model converter supports OBJ yet? Because yeah, datiswous brings up a pretty good point as I don't think DR can handle OBJ files directly right now. @datiswous In this case I'd recommend the FBX to LWO batch converter for heavy use. I wouldn't expect anyone to really know about it, as I don't think we've really talked about this anywhere yet. I'd intended to write an article on the wiki to document how to set it up, but that kinda fell by the wayside since Greebo directly incorporated it into DR. In the FBX to LWO batch method, you just export your models to a mirrored folder structure. It's hierarchy is identical to the folder paths that your final models are contained in, within the target FM's model directory. So all you have to do is export to your FBX folder, run the batch file and it automatically replaces the meshes in the output directory. Big thanks to Greebo on the converter system! I originally had reached out to him over the idea a while ago and he made it into a full fledged feature. I can't tell you how much time this saves when working almost entirely with models in a level. If anyone would like to see the setup on that, lemme know and I'll try to get a wiki page made to document the process.
  24. When exporting from Blender to TDM in .lwo format, it's necessary to set the material names to textures/darkmod/,,,,something. If an object has a lot of textures it's going to be tedious to search the mtr files to get the right name. The same goes for applying textures to imported .lwo objects. I wrote this plugin to make that task much easier. Version 2.8.0 Download: Go to the GitHub page: https://github.com/RSoul82/Blender-TDM-Material-Manager Right click the .py file, then go to Save As and put it in some folder. (Or go to Clone or Download and save it as a zip file to your computer). The old version, for Blender 2.79, is here: https://github.com/RSoul82/Blender-TDM-Material-Manager/tree/Blender-2.79-archive (this is unlikely to be upgraded unless it causes serious problems) It'll be interesting to see how this is in the wild.
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