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  1. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  2. I definitely haven't noticed any difference on 144 Hz here... You should add your hardware details here though. Operating system, and computer specs. Also, the used The Dark Mod version, and fan mission you noticed the issues.
  3. I tried the beta yesterday in the Training Mission. The new frob system is very nice. It's very easy now to pick up a body (obviously), and, the manipulation of limbs is easy as well (although it will surely take some time for me to get used to it, simply because I'm so used to the old system). Not so excited about some other changes. The leaning, for example, while improving the viewing angle of the player, feels a bit unrealistic. I know, the new system is closer to the one in the original game, but, I don't know if any of you tried to lean in real life. No way any human being could lean so wide, unless it's tied to a rubber band. I get it, gameplay isn't always about realism (actually, in most cases, it isn't), but, I think a game shouldn't feel too arcade-y, and, this definitely does feel arcade. And, I always liked Dark Mod for its rather realistic movement. Same with the new mantling. I don't know what you felt was wrong with the mantling before, but, this new, faster system just feels arcade. The mantling was already very quick compared to what a human is capable in real life, but, the new system even exaggerates that. Yes, it feels smooth and fast, but, I prefer a bit of realism. So, yeah, rather a 1 out of 3 out of the systems I mentioned which I feel like is an improvement. The leaning and mantling, I rather consider setback. I think this is, in general, a bit "bleeding edge" in terms of gameplay changes. I really didn't feel like mantling and leaning needed an improvement, for example, and, it might make a change for missions which were designed with the original gameplay.
  4. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  5. We are proud to announce the release of The Dark Mod 2.09! https://www.thedarkmod.com/posts/the-dark-mod-2-09-has-been-released/ TDM 2.09 marks a new phase of performance improvements aimed lowering CPU overhead in the graphics engine. A whole new graphic backend has been created by Cabalistic which uses modern OpenGL features to eliminate the need for the CPU to constantly issue commands to allow the Graphic Processor to render scenes. This gives TDM some of the performance advantages of rendering using a low level API like Vulkan. Stgatilov has been very busy this release cycle. He has put heroic efforts into improving the way that TDM upgrades and hosting operate in addition to the vast improvements to TDM itself. (He also refactored the entire particle engine and created a link system to connect TDM to Dark Radiant.) A full changelog can be viewed here, but some highlights include: Better performance: A brand new Backend that uses UBO, Persistent Mapping, Bindless textures, and Multi-Draw has been added. “Frontend Acceleration” (Multi-Core job based rendering based on Doom 3 BFG) now works as expected. Normal Map compression now uses RGTC resulting in lower storage, VRAM requirements, and less artifacts ( load times should improve in future TDM versions when pre-compressed RGTC textures are added ) Background texture loading has improved. This should shorten load times and reload. Better visuals: A new Sharpening Filter has been added. It can make 70% Render Scale look almost like native resolution (more performance). ( It also cleans up some blurry textures for all Render Scales. ) Bumpmap lighting is smoother, so that lighting does not instantly flip to off when getting close to edges of occluded objects. Particle physics have been substantially improved for both accuracy and performance. Borderless Fullscreen works properly on Windows. Water and other GUI effects that did not respond to Gamma now brighten properly. AMD and Intel fixes have been added for SSAO rendering Better gameplay: Experimental Gamepad support has been added. Creep works in alway-run mode Better mapping: A new linking system allows The Dark Mod to act as a real-time preview of Dark Radiant The redesigned particles now have improved setup and configuration. Automated fixes have been created for “rotation hacked” models Prefabs have been seen numerous fixes and reorganization to make them easier to use Better Sound: Conversation and other sounds are no longer stopped by saving or going to main menu. EFX reverb has been added to “Mission 1: A New Job” Extinguished gas lamps are no longer noisy when doused New Assets: Dragofer, LDAsh, Kingsal, Bikerdude, Dram have all added substantial asset updates ranging from updated Werebeast animations, animation of the steam engine, fireflies and new furniture. More stable: A huge number of fragile code areas have been overhauled to either fix crashes or prevent likely crashes due to risk of divide by zero, uninitialized values, or dangling pointers (leftover settings) on entities and functions. We recommend that you upgrade using the new “tdm_installer” available here. Please be aware that old saved games will not be compatible with 2.09, so finish any missions you might be in the middle of first!
  6. So I recently had a hankering for the TDM OST, and really wanted to get all those ambients loaded nicely into iTunes or on my phone for easy listening. That means getting them in .mp3 format rather than the .ogg files that come with the mod. After some digging, I found a very old version of the OST available for download on Mod DB: https://www.moddb.com/mods/the-dark-mod/addons/official-soundtrack-vol-1 However, it dates from way back, and is even missing the iconic main menu music. I subsequently found that VLC Media Player is a good way to easily convert the files myself, and I've started happily doing so for my own use. This got me thinking, though: would it be worth compiling and releasing an updated soundtrack?
  7. 1. Cu r_useNewBackend 1 = rău, și cu r_useNewBackend 0 = bun. 2. Nu pot seta o rezoluție mai mică (de exemplu, 1366x768) în fullscreen. Acesta rămâne pe rezoluția nativă a laptopului (1920x1080). 3. Specificații laptop.
  8. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  9. Didn't Komag have a tutorial to get you going on the right track or was that for Thief 2? I opened DR & the user guide, but I'm at a loss. I have totally forgotten how the whole thing works. I know someone had a tutorial for DR. I built a room and hallway, put some torches & furniture in, made Garrett's starting point. Stuff like that. Brushes & skyboxes. But when it came to flowing water that old system crashed over & over, so I gave up (10 years ago). Water was very important to that mission idea. This time not so much. Just one olympic size pool with a greek backdrop Filling it should be interesting this time around. If that works I'll also put in the horse fountain, if I can ask for help in creating it. It was bronze with 4 horses & stuff. There's a pic of it at the Newburgh library in New York. Well, back in 1987. It got 'lost', the fountain itself. My butt, it either got melted down or put up somewhere else. The thing was like 6 tons alI in all. Doubt it's online. Was gonna try to find the blueprints to the mansion in some historical place. It was built 1774. It's gone now. They tore it all down & built condos. Luckily I got photo-memory, so I remember the whole lay out as if I was there yesterday. Back in 1992 I built a 'smaller' scale bird house of the main house & the 4 wings. The birds liked it
  10. Hi all, As the title suggests, I cannot run the dark mod. After installing, I run the 64 bit exe (there is no 32 bit exe) and the game freezes just after the cursor appears. Windows 10 then says the program is not responding. Have tried looking around the forums and changed various cfg values and tried using compatibility settings to no avail. My machine is a Lenovo Yoga 2 laptop with the standard Intel HD onboard graphics card and 4gb ram. I have tried updating and reinstalling to no success. Any thoughts? I have pretty standard hardware and can't understand the issue.
  11. Hark There! During the 2.07 development cycle, there were a few discussions about exclusive fullscreen that verged into the topic of Vsync. Because of this, I did a little research about what Vsync options OpenGL offers and tried to compare what we have in our GL libraries. To my great surprise, we use OpenGL's native "Swap Interval" feature to perform Vsync and it passes the exact value you supply it directly to the driver. This means that The Dark Mod has Adaptive Vsync ( swap interval -1) and probably has had it for years. I tested this out and it seems to work for me but I'd like to know if this only works for Nvidia (etc). Please try this out: 1) Start TDM 2) Open the console: CTRL + ALT + ~ 3) Enter r_swapInterval -1 Then play a mission where you know FPS drops below 60. (No Honor Among Thieves, Briarwood Manor, etc.) What you should see is that FPS is capped to 60 but the game does not drop you straight to 30FPS when you go below 60. It will be easier to tell if it's working if you pair it to uncapped FPS.
  12. There is no "problem", you just don't understand what quickload does. As the name suggests, it loads the quicksave. To load a manually saved game, you have to go to the menu, and load that game. Just like in every other game. Simple. And, no loot is lost. By the way, there is really no reason to manually save at all. The Dark Mod has a system which saves 2 quicksaves, so, if you messed up and accidentally quicksaved the game, you still have the other (older) quicksave available. The only real reason I see for saving manually is before a (in your opinion) mission critical action, where you might want to see what the outcome of another action is.
  13. This is a thread for members to post inofficial hotfix patches in. These hotfixes are for people who want to keep using stable official releases of The Dark Mod and Dark Radiant, but with somewhat less bugs. These patches will overrule parts of the official release, and are therefor only compatible with the specific version of TDM/DR that they were created to patch. It is therefor necessary that you keep track of which hotfixes you installed, and uninstall them all when you upgrade to a new TDM/DR version. If any bugs persist in a future version, it's best to wait for a new patch to be released for that version. At time of writing, the official released versions are The Dark Mod version 2.10, and Dark Radiant version 2.14.0. When posting a patch, please include which version it is for. (Patches for developer versions are allowed, but don't expect those versions to last long.) Developers, keep in mind that while these patches will point you in the direction of a problem, the patch solution will sometimes differ from an official release solution. (For example, we can't rename packaged files, and so we have to sometimes refer to badly named ones.) It's possible that I - Nort - will be the only one posting these patches, and I'm fine with that. Update After having worked out a lot of patches during these past weeks, I've attached version 1.0 of my hotfix pack to this post. This pack makes all my previous hotfixes obsolete. Details about what they contain, are in the included release notes, because the list is too long to post here. The main features is the fixed console warnings, as well as the fixed mages. (Do not miss these mages. They are eating apples and everything.) If you have any questions about any changes, just ask. Version: The Dark Mod 2.10, Dark Radiant 2.14.0 Small correction: The release notes should say: "This new file creates defines several placeholder shaders. Placeholder shaders are mesh defaults which skins can refer to without risking conflicts with other meshes sharing the same skin. They are not simply misnamed shaders, or deprecated legacy shaders." Update Dark Radiant version 3.0.0 released today, so my patch version 1.0, only stayed relevant for about 24 hours. ...and that's fine. A great changelog of Progress, is all I ever wanted. While devs should still download my patch to see if everything in my patch change log has been addressed (which I doubt), normal users should instead go download Dark Radiant 3.0.0, where every change is official. Once I've assembled enough mental strength to begin over from the beginning again, I will start working on the next patch. It will likely take a shorter time to make this time. Update Remember, before uninstalling any def files, to first remove any entities they have created, mainly the noble and mage ragdolls. If Dark Radiant can't find the definitions for entities, it won't display them in the map. I don't know if they still remain in the code, and you probably don't want invisible obsolete entities in your map, so it's cleanest to remove the entities from the map before removing the patch files. Update I've decided to post-pone any further development until Dark Radiant release 3.1.0. The 3.0.0 was a big update, and big updates will typically come with smaller unforeseen issues. One such issue is that whole numbers aren't being displayed properly. It's thankfully only a cosmetic issue, but since it's so in-your-face, I think that the devs are likely dealing with other issues as well, and that the next update will be coming as soon as possible. ...so I think 3.1.0 will be more stable, and will come soonish.
  14. 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.
  15. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  16. I can access joebarnin to my PC via VNC ubuntu 22.04 LTS cinamon Desktop 50s vdsl give. only if he can play my dark mod One question is, is there a remote maintenance software that can do this? I don't have anything personal on my PC, just Darkmod
  17. I think a little dynamics to the windows (with light) on various buildings would add quite some life to the dark mod. A first step might be to just simply animate the brightness of *some of* the window texture slightly and randomly +/- 5% or so to give the impression of a candle burning inside. Windows that are close to rooms - for example a window next to a window that you can open could perhaps be enhanced by shadows moving inside (for example when a guard/person is moving by). Not sure if this have been suggested before, or if this at all possible. Personally I think it would add a lot of life to the game and make it less static in places.
  18. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  19. My core i5 6500 with SSD and dual channel 8gb RAM slapped on it barely hit above 80 fps on the dark mod(lowest setting, 768p resolution) , framerate is crazily high on loading screen, sometime it suffers dramatical fps drop on certain spot and freezes for a second and goes back to normal. I have tried playing with all non essential program shut down to minimize background process but to no avail. This applies not limited to the darkmod itself, strange lag spikes also occur when i play decade old games such as far cry 2, splinter cell double agent and SC: conviction, sleeping dogs, hitman absolution and Just cause 2 , all of which could be handled easily by modern intel integrated graphics. I know i have budget to upgrade but i am trying to push my pc to its limit. i borrowed my sister's pc yesterday and tried running latest dark mod on ryzen 3 3200g with 8gb ram and 1GB vram allocated to its IGP , the difference was night and day. Gonna purchase ryzen 5 5xxx with cheapest AMD/Nvidia GPU and this HP elitedesk 800 G3 would be repurposed as my next homelab
  20. Hi there, I'm not really sure this is the right place, I just wanted to say thank you to everyone involved, the developpers who keep improving tdm, the fantastic missions creators, and the people managing the web site and infrastructure for the game. This game has given me countless hours of amazing joy, you are all fantastic people !
  21. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  22. Only Thief 2 has that feature, but it can be enabled via scripting on Thief 1 and Thief 1 FMs. Personally, if I want the notifications, I add it to a Thief 1 FM after checking that it doesn't have objective-complete notifications. Otherwise, you might get double notifications. dbmods/objective-notify.dml DML1 #script "squirrel" // Enable objective-complete notifications ObjProp -2099 "Scripts" { "Script 3" VictoryCheckAux } To enable them on Between These Dark Walls, add the above file as "thief/FMs/darkwalls/dbmods/objective_notify.dml". The mission needs to be restarted from the beginning for the DML to take effect. By default, TFix (Full, not Lite) installs it globally for Thief 1 and Thief 1 FMs in the "thief/OSM/gamesys.dml" file. I don't recommend that, because it can conflict with FMs. EDIT I forgot to include the requirement of the "sq_scripts/victory.nut" script, which comes with TFix (Full, not Lite). So, either the "victory.nut" file needs to be put the FM's "sq_scripts" directory, or it needs to be included in the global script path, such as "thief/OSM/sq_scripts/victory.nut".
  23. From my status update feed a few weeks ago: Dear ChatGPT, What are The Builders in the Dark Mod? The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards. The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences. While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.
  24. I just finished Between These Dark Walls. It was very good.
  25. Thanks. I figured out that Thiefs Guild seems to be THE site for browsing these missions. I already found Endless Rain there, when I checked skacky's missions. Looks like it's part of a series of maps, so, I'll probaby start with the prequel, "Between These Dark Walls".
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