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  1. Been trying to install it the third time, got the same error as shown in pic
  2. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  3. 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.
  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. So it seems this bug is affecting everything in the map with physics attached to it: me, rats, moveable loot, crates, etc-- so I'm assuming everything with a clip model. I doubt if it's a leak to the void because I don't have a .lin file, and if I seal myself into my starting room by turning the visps out of it to stone all the moveables inside and outside the room still show the error. Physics is messed up: fired arrows and thrown objects remain hovering in midair. Luckily for me, I keep at least 20 previous versions of the map as backups. So I was able to determine approximately when the bug was introduced. It seems I hardly did anything in that session- I just turned a few models into movable buttons and levers and such. The only unusual thing about these is that they're models that I rescaled them using the old rotation matrix hack to get them to fit snugly. Now here's something really funky. If I dmap and run a buggy later version after running a non-buggy earlier version, it's fine. Restart TDM and load that last map and it's a slide show again. Looking at the console log, I also see the following errors. I overlooked these earlier because of all the blabber about rats. I have never seen these before and I suppose they must be related: WARNING:Compiling shader file volumetric.fs failed: ERROR: 0:136: 'function' : is removed in Forward Compatible context texture2DProj ERROR: 0:136: 'function' : is removed in Forward Compatible context texture2DProj ERROR: 0:136: 'texture2DProj' : function is not known ERROR: 0:135: '=' : cannot convert from 'const highp float' to '4-component vector of highp float' ERROR: 0:137: 'function' : is removed in Forward Compatible context texture2D ERROR: 0:137: 'function' : is removed in Forward Compatible context texture2D ERROR: 0:137: 'texture2D' : function is not known ERROR: 0:136: '=' : cannot convert from 'const highp float' to '4-component vector of highp float' ERROR: 0:147: 'function' : is removed in Forward Compatible context texture2D ERROR: 0:147: 'function' : is removed in Forward Compatible context texture2D ERROR: 0:147: 'texture2D' : function is not known
  6. I'm wrapping up a new series, with hub named "GUI Scripting Language" and children (except preexisting) named "GUI Scripting: ..." If you find an error for me to fix or otherwise recommend an improvement, please mention it here. Thanks.
  7. 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:
  8. Latest TDM updated version of Hasard Pay While loading anew saved game Error: FILE SCRIPT\TDM_STATISTIC_MESSAGE.SCRIPT, LINE 5: STATISTC_MESSAGE_INIT REDECLARED any ideas ?
  9. I got the following error when building in Ubuntu 19.10: make[3]: Entering directory '/home/biel/games/src/DarkRadiant/plugins/script' CXX ScriptingSystem.lo CXX ScriptCommand.lo CXX ScriptModule.lo CXX ScriptMenu.lo CXX ScriptWindow.lo CXX SceneNodeBuffer.lo CXX PythonModule.lo In file included from /usr/include/pybind11/pytypes.h:12, from /usr/include/pybind11/cast.h:13, from /usr/include/pybind11/attr.h:13, from /usr/include/pybind11/pybind11.h:49, from PythonModule.h:5, from PythonModule.cpp:1: PythonModule.cpp: In static member function ‘static void script::PythonModule::RegisterToPython(const ModuleRegistrationCallback&)’: PythonModule.cpp:30:13: error: ‘dev0’ was not declared in this scope 30 | PYBIND11_VERSION_PATCH << std::endl; | ^~~~~~~~~~~~~~~~~~~~~~ make[3]: *** [Makefile:674: PythonModule.lo] Error 1 make[3]: Leaving directory '/home/biel/games/src/DarkRadiant/plugins/script' make[2]: *** [Makefile:442: all-recursive] Error 1 make[2]: Leaving directory '/home/biel/games/src/DarkRadiant/plugins' make[1]: *** [Makefile:751: all-recursive] Error 1 make[1]: Leaving directory '/home/biel/games/src/DarkRadiant' make: *** [Makefile:492: all] Error 2
  10. I've got an atdm:ai_elemental, and I want to augment its death behavior. So I implemented a script and set the "death_script" spawnarg to "testDeathScript". Works fine, my death script gets called. But, this bypasses the base death script functionality, which I want to have happen as well. Is there a way to call the base function that I've overridden? I tried a few ways. Among others, I tried: void testDeathScript(entity ele) { ele.onDeath(); } results in ERROR:Error: file maps\rock.script, line 81: Unknown value "onDeath" void testDeathScript(entity ele) { atdm:ai_elemental elemental = ele; ele.onDeath(); } results in ERROR:Error: file maps\rock.script, line 81: Unknown value "atdm" I worked around it by copying the content of the onDeath script into my script. That functions correctly, but it seems like perhaps not the best programming practice. Is there a way to call the 'base' function in this case?
  11. The first thing you need is to make sure all your script files have inclusion guards so they can only be loaded into the script stack once (these are the #endif lines you see at the start and end of official TDM script files). If you have those, then as long as both your addon and the FM author use the same name for the same .script file there shouldn't be an issue in terms of re-inclusion. Problems can still arise if both the author and you try to initialise the custom script separately, i.e. in this case you would have 2 copies of the stealth statistics scroll. Another issue arises if the FM author overwrites tdm_user_addons.script, which is the case here, because that will overwrite your addons. This is an error that should be corrected by the FM author (they should use tdm_custom_scripts.script, which is designed for mappers to use), and I've already told kingsal about this just now. Ultimately I think it's hard to avoid conflicts if the FM author integrates a user addon into his map. The best thing you can probably do besides what's above is to make sure each of your files and functions has unique names so both copies of the script can run in parallel in peace. Ofc this doesn't help if the author got the addon from your addon pack. We should probably discourage FM authors from integrating addon packs and instead ask them to point players to a download link.
  12. I'm sorry if I made it sound like you made an error. This is not the case. Thanks for updating the wiki page.
  13. 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.
  14. Does anyone know what this console error warning is about? WARNING:Source with 2 surfaces. snapshot func_static, scaling: no, needFinish: no Does this indicate a degenerate solid (made into func_static)? Is there any way to trace the culprit? That's my more important question. _____________ WARNING:Couldn't load image: dds/textures/particles/arcturus_fire [map entity: atdm_campfire_typical_1] [decl: light_fireflames_typical in def/tdm_lights.def] [model: typical_campfire01.prt] [decl: typical_campfire01 in particles/tdm_fire.prt] [decl: arcturus_fire in materials/tdm_particles.mtr] [image: dds/textures/particles/arcturus_fire] I checked, the dds image is there. Perhaps the wrong format? That error attaches to atdm:campfire_typical It doesn't attach to atdm:campfire_small which to my eyes appears identical to atdm:campfire_typical So I suppose atdm:campfire_typical should be the same, but with an enhanced fire that doesn't render because not found. Anyway I use the error-free atdm:campfire_small to get rid of the warning. _____________ eta: found the source of the 2 surfaces error. I have a SEED targeting a simple 3x3 patch func_static. In the attached map the patch is textured with a 2-sided tdm "ivy" vegetation decal. No error from the func_static alone, the error happens when I use SEED to generate a field of them. I figure it's harmless. ivy.map
  15. TDM Modpack v3.6 released in the opening post Introducing... the (Standalone) Flash Grenade Mod v1.0 I see Flashbombs as reliable, chaotic but non-lethal, short-range tools. For this mod Flashbomb properties have been altered to function as such: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. Although we can still control the tossing distance with a long key press the range has been greatly reduced or limited. The goal is that players can learn by trial and error where Flashbombs should eventually explode, something extremely difficult to master with the original design. I will not dive into technical details but let me to say that each time I toy with different parameters such as propagation sounds, distances, object physics (gravity, mass, velocity, friction...) I get different but still reasonable results so I don't know anymore what parameters feel best and I settled for the moment on what I present here today. I remain open to suggestions on how to fine-tune Flashbombs further. Flasbombs are powerful and have no mercy with humans: Flashbombs can be useful to distract undead and clear a path: Flashmines may be subject to modding in the future (what do we need them for?) but right now they remained unaltered: The new "ticking" sound comes from the Hazard Pay mission so thanks @kingsal for this wonderful audio file! Speaking of Kingsal, Hazard Pay remains the only mission 100% incompatible with the TDM Modpack. I remain available to assist in solving this situation. I hope you have fun with this new mod. The download link can be found in the opening post. Here's the full changelog: ============================== v3.6 - New release ------------------------------ • STANDALONE FLASH GRENADE MOD v1.0: Initial release. • Modpack: Minor internal corrections, mainly to the Loot/Stealth combo. Cheers!
  16. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  17. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  18. Hi guys, Due to the Corona virus I'm stuck in Sweden awhile longer. So I finally got Thief2 to work on my mom's machine today, but I end up with a display error. The top half has a bunch of red lines (see attachment), but the game is playable, it's not crashing, but I can't play with all those red lines. Any ideas on how to fix this? It's probably simple, but I have no clue. Thanks for any help
  19. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  20. Also the same linking problem is happening for me with 2.10, after I got past the doctest problem. [ 31%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/platform_linux.cpp.o /home/user/Games/tdm210/sys/posix/platform_linux.cpp: In function ‘void Sys_ReLaunch()’: /home/user/Games/tdm210/sys/posix/platform_linux.cpp:410:41: warning: ‘int readdir_r(DIR*, dirent*, dirent**)’ is deprecated [-Wdeprecated-declarations] 410 | while( readdir_r( devfd, &entry, &result ) == 0 ) | ~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~ In file included from /home/user/Games/tdm210/sys/posix/platform_linux.cpp:28: /usr/include/dirent.h:185:12: note: declared here 185 | extern int readdir_r (DIR *__restrict __dirp, | ^~~~~~~~~ [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_input.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_main.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_net.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_signal.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_threads.cpp.o [ 33%] Linking CXX executable thedarkmod.x64 Error copying directory from "/home/user/Games/tdm210/glprogs" to "/home/user/Games/tdm210/../darkmod/glprogs". make[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:8574: thedarkmod.x64] Error 1 make[2]: *** Deleting file 'thedarkmod.x64' make[1]: *** [CMakeFiles/Makefile2:83: CMakeFiles/TheDarkMod.dir/all] Error 2 make: *** [Makefile:91: all] Error 2
  21. The problem is the same on both my systems and comes at the very end of `make`, I snipped out irrelevant lines from the log. [ ... SNIP ... ] Finished prerequisites of target file 'thedarkmod.x64'. Must remake target 'thedarkmod.x64'. [ 1%] Linking CXX executable thedarkmod.x64 Error copying directory from "/home/user/tdm-trunk/glprogs" to "/home/user/tdm-trunk/../darkmod/glprogs". make[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:8727: thedarkmod.x64] Error 1 make[2]: *** Deleting file 'thedarkmod.x64' make[1]: *** [CMakeFiles/Makefile2:83: CMakeFiles/TheDarkMod.dir/all] Error 2 make: *** [Makefile:91: all] Error 2 make.failure.svn-r10219.arch.log
  22. The ability to launch and control TDM from DarkRadiant via the Game Connection interface is very helpful. But at least on Linux (Manjaro / KDE Plasma in my case) it continues to be bugged by crashes and only work intermittently, and last night it suddenly stopped working for good. Hoping we can debug what must be happening before the next release. DR is 3.7.0 (Git commit d9145c3015d945014daeb829f22d8cdb94a2aa8f) while TDM is dev16650-10157. DR successfully contacts the engine each time and attempts to start it up, I can even see the mouse cursor temporarily disappear and the process briefly present in the system monitor. The issue is when the darkmod executable is launched by Radiant, it often crashes immediately after. This might thus be a problem in the TDM engine more than in DR. I'm dealing with two types of crashes so far: Until now it was a cooldown effect, I can't start TDM from DR more often than once every 3 or so minutes. If start it up too frequently I see a brief flash of the screen but the main menu doesn't get to open, about 10 seconds later DR gives me the error "Timeout when connecting to just started TheDarkMod process". I have no idea where the information on how frequently I'm starting it is even stored: I can shut down both DR and TDM to ensure neither have open processes running, yet even if I start DR up again and launch TDM from the Game Connection menu too soon it remembers and throws this error. Since yesterday on top of that, the process now permanently fails with another error. In its case I even see the main menu for a split second before TDM instantly closes. DR throws the error "Game restart failed: Connection lost unexpectedly". I even tried with fresh settings for both DR and TDM as well as restarting the machine, but despite not updating anything not even any new OS package updates nor changing firewall settings, this suddenly appeared and continues to occur.
  23. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  24. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
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