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  1. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  2. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  3. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  4. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  5. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  6. windows 7 updated driver is 391.35 here is my dump TDM 2.06/32 #7400 (7400M) win-x86 May 16 2018 15:57:20 2294 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 Winsock Initialized Found interface: {5540C832-B701-4AEC-B0AC-9786CCD069B1} Microsoft Virtual WiFi Miniport Adapter #3 - 0.0.0.0 NULL netmask - skipped Found interface: {6B342E17-4B02-47E0-B959-38EC80F830C8} Qualcomm Atheros AR8151 PCI-E Gigabit Ethernet Controller (NDIS 6.30) - 0.0.0.0 NULL netmask - skipped Found interface: {1BAA30DE-276A-4A26-A908-B8A900BC43D4} Qualcomm Atheros AR9002 WB-1NG Wireless Network Adapter - 192.168.1.4/255.255.255.0 Sys_InitNetworking: adding loopback interface Found Intel CPU, features: MMX SSE SSE2 SSE3 CMOV tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. enabling Flush-To-Zero mode enabled Flush-To-Zero mode enabling Denormals-Are-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Current search path: C:\tdm/fms/newjob C:\tdm\fms\newjob\newjob.pk4 (93 files) C:\tdm/ C:\tdm\tdm_textures_wood01.pk4 (375 files) C:\tdm\tdm_textures_window01.pk4 (389 files) C:\tdm\tdm_textures_stone_sculpted01.pk4 (463 files) C:\tdm\tdm_textures_stone_natural01.pk4 (130 files) C:\tdm\tdm_textures_stone_flat01.pk4 (295 files) C:\tdm\tdm_textures_stone_cobblestones01.pk4 (224 files) C:\tdm\tdm_textures_stone_brick01.pk4 (520 files) C:\tdm\tdm_textures_sfx01.pk4 (69 files) C:\tdm\tdm_textures_roof01.pk4 (72 files) C:\tdm\tdm_textures_plaster01.pk4 (142 files) C:\tdm\tdm_textures_paint_paper01.pk4 (63 files) C:\tdm\tdm_textures_other01.pk4 (122 files) C:\tdm\tdm_textures_nature01.pk4 (281 files) C:\tdm\tdm_textures_metal01.pk4 (494 files) C:\tdm\tdm_textures_glass01.pk4 (51 files) C:\tdm\tdm_textures_fabric01.pk4 (43 files) C:\tdm\tdm_textures_door01.pk4 (174 files) C:\tdm\tdm_textures_decals01.pk4 (461 files) C:\tdm\tdm_textures_carpet01.pk4 (92 files) C:\tdm\tdm_textures_base01.pk4 (395 files) C:\tdm\tdm_standalone.pk4 (4 files) C:\tdm\tdm_sound_vocals_decls01.pk4 (28 files) C:\tdm\tdm_sound_vocals07.pk4 (1111 files) C:\tdm\tdm_sound_vocals06.pk4 (696 files) C:\tdm\tdm_sound_vocals05.pk4 (128 files) C:\tdm\tdm_sound_vocals04.pk4 (2872 files) C:\tdm\tdm_sound_vocals03.pk4 (743 files) C:\tdm\tdm_sound_vocals02.pk4 (1299 files) C:\tdm\tdm_sound_vocals01.pk4 (82 files) C:\tdm\tdm_sound_sfx02.pk4 (605 files) C:\tdm\tdm_sound_sfx01.pk4 (943 files) C:\tdm\tdm_sound_ambient_decls01.pk4 (8 files) C:\tdm\tdm_sound_ambient03.pk4 (24 files) C:\tdm\tdm_sound_ambient02.pk4 (163 files) C:\tdm\tdm_sound_ambient01.pk4 (217 files) C:\tdm\tdm_prefabs01.pk4 (942 files) C:\tdm\tdm_player01.pk4 (125 files) C:\tdm\tdm_models_decls01.pk4 (102 files) C:\tdm\tdm_models02.pk4 (1989 files) C:\tdm\tdm_models01.pk4 (2701 files) C:\tdm\tdm_gui_credits01.pk4 (49 files) C:\tdm\tdm_gui01.pk4 (702 files) C:\tdm\tdm_fonts01.pk4 (696 files) C:\tdm\tdm_env01.pk4 (152 files) C:\tdm\tdm_defs01.pk4 (174 files) C:\tdm\tdm_base01.pk4 (186 files) C:\tdm\tdm_ai_steambots01.pk4 (24 files) C:\tdm\tdm_ai_monsters_spiders01.pk4 (82 files) C:\tdm\tdm_ai_humanoid_undead01.pk4 (50 files) C:\tdm\tdm_ai_humanoid_townsfolk01.pk4 (95 files) C:\tdm\tdm_ai_humanoid_pagans01.pk4 (10 files) C:\tdm\tdm_ai_humanoid_nobles01.pk4 (48 files) C:\tdm\tdm_ai_humanoid_mages01.pk4 (8 files) C:\tdm\tdm_ai_humanoid_heads01.pk4 (97 files) C:\tdm\tdm_ai_humanoid_guards01.pk4 (377 files) C:\tdm\tdm_ai_humanoid_females01.pk4 (172 files) C:\tdm\tdm_ai_humanoid_builders01.pk4 (91 files) C:\tdm\tdm_ai_base01.pk4 (8 files) C:\tdm\tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file sound/trilogy.sndshd, line 381: sound 'sink_handle' previously def ined at sound/tdm_sfx_machinery.sndshd:441 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1251 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg execing Darkmod.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1251 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'OpenAL Soft on Hoparlör (Conexant High Definition Audio) ' OpenAL: found device 'OpenAL Soft on SPDIF Arabirimi (Conexant High Definition Audio)' OpenAL: using 'OpenAL Soft' OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.18.2 OpenAL: found EFX extension OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ...created window @ 3,0 (656x518) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 4 selected ...creating GL context: succeeded ...creating secondary shared GL context: succeeded ...sharing contexts: succeeded ...making context current: succeeded Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ------- Input Initialization ------- Initializing DirectInput... win32.g_pMouse->Acquire failed -2147024891 mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 3000 OpenGL version: 3.1.0 - Build 9.17.10.4229 Checking portable OpenGL extensions... v - using GL_ARB_multitexture Max texture coords: 8 Max active textures: 16 v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression v - using GL_EXT_texture_compression_s3tc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate v - using GL_ARB_vertex_buffer_object v - using GL_ARB_map_buffer_range X - EXT_depth_bounds_test not found v - using GL_ARB_framebuffer_object Couldn't find proc address for: glCopyImageSubData v - using ARB_pixel_buffer_object v - using GL_ARB_draw_buffers v - using GL_ARB_sync GL fence sync available Max vertex attribs: 16 Max env parameters: 256 ----- R_ReloadARBPrograms ----- glprogs/test.vfp 8 glprogs/test.vfp 9 glprogs/interaction.vfp 1 glprogs/interaction.vfp 2 glprogs/bumpyEnvironment.vfp 5 glprogs/bumpyEnvironment.vfp 6 glprogs/ambientLight.vfp 10 glprogs/ambientLight.vfp 11 glprogs/shadow.vp 7 glprogs/environment.vfp 3 glprogs/environment.vfp 4 glprogs/test_direct.vfp 12 glprogs/test_direct.vfp 13 glprogs/interaction_direct.vfp 14 glprogs/interaction_direct.vfp 15 glprogs/soft_particle.vfp 16 glprogs/soft_particle.vfp 17 glprogs/cubic_light_point.vfp 18 glprogs/cubic_light_point.vfp 19 glprogs/cubic_light_proj.vfp 20 glprogs/cubic_light_proj.vfp 21 glprogs/test_cubic_light_point.vfp 22 glprogs/test_cubic_light_point.vfp 23 glprogs/test_cubic_light_proj.vfp 24 glprogs/test_cubic_light_proj.vfp 25 glprogs/ambient_cubic_light.vfp 26 glprogs/ambient_cubic_light.vfp 27 glprogs/cookMath_pass1.vfp 28 glprogs/cookMath_pass1.vfp 29 glprogs/cookMath_pass2.vfp 30 glprogs/cookMath_pass2.vfp 31 glprogs/brightPass_opt.vfp 32 glprogs/brightPass_opt.vfp 33 glprogs/blurx.vfp 34 glprogs/blurx.vfp 35 glprogs/blury.vfp 36 glprogs/blury.vfp 37 glprogs/finalScenePass_opt.vfp 38 glprogs/finalScenePass_opt.vfp 39 ------------------------------- ---------- R_ReloadGLSLPrograms_f ----------- interaction VFWARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version ambientInteraction VF stencilShadow VF shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error F oldStage VF depthAlpha VF fog VF blend VF cubeMap VF --------------------------------- using ARB_vertex_buffer_object memory Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.06/32, win-x86, code revision 7400 Build date: May 16 2018 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 Initializing event system ...835 event definitions Initializing class hierarchy ...170 classes, 410820 bytes for event callbacks Initializing scripts Compiled '÷': 133.2 ms ---------- Compile stats ---------- Memory usage: Strings: 48, 5904 bytes Statements: 20532, 410640 bytes Functions: 1268, 129520 bytes Variables: 93520 bytes Mem used: 1137272 bytes Static data: 2277600 bytes Allocated: 2835704 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 3 mods in the FM folder. Parsed 3 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: newjob -------- Initializing Session -------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:Image name "0" is too short WARNING:Couldn't load image: 0 session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load image: 0 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file sound/trilogy.sndshd, line 381: sound 'sink_handle' previously def ined at sound/tdm_sfx_machinery.sndshd:441 WARNING:Image name "0" is too short WARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version WARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error 7 warnings Couldn't exec autocommands.cfg - file does not exist. win32.g_pMouse->Acquire failed -2147024891 reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. --------- Map Initialization --------- Map: prologue9 glprogs/ambientEnvironment.vfp 79 glprogs/ambientEnvironment.vfp 80 glprogs/HeatHazeWithMaskAndDepth.vfp 81 glprogs/HeatHazeWithMaskAndDepth.vfp 82 ------- Game Map Init SaveGame ------- Compiled 'C:\tdm\maps\prologue9.script': 4.2 ms ---------- Compile stats ---------- Memory usage: Strings: 49, 6000 bytes Statements: 20928, 418560 bytes Functions: 1293, 131572 bytes Variables: 94104 bytes Mem used: 1152300 bytes Static data: 2277600 bytes Allocated: 2842864 bytes Thread size: 7068 bytes collision data: 293 models 14818 vertices (347 KB) 23079 edges (811 KB) 9218 polygons (642 KB) 1711 brushes (232 KB) 15907 nodes (434 KB) 28093 polygon refs (219 KB) 11710 brush refs (91 KB) 5812 internal edges 163 sharp edges 0 contained polygons removed 0 polygons merged 2779 KB total memory used 62 msec to load collision data. map bounds are (9253.0, 3692.0, 3602.0) max clip sector is (289.2, 230.8, 450.3) 4 KB passage memory used to build PVS 2 msec to calculate PVS 67 areas 152 portals 17 areas visible on average 804 bytes PVS data [Load AAS] loading maps/prologue9.aas48 [Load AAS] loading maps/prologue9.aas96 [Load AAS] loading maps/prologue9.aas32 done. [Load AAS] loading maps/prologue9.aas100 [Load AAS] loading maps/prologue9.aas_rat [Load AAS] loading maps/prologue9.aas_elemental WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default glprogs/heatHaze.vfp 83 glprogs/heatHaze.vfp 84 WARNING:Image name "-" is too short WARNING:Couldn't load sound 'vo_sleeper.wav' using default WARNING:Couldn't load sound 'sound/map_specific/vo_room.ogg' using default WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor glprogs/heatHazeWithDepth.vfp 85 glprogs/heatHazeWithDepth.vfp 86 No running thread for RestoreScriptObject(), creating new one. WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1023 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: layer3s WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: - WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbas e WARNING:Couldn't load image: nodraw WARNING:Couldn't load image: textures/darkmod/other/ext_timber01_module/timber0 1_window01_mixedblocks_lit WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: window_side_2 WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour _poor_ed WARNING:Couldn't load image: black WARNING:Couldn't load image: textures/darkmod/wood/boards/wood_brown_dull01_ns WARNING:Couldn't load image: textures/darkmod/wood/panels/molding_white_painted _s WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: addnormals( models/md5/chars/npc_hand_full_local, heightmap( models/md5/chars/npc_hand_full_h, 3)) WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: textures/darkmod/other/ext_stone02_plain/ext_stone 01_window02 0 purged from previous 208 kept from previous 1203 new loaded all images loaded in 47.4 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 173434k referenced 4838k purged ---------------------------------------- ----------------------------------- 59020 msec to load prologue9 interactionTable generated of size: 134217728 bytes ------------- Warnings --------------- during prologue9... WARNING:Couldn't load image: - WARNING:Couldn't load image: addnormals( models/md5/chars/npc_hand_full_local, heightmap( models/md5/chars/npc_hand_full_h, 3)) WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: black WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbas e WARNING:Couldn't load image: layer3s WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour _poor_ed WARNING:Couldn't load image: nodraw WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: textures/darkmod/other/ext_stone02_plain/ext_stone 01_window02 WARNING:Couldn't load image: textures/darkmod/other/ext_timber01_module/timber0 1_window01_mixedblocks_lit WARNING:Couldn't load image: textures/darkmod/wood/boards/wood_brown_dull01_ns WARNING:Couldn't load image: textures/darkmod/wood/panels/molding_white_painted _s WARNING:Couldn't load image: window_side_2 WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default WARNING:Couldn't load sound 'sound/map_specific/vo_room.ogg' using default WARNING:Couldn't load sound 'vo_sleeper.wav' using default WARNING:Image name "-" is too short WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor 57 warnings Restarting ambient sound snd_generic_streets'(city_bustle_distant01__quiet_loop ) with volume 0 ]reloadglslprograms ---------- R_ReloadGLSLPrograms_f ----------- interaction VFWARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version ambientInteraction VF stencilShadow VF shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error F oldStage VF depthAlpha VF fog VF blend VF cubeMap VF --------------------------------- ]condump qwe.txt Dumped console text to qwe.txt.
  7. Thomas Porter is back in a TDM FM called... LQD is a medium sized FM, made for the TDM unusual contest 2013, where Thomas Porter sets out to get rid of the Lich Queen once and for all! Will he succeed, or will the evil Lich Queen get her sinister revenge on Thomas? The mission was created by me, Sotha. Betatesters: Bikerdude, nbohr1more and Obsttorte are thanked for their efforts on improving this work. Big thanks to TylerVocal for excellent voice acting. Thanks to freesound audio artists: Amliebsh (39222), Steveygos93 (80401), Jackie4ever (83095) and Klankbeeld (133100). Immense thanks for the developer team and everyone contributing to the mod. Release notes: *This mission has player character narration. There is no way to control the volume of the player lines in TDM 1.08 and they are at 100% volume at all times. For optimal experience, be sure to set SFX and ambient close to 100% volume in the in-game audio settings and fine tune the volume to nice levels from you operating system's mixer. That way the world sounds match the player voice in volume and your gameplay experience is not reduced by very loud player narrative. *This mission involves using objects with other objects. Normally objects are used like this: push R to drop the item into your hands, move the item where you want to place or use it. *This mission has a video briefing, so you have the habit of skipping the TDM logo which is visible before the briefing, do not skip it or you will miss the briefing. Download link: Use the ingame downloader to get it. As always, it is not recommended to read the thread further before you have completed the mission. Someone will fail to use spoiler tags. [spoiler] This will be hidden [/spoiler] Enjoy! Please remember to give comments and vote! -Sotha.
  8. The blue phosphor on the latest OLED is still susceptible to burn-in and can prematurely degrade if driven too hard with high nit output. The new "Quantum Dot" ( QD-OLED ) tech eliminates most of the risk of premature degradation since you can output a dimmer blue color and amplify the results with QD. Testers have yet to see any significant burn-in on the latest tech and the monitors that use it have long-term warranties that cover degradation now. The current panels that use this tech have a strange triangular sub-pixel pattern that can produce color fringing on very small fonts. ( Might be curable via updates to clear-text smoothing patterns. ) Supposedly, they have finally cured the blue OLED chemistry the same way they did with Red and Green so the best possible OLED tech will start to come out next year.
  9. The Transaction is a small/medium sized map in which aspiring thief Thomas Porter delivers the cryptic book, 'De Vermis Mysteriis' to a bookstore owner named Victor de Grenefeld. It is the fourth mission in the Thomas Porter series, continuing from where The Glenham Tower ended. The mission was created by me, Sotha and I wish to thank BrokenArts, Melan and Ocn for playtesting and Bikerdude, BrokenArts and Ocn for voiceacting. An enormous thanks goes also to the fine people who created TDM and are still working hard, bringing it ever closer to perfection. Thanks also to the community for helping with my mapping efforts. Extra thanks to freesound.org -contributors who make excellent quality sound effects available for free. Trailer (thanks to ocn!) http://www.youtube.com/watch?v=EBdEsKoqWl4 Briefing: Ah, the town of Glenham. I never really thought I would be happy to see its shabby wooden miner dwellings, but after the nightmares of the Glenham Tower I'm happy to see any kind of civilization. During my return trip from the tower the ghostly mist veil transformed into an intense thunderstorm and heavy rain. My clothes are soaked and I'm dreadfully tired of the harsh tribulations of the past few days. My task for tonight is simple. All I have to do is to get the strange and incomprehensible book I obtained from the tower, 'De Vermis Mysteriis,' to the bookstore owner Victor de Grenefeld. And more importantly collect the hefty sum the bookstore owner promised to pay me. With that kind of sum I can sit back and relax for a while. I'd better stay in good terms with my customer and not steal from him. I have the hunch that de Grenefeld is a well connected man so staying on his good side might be beneficial for me in the future: maybe they'll need a skilled adventurer like me and I could turn legitimate. I could earn my keep and I wouldn't need to constantly hide from the city watch. At any rate, I've got it all planned out for the remainder of the night. I'll visit the bookstore, drop the book to de Grenefeld and collect my fee. After that I'd better hide in the basement of an abandoned building I've spotted near the town north gate and get some well deserved rest. I don't think the city watch would think a cloaked and armed person like me would be on honorable business in a stormy weather like this so it would be wise to avoid all confrontation with the guards. I do not need any misunderstadings with the city watch right now. The undead horrors in the Tower forced me to expend most of my tools and I desperately need more equipment if I intend to continue my budding adventuring career. I should get some extra gold for new gear and maybe a few holy water potions just in case. There is a Builder church nearby where I might be able to find some. I suspect those fanatics might have gold hidden there as well.. It is time to move in the town and get the things done quickly. Somehow I have a bad feeling about all this. It's probably nothing, probably I am just jumpy because of the horrors in the Tower and sleep deprivation. Tomorrow I'll sleep long, relax and eat well. UPDATED LINK: Use the ingame downloader to get it. Bikerdude was added in the author, I forgot him. No other chages. Could The Powers That Be make sure that this version ends up in the ingame downloader? Thanks! Known bugs: One betatester experienced an error ("ERROR: Failed to spawn player as 'atdm:player_thief'"), which drops the player back to main menu upon map load. If you experience this scenario, please turn EAX off in the options menu. That cleared the problem for the tester. Warning! There is ALWAYS someone who fails to use spoiler tags appropriately. I recommend you read this thread further only after playing the mission! Avoid spoilers.
  10. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  11. DarkRadiant 3.2.0 is ready for download. What's new: Feature: Show entityDefs related to selected models in Model Chooser Feature: Support for rendering blend lights Feature: Implement sorting of Interaction Stages Feature: Recognise type of "set x on y" spawnargs Feature: OBJ files: loader supports usemtl keywords directly referencing material names (without .mtl file) Fixed: Material editor: additional preview object in textures/glass/ materials Fixed: Every attempt to load a texture will trigger a SIGSEGV signal caught: 11 Improvement: Update to wxWidgets 3.2.0 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.2.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  12. DarkRadiant 3.0.0 is ready for download. It took a while, but DarkRadiant 3.0.0 is finally available. Most of the time has been spent on improving DarkRadiant's renderer, which now features shadow mapping support of up to 6 lights. It's still not matching the engine's output (especially in terms of performance), but it should be faster and much more helpful than it was before. The effort that has been put into the renderer rewrite plus the bigger changes in the previous few releases make the jump to the next major version feel more than justified. Besides of that, a lot of non-renderer issues have been resolved in this release too, next to some fine usability improvements. For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.0.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.14.0 Feature: Realtime shadow mode Feature: Allow way to hide some entities in Create Entity list Feature: MD5 Animation Viewer: show current frame & total frames Feature: MD5 Animation Viewer: jump to frame Feature: DarkRadiant warns about missing .darkradiant file on load Feature: Ability to center 3D camera on selected entity Feature: Cut functionality to complement copy and paste Feature: Save user settings by application version Fixed: Free Rotation not working anymore, can only rotate along 3 axes Fixed: DR crash with combination of mouse buttons pressed Fixed: Git Sync Exception: too many redirects or authentication replays Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Fixed: Selected Skin not showing in ModelSelector Fixed: Reload Defs takes longer every time Fixed: ForceShadows materials are not casting shadows Fixed: Objective GUI doesn't display properly in some places Fixed: Crash on loading certain maps Fixed: Vertex colours do not show on models in lighting mode Fixed: Entity inspector shows inherited spawnargs of previous selection Fixed: DR overwrite order for defs is different from TDM's Fixed: X/Y and Camera View bindings don't save properly Fixed: Material Preview rendering Fixed: "Replace Selection with exported Model" sets classname to "func_static". Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant Fixed: Rotating a func_static result to random stretch textures Fixed: DR crashes when syncing with remote Git repository Fixed: Switching visibility of Github repo from public to private causes crash Fixed: Dockable window layout doesn't save new floating XY views Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg Fixed: Entity inspector considers inherited colors black Fixed: ReloadDefs moves def_attached light crystals to entity origin Fixed: Option to filter skins out of search results in the Choose Model dialogue Fixed: .lin files can't be opened if different case than .map name Fixed: Model chooser radio box selection issue Fixed: Changing multiple lights between omni/projected resets colours to black Improvement: Allow absolute paths for snapshots Improvement: Light diamonds and Speaker radii are transparent Improvement: Unify Declaration Parsers Improvement: Add "Create Particle" to right-click orthoview drop-down menu Improvement: Revisit Interaction Shader to get closer to the TDM looks Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs Improvement: UI for worldspawn-to-entity conversion Improvement: classname field should always be read-only, to force use of the "Choose entity class" button Coding: Update solution and build dependencies to Visual Studio 2022 The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  13. DarkRadiant 3.1.0 is ready for download. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.1.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 3.0.0 Feature: DR doesn't consider wildcards in skins Feature: Reload Images eature: Texture Tool free scale Feature: Add "Show Definition" to all ResourceTreeView instances Fixed: "Reload Defs" doesn't remove entities that have been commented out Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions Fixed: Reload Defs is not sufficient for reloading modelDefs Fixed: Models are reset to origin after reloadDecls Fixed: Skin Chooser doesn't preselect non-matching skins Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader Fixed: Unable to select func_emitter with particle attached Fixed: Particle Editor Preview lacks vertex colours in lighting mode Fixed: Particle effects still visible when hidden via layers or filter Fixed: Entities referring to modelDefs should use the "idle" pose where possible Fixed: DR does not parse materials in def files Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values Improvement: Skin Chooser: show in which .skin file the skin is defined Improvement: Declaration Block Parsing overhauled Improvement: Python Interface for IDeclarationManagerImprovement: leave player start entity selected after placemen Improvement: Let Map Info show materials used by models Improvement: Renaming Declarations causes problems when saving it later Improvement: Light Texture Preview should display editor images if present Improvement: Remove comments about particle generator in .prt files Material Editor: New Material is locked if the default unnamed name is already in use Material Editor: allow to delete materials Material Editor: image browser's "cancel" button rewrites the material source text Material Editor: does not save manual edits to source text Material Editor: should show .mtr the material is defined in Material Editor: after "Reload Images", image previews are only updated when selecting a different material Material Editor: suboptimal preview for cubeMap materials Material Editor: preview object doesn't have smooth shading Material Editor: preview doesn't take "scale" into account in Textured Mode Material Editor: blend add stages are rendered separately in preview in lighting mode Material Editor: test frob highlight button not working Material Editor: doesn't remember settings from previous session Material Editor: image thumbnails use "scale" keyword from previously selected material Material Editor: frob highlight stage not updated correctly when changing diffusemap Material Editor: using Escape to close ignores unsaved changes Material Editor: Global Settings should be preselected Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field Material Editor: new materials always sorted last Material Editor: filter for image browser Material Editor: can't unlock editing on materials in "Other Materials" folder Material Editor: tries to save materials in DarkRadiant folder if no FM is installed Material Editor: allow to change preview backgroun Material Editor: preview renders shadows for noshadows materials 'Export selected as Collision Model' doesn't auto-create path folder and throws error Model exporter: manually enter export origin Model exporter: export origin choice should use a radio button Model exporter: only 1 entity's model is reloaded Model exporter: "Use entity origin as export origin" still uses map origin Model exporter: rename "Center Objects around Origin" The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  14. Now I'll admit: I could word things I bring up in a less hasty or panicked matter. I'll admit, I get anxious when I read about the various terrible things reality serves up like a heaping platter of "nope" almost daily. I'm a bit coarse in my language. But one of the things that attracted me to this forum is that not only does it focus on The Dark Mod, which is inspired by the original Thief Trilogy, which I adored growing up but could never get because I was too young at the time, and also because Springheel is rather pro-free-speech, something many forums don't allow or severely limit nowadays in fear of being "CANCELLED". I'll admit I used to be far left, and pro-cancelling whatever offended me. But over the years my literally autistic self matured (mostly) and learned that screeching at people to shut up because you don't like their opinion on how to stop legitimately bad things in the world when ssometimes, freedom does, indeed, need to be defended with force. And, as such, I gradually became more center left. I still consider myself a liberal in the classic sense, a strong supporter of secularism, and a violent opposed of authoritarianism and theocracy and the normalization of ties with theocracies and authoritarian states. I'm very thankful that Springheel allows for his platform to allow us to discuss and theorize about the news of the world, withoutbeing moderated by ban-happy mods. So, when you come here and start acting shifty and saying basically either I go and the forums start shutting up about what you don't like, or else you, as a Fan Mission creator (something I wish I could do but for multiple reasons can't) will leave the forums, especially when you could just ignore any threads I start, makes me dislike you as being a childish, weaselly suckup who takes advantage of The Dark Mod's low amount of developers to try and unspokenly blackmail the forums into censoring itself when you could just not participate in my threads.
  15. The problem with a "theme" system (I think) is that it's forcing the assets into categories they may not fit well into or that don't make sense; or I mean it's forcing the mapper to think in terms of discrete "categories" at all, when that may not be most effective. Whereas a tagging system doesn't impose any "system"... Tags are completely open-ended, and could be at any level of scale or heirarchy -- you could have: bathroom-furniture, made-of-wood, Victorian, X-author's set, good for triggers, items for a bookshelf, architectural, magic, etc, etc... as tags, but not all of those categories make sense as discrete themes with other co-themes at the same level. I guess this is a longwinded say tagging more intuitively lets you target what you want without imposing a structure you have to wedge it into ... just a totally open field of tags from any walk of life. Edit: This is not to say tags should be arbitrarily specific. There should be tags of general categories too of course; even these will be the backbone of the system. But the whole point is tagging allows multiple layers, so you can use the general category tags to start your search, then ween it down with increasingly specific tag sets, whatever is best for the asset set. Some asset sets, or especially combinations, will categorize differently than others, and tagging is ok with that. Edit2: The image I have in my mind anyway is like a photo-collection tagged collection. There's an opening page with a tag cloud with the most common basic tags (general category) the largest in size and minor ones smaller, which you click on and then you get a browser with that set of textures. Then on the left hand bar will be all the tag-combinations within that set (other tags textures in the set are carrying; then in parentheses maybe the number of AND-textures it'd filter down to / OR-new textures they'd bring in), the major tags again larger or highlighted somehow, which if you click one of those new tags, it'd filter the browser to show the AND set. And maybe there's also an option so you could have an OR set and get both (or even select a new OR set from the full tag cloud), which adds new textures into the browser window, and also new sets of tags in the left-bar (the new tags carried by one or more textures in the new set). Also there's a place you could back out of a tag to cut that subset out. So you could open up & winnow down the set as you desire. It ends up a kind of way to browse through the whole collection by navigating through tag AND/OR combinations. Also there's a search bar where you could type in a tag at any time also.
  16. I will update this list as we go, re-arranging info based on severity - Ongoing privacy concerns The trade-offs between privacy and features is not a simple black-and-white decision, even Windows 8 has an “Advertising ID” that follows you around. Ars Technica revealed that, even with all of the Win10 security settings on Off, Win10 still sends some data to the Micro$oft Mothership. The simple fact is that Microsoft hasn’t told us what data it’s collecting. With the release of Windows 10, Micro$oft have stepped up there 'illegal' data capture of private user data - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows M$ is now via the latest update, monitoring how long your Win10 session's are and how long you use various apps - http://betanews.com/2016/01/04/why-is-microsoft-monitoring-how-long-you-use-windows-10. At release ALL Win10 (home-to-enterprise) users could not disable telemetry, but as of the latest update now enterprise user's only now have that option - http://www.zdnet.com/article/windows-10-telemetry-time-for-level-playing-field/ But it seems some enterprising user has created a tool for home/pro users - http://winaero.com/blog/how-to-disable-telemetry-and-data-collection-in-windows-10/. But the article points out that tere is some telemetry being sent back to M$ in Win7/8 - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows Another renamed service that needs to be disabled - http://www.forbes.com/sites/gordonkelly/2015/11/24/windows-10-automatic-spying-begins-again/ Another example of fresh install, on a PC that wasn't used for 8hrs - http://betanews.com/2016/02/06/windows-10-phones-home-a-lot-even-with-all-reporting-and-telemetry-disabled/ More and more tools are coming out for Win 10 to try and block all or most of the telemetry traffic, here one I have come across - DisableWinTracking Advertising it wasn't in at launch but there are reports of 'recommended' apps appearing in the start menu, WTF! -http://www.digitaltrends.com/computing/windows-10-start-menu-advert/ Stability and Compatibility I tested the retail version, its IMHO its still not stable enough to considered a daily OS. I tested on release and wasn't impressed. I found if I enabled (fairly modest) whitelist outbound blocking on my internet router, Win10's internet responsiveness would fall through the floor. All browsers would takes ages to resolve sites and the OS itself would actually become lumpy/laggy. Broken Video drivers, its so widespread that even a few on here have been affected - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=384905 The Graphical user interface M$ white-washing of the interface in Win8 and office 2013 and have refused to learn from user feedback. Forced updates Not being able to control what gets installed on "MY PC", is a massive NO! NO! Patching remains Windows 10’s Achilles’ heel, all Windows 10 Home machines, and Windows 10 Pro machines that aren’t hiding behind an update server (such as WSUS or WUB) will get all patches applied according to Microsoft’s time scale. All three of the first Cumulative Update patches have had problems with reboot cycles. KB3081424 on Aug. 5, KB3081436 on Aug. 12, and KB3081438 on Aug. 14 all crashed a bunch of Windows 10 systems. The installer stops mid-installation, flashes an error message, rolls back, and reboots. Then you guessed it -- the forced installer kicks in and crashes Windows again. Rinse, lather, repeat. Getting out of the mess involves editing the registry. We haven’t yet seen how Micro$oft will recover from a really bad update, the experience to date with the three Cumulative Updates does not instil confidence. We don’t know if Microsoft will start documenting its patches again. We don’t know if much effort will be directed at fixing and improving the Microsoft-supplied Universal apps. Windows 10 installer takes a look at your system and based on the hardware and software it finds, assigns your request to a bucket of similar upgrade requests. The guys running the upgrade system, prioritize your request based on their assessment of how likely your system is to bomb out on an upgrade. Key apps, such as Mail and Edge, STILL aren’t ready yet Some of Windows 10’s key apps simply half baked. Mail has a nasty habit of putting notifications in the upper-left corner and leaving them hanging forever. There’s no combined Inbox, so if you have multiple accounts you have to jump from Inbox to Inbox. And it crashes hard -- for a lot of people. Edge, the new browser, similarly has all sorts of rough "edges". There are no extensions yet, thus no AdBlocker. Changing the search engine is tortuous, moving tabs onto the desktop and back again doesn’t work and you can’t pin tabs. In short use what ever mail/browser you wrere using on previous OS. Not much in the way of Universal apps Don't believe the marketing bollox about all of those wonderful Universal apps in Windows 10, whether it’s on a desktop, notebook, phone, Raspberry Pi, it ain't happening. The Windows Store is still by and large a wasteland, with crap apps galore. Win10’s Tablet Mode broken First, there’s the menu on the left that tucks away the entries on the left side of the Start menu. It collapses fine, but when it’s collapsed it rarely shows any more tiles than when it’s not collapsed. What’s the point, eh? Universal app windows have that pesky taskbar permanently tacked on the bottom, while the window bar at the top auto-hides. Edge, when running full screen, doesn’t support any of the old Metro IE swipe commands. You can’t swipe through running apps. The apps themselves? The irony is M$ Office on the iPad is better than M$ Office on Windows 10. OneDrive regression This concern applies only if you use OneDrive in Windows 8.1, and if you put a lot of stuff in OneDrive. For those of you using OneDrive in Windows 7 (and Windows 8), there’s no change in behavior with Win10. But if you’re accustomed to seeing all of your OneDrive files in Windows 8.1’s File Explorer, you’ll be in for a bit of a shock. Windows 10 makes you choose which OneDrive folders you want to be able to see in File Explorer. Once you’ve made that choice, the other folders aren’t accessible in File Explorer. The only way to see what files you have in OneDrive is by venturing to the OneDrive website. Missing Media Center and DVD player For those people that run Windows Media Center, its gone in Windows 10 PC. Instead Micro$oft wants you to use/buy an Xbox. Ain’t broke, don’t fix it The old adage comes from experience and it’s as applicable now as it ever was. If you’re using Windows 7/8/8.1, and it’s properly patched up and working for you, and you’ve stopped using Internet Explorer, you really have to consider whether it’s worth the effort to upgrade to Windows 10. Carefully consider whether the warning signs listed here. Still to many questions For example, when you upgrade a “genuine” Win7, Win8 or Win8.1 machine to Win10 and run the upgrade in place, Micro$oft records a hardware ID that says, “this machine has valid license” At that point, you can install either Win7 or Win10 on that machine, and your license will be validated. Its believed that the only version of Win10 that you can disable ALL telemetry and fully control Windows update in, is the enterprise version. Smells like Teen Spirit desperation Microsoft Marketing chief Chris Capossela explained that users who choose Windows 7 do so “at your own risk, at your own peril.” It is particularly myopic to rubbish one of your own products that way. Put simply Capossela is a complete cock, Windows 7 is no less secure than Windows 10 (it will be supported until 2020 and Windows 8.1 2023) and is no less compatible with new hardware and software. Also at the moment Win7 has a bigger market share, so easier work for developers. Micro$oft has bad been caught forcing the upgrade on some users, http://www.theregister.co.uk/2015/10/15/pushy_windows_10/ and http://www.fudzilla.com/news/39479-microsoft-raises-the-upgrade-pressure As this is a very bad and its only getting worse, another link to the forced upgrade/update issue - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=385115 Nagware being rolled out the business machine - http://www.theregister.co.uk/2016/01/14/get_windows_10_business_pcs/ Now blocking support for the latest CPU in windows 7/8 - http://www.techpowerup.com/219316/no-enterprise-support-for-older-windows-versions-on-the-latest-processors-microsoft.html More marketing desperation Malware - KB3035583 http://news.softpedia.com/news/microsoft-updates-infamous-get-windows-10-patch-kb3035583-502117.shtml Compatibility issues If you have any old games that use really old forms of DRM or SafeDISC your fresh out of luck - http://www.geek.com/games/windows-10-doesnt-run-games-with-securom-and-safedisc-drm-1631383/ Various apps and games (even The Darkmod) has had issue's running on Windows 10, see - http://forums.thedarkmod.com/topic/17310-windows-10-support-thread/?hl=win10 and http://forums.thedarkmod.com/topic/17551-gamma-broken-in-windows-10/?hl=win10&do=findComment&comment=381800 Upgrade NagwareMicrosoft is still coming up with way to try and force users to upgrade from 7/8/8.1 - if you like me want to block 7 prevent this crap checkout GWX control panel or Never10 16. M$ deliberatly blocking the installation of some applications http://news.softpedia.com/news/Microsoft-Blocks-Classic-Shell-in-Windows-10-Build-9879-465429.shtml 17. Windows 10 installing UNWANTED Windows Store apps without user consent https://www.ghacks.net/2018/07/02/windows-10-installing-unwanted-store-apps/
  17. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  18. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  19. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  20. Hello, I'm trying to install The Dark Mod on a Toshiba P200 running Linux Debian/Jessie. I have followed wiki pages and read the FAQ. I don't know where is my mistake. When I launch ./thedarkmod.x86, I only obtain a black screen. To install The Dark Mod, I have created .doom3/darkmod in my home directory. I have downloaded doom3-linux-1.3.1.1304.x86.run to install doom3 (in default directory /usr/local/games/domm3). I have checked that doom3 runs fine. I can lauch doom3 but as I don't have serial number, it stops with a dialog and ask for a serial number. I have downloaded The Dark Mod in .doom3/darkmod with tdm_update. In FAQ, I have seen that some graphic card do not like compressed textures. Thus, I have modified .doom3/darkmod/Darkmod.cfg to add : set r_mode "-1" set r_customwidth "1440" set r_customheight "900" seta r_aspectratio "2" seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "0" seta image_preload "1" but it doesn't work as expected. When I redirect TDM output in a file, I obtain : TDM 2.00 #5890 linux-x86 Oct 5 2013 11:41:11 found interface lo - loopback found interface eth0 - 192.168.0.4/255.255.255.0 Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV tdm using generic code for SIMD processing. ------ Initializing File System ------ Current search path: /home/bertrand/.doom3/darkmod/ /home/bertrand/.doom3/darkmod/tdm_textures_wood01.pk4 (297 files) /home/bertrand/.doom3/darkmod/tdm_textures_window01.pk4 (234 files) /home/bertrand/.doom3/darkmod/tdm_textures_stone_sculpted01.pk4 (312 files) /home/bertrand/.doom3/darkmod/tdm_textures_stone_natural01.pk4 (110 files) /home/bertrand/.doom3/darkmod/tdm_textures_stone_flat01.pk4 (271 files) /home/bertrand/.doom3/darkmod/tdm_textures_stone_cobblestones01.pk4 (192 files) ... File System Initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1213 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. WARNING:Couldn't load image: guis/assets/splash/launch Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command 'use' Unknown command 'console' Unknown command 'next' Unknown command 'prev' Unknown command 'previous' Unknown command 'next' Unknown command 'crouch' Unknown command 'Lean' Unknown command 'lean' Unknown command 'Readables' Unknown command 'spyglass' Unknown command 'compass' Unknown command 'lantern' Unknown command 'maps' Unknown command 'objectives' Unknown command 'keys' Unknown command 'lockpicks' Unknown command 'lean' Unknown command 'Inventory' Unknown command 'Mantle' Unknown command 'creep' Unknown command 'frob' Unknown command 'inventory' execing Darkmod.cfg execing autoexec.cfg I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1213 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1440x900 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: Gallium 0.4 on AMD RV630 ... using ARB_vertex_buffer_object memory using ARB2 renderSystem WARNING:Couldn't load image: guis/assets/splash/launch WARNING:Couldn't load image: guis/assets/white Font fonts/english/stone in size 12 not found, using size 24 instead. WARNING:Couldn't load image: fonts/english/stone/stone_0_24 WARNING:Couldn't load image: fonts/english/stone/stone_1_24 WARNING:Couldn't load image: fonts/english/stone/stone_0_48 WARNING:Couldn't load image: fonts/english/stone/stone_1_48 WARNING:Couldn't load image: fonts/english/stone/stone_2_48 WARNING:Couldn't load image: fonts/english/stone/stone_3_48 WARNING:Couldn't load image: fonts/english/stone/stone_4_48 WARNING:Couldn't load image: ui/assets/guicursor_arrow WARNING:Couldn't load image: ui/assets/guicursor_hand gamex86 - Found SO in EXE path with timestamp of 1383076661 - /home/bertrand/.doom3/darkmod/gamex86.so gamex86 - Found SO in pak file with timestamp of 1380970032 - /home/bertrand/.doom3/darkmod/tdm_game02.pk4/gamex86.so gamex86 - SO in EXE path is newer, ignoring SO in pak file ... -------- Initializing Session -------- WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure1 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure2 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure3 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure4 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure5 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure6 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure7 WARNING:Couldn't load image: guis/assets/credits/priest WARNING:Couldn't load image: guis/assets/credits/concept01 WARNING:Couldn't load image: guis/assets/credits/characters WARNING:Couldn't load image: guis/assets/mainmenu/background_empty WARNING:Couldn't load image: guis/assets/mission_failure/fog WARNING:Couldn't load image: guis/assets/mainmenu/parchment_mainmenu WARNING:Couldn't load image: fonts/english/carleton_glow/carleton_0_12 WARNING:Couldn't load image: fonts/english/carleton_glow/carleton_0_24 WARNING:Couldn't load image: fonts/english/carleton_glow/carleton_1_24 WARNING:Couldn't load image: fonts/english/carleton_glow/carleton_0_48 ... 186 warnings terminal support enabled ( use +set in_tty 0 to disabled ) pid: 8710 3968 MB System Memory guessing video ram ( use +set sys_videoRam to force ) .. guess failed, return default low-end VRAM setting ( 64MB VRAM ) 64 MB Video Memory Async thread started Couldn't exec autocommands.cfg - file does not exist. Widescreenmode was set to: 2 (1440x900) ModelGenerator memory: No LOD entries. pure virtual method called terminate called without an active exception pure virtual method called I don't understand why TDM believes that graphic adapter only has 64 MB of VRAM. I have tried to run TDM with +set sys_videoRam 256 MB with the same result. I suppose that trouble comes from : WARNING:Couldn't load image P200 contains : - Intel® Core™2 Duo CPU T7500@2.20GHz - RV630/M76 [Mobility Radeon HD 2600] VGA driver is radeon with direct rendering (I have checked with glxinfo | grep rendering). Where is my mistake ? Best regards, JBERT
    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  21. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  22. I've more than once dabbled with trying to repair Doom 3 fonts. Often in conversion from true type, some characters, mostly those with descenders like p, y, f are wrongly offset sideways leaving an ug ly gap. I gave it one more try today, got nowhere again, but then, one more google and found a Q3 tool that works on Doom3 fonts too. Bit fiddly but it does work. I'll leave it for now and press on with the St.Lucia readables with the fonts as they are then at some future date, hopefully before the next release if needed, fix any fonts that need it. This also opens up some other fonts that got rejected because of severe offsets. I'll also try to simplify the method to a wiki article for converting ttfs.
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