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  1. It would be nice if, from the main menu (presumably under Settings/Audio, where "Subtitles" currently lives), one could have an additional option, "Subtitle Font", with choices: Carleton Carleton, Wide Stone Stone, Wide where "Carleton, Wide" and "Stone, Wide" are the uncompressed fonts, and "Carleton" and "Stone" are the width-compressed fonts. All with the 0.25 scale factor, so in effect 12 pt. (This avoids the concern raised earlier than allowing an arbitrary scale factor to be user-set would result in raggedy-ass text characters.) Further, change the default from "Carleton, Wide" to "Carleton". This choice would be appropriately passed to gui's through a global string. EDIT: This relates to bugtracker 6283
  2. Nice knowing you are looking at this. Btw when I made my own version of "namedEvent" gui cmd, I just copied the convention of other gui cmds like the "localSound" cmd, what I found is that it made the usage of simple nameEvents in GUI's very fast, with no need to mess with c++ and compile the engine. I think exactly the same reason quake 4 developers said they implemented it, thou like you said we don't know how they made their version. Perhaps is why I had some issues with my implementation when trying to call more complex onNamedEvents, so is something that needs to be well tested. Simple example of usage (the following code is untested and should be looked as "pseudo" code) windowDef Desktop { rect 0,0,640,480 backcolor 0,0,0,1 menugui 1 float "text_state" 0 onInit { // just in case ... if("Desktop::text_state" != 0) { set "Desktop::text_state" "0"; } } //*************** Events ************************* onNamedEvent ClearText { set "Text::text" ""; set "Desktop::text_state" "0"; } onNamedEvent SetText { set "Text::text" "Hello world"; set "Desktop::text_state" "1"; } //************************************************ windowDef Text { rect 240,41,165,110 visible 1 forecolor 1,1,1,1 text "" textscale 0.5 font "fonts/micro" textalign 1 } windowDef back_btn { rect (320-55),(240-35),50,30 visible 1 text "Click Me" textalign 1 textscale 0.3 font "fonts/an" onActionRelease { if("Desktop::text_state" == 1){ namedEvent "ClearText"; } else { namedEvent "SetText"; } } } }
  3. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  4. When I create the bark subtitles, I limit each of the 2 lines to at most 42 characters. This will then work without problem (shown by analysis and QA) with a narrow field width given by left and right background field margins as follows. #define FIELD_MARGIN 160 The resulting field width of 320 is good with these uncompressed fonts: "carleton" with scale=0.25 (selects 12pt font) [current default] "stone" with scale=0.25 (selects and scales 24pt font) #define FIELD_MARGIN 200 The resulting field width of 240 is good with these compressed fonts: "carleton@aspect=16:9" with scale=0.25 (selects 12pt font) "stone@aspect=16:9" with scale=0.25 (selects and scales 24pt font)
  5. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  6. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
  7. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here.
  8. @stgatilov, both the compressed Carleton and Stone fonts look better than the original uncompressed IMHO. We could give the user a choice of either, while keeping the gui scale factor fixed at 0.25 (e.g., 12 pt). If Stone's artifacting you mentioned was not too problematic. I did a statistical analysis of those two fonts, and Stone strings seemed to be slightly less wide than Carleton by about 7% (however, Stone 24pt requires scaling down to get to 12pt, and the analysis may not be treating the resulting "half-pixel" widths right.) But if true, background field widths based on Carleton should still be excellent for Stone. Another topic. I'd like to play around a bit with the 5 sound-source-location variables you were using to position the white bars. In file tdm_subtitles_message.gui, these were of form: "gui::subtitle0_oriBackLeft" // where 0 if subtitle was shown in vertical "slot 0"; could be 1 or 2 and name suffixes were _oriFront, _oriFrontLeft, _oriFrontRight, _oriBackLeft, and _oriBackRight Could you briefly explain what values these could take on, how they would work or differ, how often they get updated? Thanks
  9. @stgatilov, I earlier read your 6283 description about 'So e.g. we can support fonts like "fonts/carleton@aspect=16:9" ', but I thought that meant there was a pre-created font variant with filename "carelton@aspect=16:9" to be distributed. But maybe "@aspect=16:9" is a gui keyword to trigger on-the-fly compression? [Duh, I guess I could just try that directly, but not at moment.] Yeah, I agree it's more confusing than helpful, and probably should be dropped. I'm sorry I suggested it (at least the idea of indicating location by a perimeter light; maybe not indicating volume too). I don't have a better idea at the moment. It would be interesting to play around with visually distinguishing "story" from "speech" subtitles. Lots of ways to do that, but having the enumeration available is the prerequisite.
  10. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

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

    3. AluminumHaste

      AluminumHaste

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

    4. Nort

      Nort

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

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

  11. @stgatilov, would it be correct to say that the latest public 2.12dev contains the original 4:3 fonts, and does not distribute the narrowed 16:9 fonts (e.g., for Carleton and possibly Stone)? Also, I'd greatly appreciate it if you could expose a numeric variable whose value is set to indicate whether the current subtitle is of type "verbosity story", "verbosity speech", or "verbosity effect", that can be read (but not set) in tdm_subtitles_common.gui
  12. I installed DR 2.1 and it was all working fine until I opened the preferences and set it to load the last map loaded. Now it crashes everytime. Figured you'd want the log, so here it is. I'll reinstall, that should sort it out. The problem with the model is because I think I've forgotten the folder setup to make it load the resources from the FM folder. Reminder would be great Log as of 2:40am 22 January 2017 - I sent information about the problem. Mostly it crashes when loading textures. 2017-01-22 02:39:46 (2232) Started logging to C:/Users/Neon/AppData/Roaming/DarkRadiant/darkradiant.log2017-01-22 02:39:46 (2232) This is DarkRadiant 2.1.0 x64 2017-01-22 02:39:46 (2232) Today is 2017-01-22 02:39:462017-01-22 02:39:46 (2232) wxWidgets Version: 3.1.02017-01-22 02:39:46 (2232) Module registered: LanguageManager2017-01-22 02:39:46 (2232) Current language setting: en2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\archivezip.dll'2017-01-22 02:39:50 (2232) Module registered: ArchivePK42017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\commandsystem.dll'2017-01-22 02:39:50 (2232) Module registered: CommandSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\eclassmgr.dll'2017-01-22 02:39:50 (2232) Module registered: EntityClassManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\entity.dll'2017-01-22 02:39:50 (2232) Module registered: Doom3EntityCreator2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\entitylist.dll'2017-01-22 02:39:50 (2232) Module registered: EntityList2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\eventmanager.dll'2017-01-22 02:39:50 (2232) Module registered: EventManager2017-01-22 02:39:50 (2232) Module registered: MouseToolManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\filetypes.dll'2017-01-22 02:39:50 (2232) Module registered: FileTypes2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\filters.dll'2017-01-22 02:39:50 (2232) Module registered: FilterSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\fonts.dll'2017-01-22 02:39:50 (2232) Module registered: FontManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\grid.dll'2017-01-22 02:39:50 (2232) Module registered: Grid2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\image.dll'2017-01-22 02:39:50 (2232) Module registered: ImageLoader2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\mapdoom3.dll'2017-01-22 02:39:50 (2232) Module registered: Doom3MapLoader2017-01-22 02:39:50 (2232) Module registered: Quake4MapLoader2017-01-22 02:39:50 (2232) Module registered: Doom3PrefabLoader2017-01-22 02:39:50 (2232) Module registered: MapCompiler2017-01-22 02:39:50 (2232) Module registered: Quake3MapLoader2017-01-22 02:39:50 (2232) Module registered: Doom3AasFileLoader2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\md5model.dll'2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMD5MESH2017-01-22 02:39:50 (2232) Module registered: MD5AnimationCache2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\model.dll'2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMD32017-01-22 02:39:50 (2232) Module registered: ModelLoader3DS2017-01-22 02:39:50 (2232) Module registered: ModelLoaderASE2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMS3D2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMDC2017-01-22 02:39:50 (2232) Module registered: ModelLoaderMD22017-01-22 02:39:50 (2232) Module registered: ModelLoaderFM2017-01-22 02:39:50 (2232) Module registered: ModelLoaderLWO2017-01-22 02:39:50 (2232) Module registered: ModelLoaderPICOTERRAIN2017-01-22 02:39:50 (2232) Module registered: ModelLoaderOBJ2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\particles.dll'2017-01-22 02:39:50 (2232) Module registered: ParticlesManager2017-01-22 02:39:50 (2232) Module registered: ParticlesEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\scenegraph.dll'2017-01-22 02:39:50 (2232) Module registered: SceneGraph2017-01-22 02:39:50 (2232) Module registered: SceneGraphFactory2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\shaders.dll'2017-01-22 02:39:50 (2232) Module registered: MaterialManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\skins.dll'2017-01-22 02:39:50 (2232) Module registered: ModelSkinCache2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\sound.dll'2017-01-22 02:39:50 (2232) Module registered: SoundManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\uimanager.dll'2017-01-22 02:39:50 (2232) Module registered: UIManager2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\undo.dll'2017-01-22 02:39:50 (2232) Module registered: UndoSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\vfspk3.dll'2017-01-22 02:39:50 (2232) Module registered: VirtualFileSystem2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/modules\xmlregistry.dll'2017-01-22 02:39:50 (2232) Module registered: XMLRegistry2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.conversation.dll'2017-01-22 02:39:50 (2232) Module registered: ConversationEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.difficulty.dll'2017-01-22 02:39:50 (2232) Module registered: DifficultyEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.editing.dll'2017-01-22 02:39:50 (2232) Module registered: DarkMod Editing2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.gui.dll'2017-01-22 02:39:50 (2232) Module registered: GUI Editing2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.objectives.dll'2017-01-22 02:39:50 (2232) Module registered: ObjectivesEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\dm.stimresponse.dll'2017-01-22 02:39:50 (2232) Module registered: StimResponseEditor2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\eclasstree.dll'2017-01-22 02:39:50 (2232) Module registered: EClassTree2017-01-22 02:39:50 (2232) ModuleLoader: Loading module 'C:/Program Files/DarkRadiant/plugins\script.dll'2017-01-22 02:39:50 (2232) Module registered: ScriptingSystem2017-01-22 02:39:50 (2232) XMLRegistry::initialiseModule called2017-01-22 02:39:50 (2232) XMLRegistry: looking for XML files under C:/Program Files/DarkRadiant/2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/user.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/colours.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/input.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/menu.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/commandsystem.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Users/Neon/AppData/Roaming/DarkRadiant/user.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Users/Neon/AppData/Roaming/DarkRadiant/input.xml2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Users/Neon/AppData/Roaming/DarkRadiant/filters.xml2017-01-22 02:39:50 (2232) ArchivePK4::initialiseModule called2017-01-22 02:39:50 (2232) CommandSystem::initialiseModule called.2017-01-22 02:39:50 (2232) EventManager::initialiseModule called.2017-01-22 02:39:50 (2232) EventManager successfully initialised.2017-01-22 02:39:50 (2232) PreferenceSystem::initialiseModule called2017-01-22 02:39:50 (2232) Clipper::initialiseModule called2017-01-22 02:39:50 (2232) UIManager::initialiseModule called2017-01-22 02:39:50 (2232) Found toolbar: view2017-01-22 02:39:50 (2232) Found toolbar: edit2017-01-22 02:39:50 (2232) Found toolbar: texture2017-01-22 02:39:50 (2232) Found toolbar: textool2017-01-22 02:39:50 (2232) ColourSchemeManager: Loading colour schemes...2017-01-22 02:39:50 (2232) GridManager::initialiseModule called.2017-01-22 02:39:50 (2232) FileTypes::initialiseModule called.2017-01-22 02:39:50 (2232) GameManager: Scanning for game description files: C:/Program Files/DarkRadiant/games/2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/darkmod.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/doom3-demo.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/doom3.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/quake3.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/quake4.game2017-01-22 02:39:50 (2232) XMLRegistry: Importing XML file: C:/Program Files/DarkRadiant/games/xreal.game2017-01-22 02:39:50 (2232) GameManager: Found game definitions: 2017-01-22 02:39:50 (2232) Doom 32017-01-22 02:39:50 (2232) Doom 3 Demo2017-01-22 02:39:50 (2232) Quake 32017-01-22 02:39:50 (2232) Quake 42017-01-22 02:39:50 (2232) The Dark Mod 2.0 (Standalone)2017-01-22 02:39:50 (2232) XreaL2017-01-22 02:39:50 (2232) 2017-01-22 02:39:50 (2232) GameManager: Selected game type: The Dark Mod 2.0 (Standalone)2017-01-22 02:39:50 (2232) GameManager: Map path set to c:/Games/The Dark Mod/fms/maps/2017-01-22 02:39:50 (2232) GameManager: Prefab path set to c:/Games/The Dark Mod/fms/prefabs/2017-01-22 02:39:50 (2232) VFS Search Path priority is: 2017-01-22 02:39:50 (2232) - c:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) - C:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) - C:/Games/The Dark Mod/2017-01-22 02:39:50 (2232) Map::initialiseModule called.2017-01-22 02:39:50 (2232) SceneGraph::initialiseModule called2017-01-22 02:39:50 (2232) VFS::initialiseModule called2017-01-22 02:39:50 (2232) filesystem initialised2017-01-22 02:39:50 (2232) [vfs] searched directory: c:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) [vfs] searched directory: C:/Games/The Dark Mod/fms/2017-01-22 02:39:50 (2232) [vfs] searched directory: C:/Games/The Dark Mod/2017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_wood01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_window01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_sculpted01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_natural01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_flat01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_cobblestones01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_stone_brick01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_sfx01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_roof01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_plaster01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_paint_paper01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_other01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_nature01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_metal01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_glass01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_fabric01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_door01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_decals01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_carpet01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_textures_base01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_standalone.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals_decls01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals07.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals06.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals05.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals04.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals03.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_vocals01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_sfx02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_sfx01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient_decls01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient03.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_sound_ambient01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_prefabs01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_player01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_models_decls01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_models02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_models01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_gui_credits01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_gui01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_game02.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_game01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_fonts01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_env01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_defs01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_base01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_steambots01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_monsters_spiders01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_undead01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_townsfolk01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_pagans01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_nobles01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_mages01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_heads01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_guards01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_females01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_humanoid_builders01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_base01.pk42017-01-22 02:39:50 (2232) [vfs] pak file: C:/Games/The Dark Mod/tdm_ai_animals01.pk42017-01-22 02:39:50 (2232) MaterialManager::initialiseModule called2017-01-22 02:39:50 (2232) OpenGL::initialiseModule called.2017-01-22 02:39:50 (2232) ShaderCache::initialiseModule called.2017-01-22 02:39:50 (2232) RadiantSelectionSystem::initialiseModule called.2017-01-22 02:39:50 (2232) RadiantModule::initialiseModule called.2017-01-22 02:39:50 (2232) Camera::initialiseModule called.2017-01-22 02:39:50 (2232) MainFrameLayoutManager::initialiseModule called.2017-01-22 02:39:50 (2232) OrthoviewManager::initialiseModule called.2017-01-22 02:39:50 (2232) MainFrame::initialiseModule called.2017-01-22 02:39:50 (2232) AutomaticMapSaver::initialiseModule called.2017-01-22 02:39:50 (2232) ConversationEditor::initialiseModule called.2017-01-22 02:39:50 (2232) UndoSystem::initialiseModule called2017-01-22 02:39:50 (2232) DarkMod Editing::initialiseModule called.2017-01-22 02:39:50 (2232) DifficultyEditor::initialiseModule called.2017-01-22 02:39:50 (2232) EntityClassDoom3::initialiseModule called.2017-01-22 02:39:50 (2340) searching vfs directory 'def' for *.def2017-01-22 02:39:50 (2232) ZAasFileManager::initialiseModule called.2017-01-22 02:39:50 (2232) Doom3AasFileLoader: initialiseModule called.2017-01-22 02:39:50 (2232) BrushModuleImpl::initialiseModule called.2017-01-22 02:39:50 (2232) Doom3EntityCreator::initialiseModule called.2017-01-22 02:39:50 (2232) MapInfoFileManager::initialiseModule called.2017-01-22 02:39:50 (2232) LayerSystem::initialiseModule called.2017-01-22 02:39:50 (2232) MapFormatManager::initialiseModule called.2017-01-22 02:39:50 (2232) PatchModuleDef2::initialiseModule called.2017-01-22 02:39:50 (2232) PatchModuleDef3::initialiseModule called.2017-01-22 02:39:50 (2232) Doom3MapLoader: initialiseModule called.2017-01-22 02:39:50 (2232) Doom3PrefabLoader: initialiseModule called.2017-01-22 02:39:50 (2232) EClassTree::initialiseModule called.2017-01-22 02:39:50 (2232) EntityListModule::initialiseModule called2017-01-22 02:39:50 (2232) [filters] Loaded 16 filters from registry.2017-01-22 02:39:50 (2232) FontManager::initialiseModule called2017-01-22 02:39:50 (2232) GUI Editing::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/andrew_script/fontImage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/andrew_script/fontImage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) LanguageManager::initialiseModule called2017-01-22 02:39:50 (2912) [GuiManager]: Found 259 guis.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/andrew_script/fontImage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Found 2 language folders.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/bamberg/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/bamberg/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) MD5AnimationCache::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/bamberg/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) MapCompiler: initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/camberic/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/camberic/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) MapResourceManager::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/camberic/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderASE initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderLWO initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) MD5Model::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_bold/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) ModelCache::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_bold/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_bold/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoader3DS initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_condensed/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderFM initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_condensed/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_condensed/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMD2 initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_glow/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_glow/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMD3 initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carleton_glow/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMDC initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carolingia/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderMS3D initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carolingia/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/carolingia/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderOBJ initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/chrishand/fontImage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) PicoModelLoader: ModelLoaderPICOTERRAIN initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/chrishand/fontImage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/chrishand/fontImage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Doom3SkinCache::initialiseModule called2017-01-22 02:39:50 (2912) [skins] Loading skins.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/ellianerelle/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) NamespaceFactory::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/ellianerelle/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) ObjectivesEditorModule::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/ellianerelle/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) ParticlesEditor::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/everett/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) ParticlesManager::initialiseModule called2017-01-22 02:39:50 (8156) FontLoader: fonts/english/everett/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Quake3MapLoader: initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/everett/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/gothica2/fontImage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Quake4MapLoader: initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/gothica2/fontImage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/gothica2/fontImage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) RegionManager::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/jd_hand/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) RenderSystemFactory::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/jd_hand/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) SceneGraphFactory::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/jd_hand/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/lotharus/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) ScriptingSystem::initialiseModule called.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/lotharus/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) ScriptingSystem: Python interpreter initialised.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/lotharus/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mac_humaine/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mac_humaine/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\ase_export.py as aseExport2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mac_humaine/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mason/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/mason_glow/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/medusa/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\ase_export_blend.py as aseExportBlend2017-01-22 02:39:50 (8156) FontLoader: fonts/english/medusa/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\check_for_invalid_visportals.py as check_invalid_visportals2017-01-22 02:39:50 (8156) FontLoader: fonts/english/medusa/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\convert_to_ase_and_replace.py as aseConvertAndReplace2017-01-22 02:39:50 (8156) FontLoader: fonts/english/nancy/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\example.py as Example2017-01-22 02:39:50 (8156) FontLoader: fonts/english/nancy/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/nancy/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\export_obj.py as objExport2017-01-22 02:39:50 (8156) FontLoader: fonts/english/popsies/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/popsies/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\patchsplitter.py as SplitPatch2017-01-22 02:39:50 (8156) FontLoader: fonts/english/popsies/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\select_all_models_of_type.py as SelectAllModelsOfType2017-01-22 02:39:50 (2232) Registered script file commands\shift_textures_randomly.py as ShiftTexturesRandomly2017-01-22 02:39:50 (8156) FontLoader: fonts/english/rapscallionpirate/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomly2017-01-22 02:39:50 (8156) FontLoader: fonts/english/rapscallionpirate/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) Registered script file commands\test_targets.py as test_targets2017-01-22 02:39:50 (2232) ScriptModule: Found 11 commands.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/rapscallionpirate/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/shoppinglist/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/shoppinglist/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/shoppinglist/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/stone/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2232) MenuItem: Cannot find associated event: ViewTextures2017-01-22 02:39:50 (8156) FontLoader: fonts/english/stone/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/summertime/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/summertime/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/summertime/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/treasure_map/fontimage_12.dat loaded successfully.2017-01-22 02:39:50 (8156) FontLoader: fonts/english/treasure_map/fontimage_24.dat loaded successfully.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:geode_lit_red' tries to attach 'glow' at non-existent position 'glow'2017-01-22 02:39:50 (8156) FontLoader: fonts/english/treasure_map/fontimage_48.dat loaded successfully.2017-01-22 02:39:50 (8156) 25 fonts registered.2017-01-22 02:39:50 (2340) [eclassmgr] attribute attach_pos_origin_4 already set on entityclass atdm:stove_small_square2017-01-22 02:39:50 (2340) [eclassmgr] attribute attach_pos_origin_5 already set on entityclass atdm:stove_small_square2017-01-22 02:39:50 (2340) [eclassmgr] attribute attach_pos_origin_6 already set on entityclass atdm:stove_small_square2017-01-22 02:39:50 (2232) SelectionGroupManager::initialiseModule called.2017-01-22 02:39:50 (2232) SelectionSetManager::initialiseModule called.2017-01-22 02:39:50 (2232) SoundManager: initialising sound playback2017-01-22 02:39:50 (2232) StimResponseModule::initialiseModule called.2017-01-22 02:39:50 (2232) TextureBrowserManager::initialiseModule called.2017-01-22 02:39:50 (2232) Default screen has 2 monitors.2017-01-22 02:39:50 (2232) Monitor 0 geometry: 1920x1080 at 0, 02017-01-22 02:39:50 (2232) Monitor 1 geometry: 1680x1050 at 1920, 02017-01-22 02:39:50 (5172) Found 235 particle definitions.2017-01-22 02:39:50 (2340) [eclassmgr] attribute inherit already set on entityclass atdm:moveable_staff_decorative2017-01-22 02:39:50 (2912) [skins] Found 1019 skins.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand' tries to attach 'light' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand02' tries to attach 'light' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] attribute editor_DisplayFolder already set on entityclass atdm:mover_gear_base2017-01-22 02:39:50 (8156) 2989 sound shaders found.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:prop_lantern_on' tries to attach 'light' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] attribute replace_anim_idle_sit_tap01 already set on entityclass atdm:prop_winebottle_sit_and_drink2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:weapon_blackjack' tries to attach 'meleeweap_r' at non-existent position ''2017-01-22 02:39:50 (6628) 3911 shader definitions found.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:weapon_shortsword' tries to attach 'meleeweap_r' at non-existent position ''2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_undead_skeleton_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_beggar_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_townsfolk_wench_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_pagan_common_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_pagan_common_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_nobleman_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_nobleman02_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2232) ToolbarManager: Instantiating toolbar: view2017-01-22 02:39:50 (2232) ToolbarManager: Instantiating toolbar: edit2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_citywatch_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] attribute editor_usage already set on entityclass atdm:env_ragdoll_citywatch_elite2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_moor' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_moor02' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_proguard' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_thug' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_thief02_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_burglar' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_burglar_professional_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_female_thief' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2232) MainFrame: Activating layout Embedded2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_guard_female_rogue' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard_ghost' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard_lesser' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_guard_rusted' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2340) [eclassmgr] Entity class 'atdm:ai_builder_priest_combatant' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'2017-01-22 02:39:50 (2232) ToolbarManager: Instantiating toolbar: texture2017-01-22 02:39:50 (2232) Loading map from C:/Games/The Dark Mod/fms/briarwood_manor/maps/briarwood.map2017-01-22 02:39:50 (2232) Open file c:/Games/The Dark Mod/fms/briarwood_manor/maps/briarwood.map from filesystem...success.2017-01-22 02:39:50 (2340) [eclassmgr] Entity class atdm:damage_fireballdirect_major specifies unknown parent class atdm:damage_fireballDirect2017-01-22 02:39:51 (2340) [eclassmgr] Entity class sprgs_decompress specifies unknown parent class sprGS_splash_small2017-01-22 02:39:51 (2340) [eclassmgr] Entity class sprgs_recompress specifies unknown parent class sprGS_splash_small2017-01-22 02:39:51 (2232) PICO_WARNING: LWO loader discards any geometry data not in Layer 1 (2 layers found)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discarded a polygon because it has != 3 verts (2)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discards any geometry data not in Layer 1 (2 layers found)2017-01-22 02:39:52 (2232) PICO_WARNING: LWO loader discards any geometry data not in Layer 1 (2 layers found)2017-01-22 02:39:53 (2232) Failed to load model models/darkmod/kitchen/food/u_sourdough1.lwo2017-01-22 02:39:53 (2232) PicoModelLoader: Could not load model << models/darkmod/kitchen/food/u_sourdough1.lwo2017-01-22 02:39:53 (2232) Open file c:/Games/The Dark Mod/fms/briarwood_manor/maps/briarwood.darkradiant from filesystem...success.2017-01-22 02:39:53 (2232) Parsing info file...2017-01-22 02:39:53 (2232) [infoFile]: Parsed layer #0 with name Default2017-01-22 02:39:53 (2232) Sanity-checking the layer assignments...done, had to fix 0 assignments.
  13. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  14. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  15. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  16. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  17. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  18. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  19. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  20. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  21. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  22. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  23. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  24. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  25. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

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

    It wont be long now :) ...

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