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The Dark Mod 2.13 has been released! A new era in accurate AI Vision! When id Software released the Doom 3 modding SDK, The Dark Mod team saw the potential for something more than a multi-player cops vs robbers game like Thievery UT. The sheer amount of access to essential game-play systems meant that a true Thief style experience could potentially be created. One of the first things the team did was to investigate how a light-gem system could be implemented. Having a good way for both the player and AI to know when the player is visible to others is a crucial part of the Thief experience so if we couldn’t build it then the dream of a Thief style experience was over. Fortunately, there were enough parts of the AI visual logic and more than a few stub pieces of the Render code that gave us the ability to build a robust system. The downside of the light-gem system was performance. Even though we did our best to limit the viewport and resolution of the light-gem image captures, often the light-gem would cut FPS in half ( or less ). This was pretty painful, especially since most computers could just barely run vanilla Doom 3 at acceptable FPS. After this system was fully functional, other aspects of AI vision were investigated. Obviously, we could not afford to run the light-gem render for every object or body the AI might see so it was decided that the AI would do a more simplified light-gem calculation for things other than the player. This meant that ( to the AI visual scan ) all light volumes would be either cubes or pyramids with perfect exponential falloff. We would run a line-of-sight check to the objects then ( if it hit ) calculate the pixel brightness by the location of the spot in relation to the center of the light(s). This was far cheaper than rendering the whole scene but heavily impacted accuracy. Many solutions were proposed to improve things but a solution evaded us for years. 2.13 changes things! Now we have a "stochastic sampler" model that does regular measurements of the actual light volume pixels and builds a "running average" of how illuminated different entities are. The days of seeing knocked-out AI in the middle of a bright spotlight get ignored are over. Now all AI and loot entities (etc) essentially have their own light-gem and it performs excellently! Magnificent Mission Management! Daft Mugi has drastically improved the GUI menus for mission management. The Dark Mod mission list and in-game downloader now have a search filter window that follows modern conventions of reducing the listed items as each new letter eliminates a possible matching mission name. Both lists can be sorted by actual name ( The Rats Triumphant ) or Chicago Style ( Rats Triumphant, The ). Additional mission details ( readme data ) can now be scrolled so players can see more information about the mission without having to navigate to the darkmod/fms folders. The menus have also been tuned with smaller font sizes for more practical mission listing and have been hardened against buggy order of operations issues so that you will be far less likely to encounter strange issues or crashes when downloading and installing missions. Parallax Occlusion Mapping! Stgatilov has added the oft requested POM feature to the latest Dark Mod release! WellingtonCrab has coordinated with him to provide examples and check the functionality and quality. Now The Dark Mod is ready to offer a quantum leap in perceived geometric detail with all sorts of surfaces realistically showing 3D parallax rather than the flatter looking normal maps we usually offer. WellingtonCrab also created many texture variants that are tuned to look better with POM enabled. Other Graphics Goodies! Now cubemaps \ environment maps respect more stage keywords. This means that faked reflections on water shaders can now move in relation to the water texture movement offering a more convincing illusion! Subviews ( cameras, portals, mirrors, xray, etc ) can now be nested. You can now have a skybox render in a camera view, etc. Volumetric lights and particles now render in mirrors! Alpha-tested surfaces get alpha shadows in Shadow Maps mode. Tone-mapping now supports range compression to prevent unwanted overbright areas. Arcturus has introduced some new metal materials that use improved cubemaps as well as skyboxes with clouds that use POM! Stability and Performance! The console variable system ( CVAR ) has been improved to be thread safe. This should resolve some rare crashes that involve weapon scripts that rely on CVAR values. We now automatically detect the number of CPU cores and allocate Jobs based on the detected specifications. Level loading has been given more parallel execution optimizations including optimizations for loading audio samples in parallel. Uncapped FPS is enabled by default so Linux players will not have a poor first time experience and many audio and video playback timing bugs that occur only in classic capped mode are avoided. Finally, Linux vsync support has been greatly improved. Improved Training Mission! The Training Mission is supposed to help players understand the basics of Dark Mod game-play and controls. It was created to coincide with The Dark Mod v1.0 and was not significantly altered until TDM v1.08 ( when Bikerdude did some texture replacement for 2.0 standalone and improved the overall visuals ). As such, many new game-play features that were added since 1.0 were never included in the mission. Now the mission has been upgraded to include more game-play features such as the Vine Arrow as well as getting further visual upgrades and EFX Reverb! Drunken AI! Now that the AI have better visual accuracy, Amadeus decided to balance things out by fixing many of the broken behaviors of Drunken AI so that they are more reliable and consistent for use in missions by default ( no need to extensively customize the defs or use scripting to improve them ). Potions! Dragofer and Amadeus have completed the work on the Slowfall potion originally prototyped by VanishedOne. They also incorporated the invisibility potion by Kingsal ! These now have pre-defined slots in the gameplay menu as well as the default shop menu design. Assets Galore! Along with new POM textures, we now have: A new modular pipe set A new Lampion entity Some new Factory Machine entities Ornate wood and stone relief textures A new AI praying animation A new AI smoking animation And many fixes or improvements to existing assets EFX Reverb Location Preset! Frost_Salamander took some time away from his continued work on the excellent “The Lieutenant” series missions to make EFX reverb setup easier for himself and other mission authors. You can now add EFX preset spawnargs to location entities rather than having to use the EFX def file. Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. That meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archives of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Also Nolok contributed a brand new Catalan menu translation! Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. A detailed list of changes can be seen here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13 To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.13, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.13 may need to be updated so they will be playable in 2.13. Before upgrading, set TDM to use one of the built-in missions ( Training Mission, A New Job, Tears of St Lucia ) then use the in-game mission downloader to check for updates
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@kalinovka, I'm assuming your TTF font codepoints are those of Unicode. A conversion to Win1251 would use this map: https://www.unicode.org/Public/MAPPINGS/VENDORS/MICSFT/WINDOWS/CP1251.TXT The lower 128 are just ASCII, where Unicode and Win1251 use the same number. The upper 128 contain both the 90 codepoints you mentioned (starting with 1025 aka 0x0401), interposed with other characters. A proper rendering for TDM would include all these characters. It is possible that some old-school font editor already has an export profile for Win1251. As for hacking up a variant of ExportFontDoom3All256, you'd need to write a static array, holding Unicode values from CP1251.TXT. You could just do the upper 128 if you want, as shown next. Example: const static unsigned long UnicodeFor1251::array[] = { 0x0402, // 0x80 CYRILLIC CAPITAL LETTER DJE 0x0403, // 0x81 CYRILLIC CAPITAL LETTER GJE ... // more tedious or fancy editing here } Then the code loop would be something like [NOT TESTED]: // Export all characters. unsigned long sourceCharacterCode; for (int outputCharacterCode = 0; outputCharacterCode < Font::numCharactersToExport; outputCharacterCode++) { if(outputCharacterCode < 128) sourceCharacterCode = outputCharacterCode; else sourceCharacterCode = UnicodeFor1251[outputCharacterCode - 128]; bool okay = exportCharacter(sourceCharacterCode, outputCharacterCode); if (!okay) { std::cerr << "Error: Unable to export character " << getCharacterCodeString(characterCode) << "." << std::endl; return false; } } ... Further down in FontExporter.cpp, more changes... bool FontExporter::exportCharacter(unsigned long sourceCharacterCode, outputCharacterCode) // WAS single parameter characterCode { Doom3GlyphDescriptor* doom3GlyphDescriptor = 0; // Get the index of the glyph that represents this character. int glyphIndex = self.font->getGlyphIndexForCharacterCode(sourceCharacterCode); // WAS characterCode ... // Create a descriptor for the current glyph. doom3GlyphDescriptor = &self.doom3GlyphDescriptors[outputCharacterCode]; // WAS characterCode ... } After a successul export, there's still lots more testing and tweaking to be done, e.g., with datBounds, refont, if you want best character spacing and presentation. Also, TDM treats codepoint 0xFF specially, as mentioned in https://wiki.thedarkmod.com/index.php?title=I18N_-_Charset
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Wonderful city fm, completed on Medium in 1:21:54 with 4621/8493 loot. 8.5/10, really enjoyed the layout and architecture of the buildings, and looking for then weaving in and out of windows throughout the level. The apartment facades in the screenshot/opening area, and the really tight nested rooftops and ropes of the last major area, were highlights. Also, I appreciate any level that delivers the dream of grabbing nasty-ass raw fish out of someone's kitchen sink, stuffing it into your pockets, and eating it whole. Some minor notes/critiques: - I'm never a fan of no-kill objectives on all difficulties. I always end up with like 30 broadheads and the police sure ain't taking prisoners - just let me use 'em. - I think this level leaned a little too much on "Door does not open from this side"? Started to feel less like the city had locked down for the night and more like obviously gating the player for gamey reasons. Although I did appreciate the opportunity to go back and look for more loot (even if I didn't take much advantage of said opportunity) as a nice surprise for exploring and getting lost. I did also appreciate the separate sound cue for a barred door vs a locked door. IDK, its a good mechanic, but maybe use it a bit more sparingly. - The ms paint-esque map drawing took me out of the game a bit immersion-wise. Its vague/abstract design is fine, as the level layout was quite good at funnelling the player to the next location so it was more for just keeping track of where I am. But an art pass would be a nice touch to have. - The music changed a lot during my playthrough? Due to the nature of the map, you're entering and exiting areas through windows a lot, and the music track switched around all the time as a result. Was a bit jarring, and maybe just the rain ambiance would have been perfect for the outdoor sections. - I was able to frob a light switch through a wall on the other side of a door. I found this at a location that I can't describe without spoiling, but can safely screenshot without spoiling. I've attached a picture of where I was standing and looking when I was able to frob the light switch.
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I actually fixed it now. My 3060 Ti OC used to overheat. I RMA'd it, but Gigabyte was having none of it. So, I had to undervolt it to prevent it from overheating, and it turns out, that undervolt is simply not stable in some modern games, most notably UE5 games. I had tested many games and benchmarks with that undervolt and never had problems. Then two years later, problems suddenly arise. I ruled out that the undervolt could be responsible for the crashes because I saw the game crashing even with "MSI Afterburner" (the undervolt / overclock tool) closed. However, this conclusion was simply incorrect, because closing MSI Afterburner does not revert the GPU to stock state, the undervolt will stick. I am now running a super conservative undervolt with a slight underclocking of my GPU and the game is absolutely stable and I can now even raise many settings to high or epic, which used to produce the crash much sooner. I finished the game by now and I too am blown away. Here's my review, if you care for it. I omitted all my technical issues with the game, because those were simply on my stupidity.
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I think what is actually the case is that Epic Games (like they did in the past) paid Bethesda, so that they can offer Deathloop for free, trying to get a bigger market share. That's what they've done in the past, and, I'm sure they still do it. I got Deathloop there earlier. I never bothered to buy it, as I wasn't that interested, but, for free, I take it. The start of the game already turned me off a bit. I hate it when the main character babbles nonstop about things which happen in the game where I'd rather make up my own mind on how I react to it. It's that braindead gen Z thing "I need everything spoon fed, even the emotions I should have". Horrible. Arkane never really were the same after Dishonored and Prey, were they? Redfall is a bowl of crap as well.
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Is it possible to disable the auto save every 5 minutes feature? The game stutters/freezes for a second while it saves, especially in more complex missions, so when this happens automatically every 5 minutes it feels weird. I'm pretty good at quicksaving when needed anyway. And the F9/quickload key always reloads the last quicksave rather than a more recent autosave, so it's not as convenient, in my opinion.
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Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
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@SeriousToni The 4060Ti is afaik is STILL too expensive compared to the 9060XT 16gb (do not! consider the 8gb version, as its cut down in more ways than just the grame buffer 16>8 etc.) Dont waist your time on the 5060 TI 16gb either, as its slower in some game than the 4060 Ti - because becaislly the 5060 is a shrinkflated 5050 class GPU. Just get the 9060 XT 16gb, its faster and cheaper than the 4060/5060 cards and will be getting its own form of 'multi frame smoothing' tech via a driver update in due course.
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So the readme is displayed when you click the 'notes' in the mission description while in-game. All I meant was I usually have a token replace here as well with the build version and timestamp. See here from Lieutenant 3: https://github.com/FrostSalamander/lt3/blob/5517148beab710eee054d4626d55deb74025a95d/readme.txt#L5 Any token replace shouldn't be file-specific though - maybe just confine the operation to certain folders (or just the root folder but not subfolders). And yes, naming the .pk4 with the version number would be useful as well, especially when you have loads of beta versions flying around during testing (although I suspect the dev team would maybe rename it when putting it into SVN). I hope you continue supporting this, as it's now my preferred way to pack the missions. I love the 'test' functionality too - I did this manually with every build previously and it was tedious - this make it hassle-free!
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Hi folks, and thanks so much to the devs & mappers for such a great game. After playing a bunch over Christmas week after many years gap, I got curious about how it all went together, and decided to learn by picking a challenge - specifically, when I looked at scripting, I wondered how hard it would be to add library calls, for functionality that would never be in core, in a not-completely-hacky-way. Attached is an example of a few rough scripts - one which runs a pluggable webserver, one which logs anything you pick up to a webpage, one which does text-to-speech and has a Phi2 LLM chatbot ("Borland, the angry archery instructor"). The last is gimmicky, and takes 20-90s to generate responses on my i7 CPU while TDM runs, but if you really wanted something like this, you could host it and just do API calls from the process. The Piper text-to-speech is much more potentially useful IMO. Thanks to snatcher whose Forward Lantern and Smart Objects mods helped me pull example scripts together. I had a few other ideas in mind, like custom AI path-finding algorithms that could not be fitted into scripts, math/data algorithms, statistical models, or video generation/processing, etc. but really interested if anyone has ideas for use-cases. TL;DR: the upshot was a proof-of-concept, where PK4s can load new DLLs at runtime, scripts can call them within and across PK4 using "header files", and TDM scripting was patched with some syntax to support discovery and making matching calls, with proper script-compile-time checking. Why? Mostly curiosity, but also because I wanted to see what would happen if scripts could use text-to-speech and dynamically-defined sound shaders. I also could see that simply hard-coding it into a fork would not be very constructive or enlightening, so tried to pick a paradigm that fits (mostly) with what is there. In short, I added a Library idClass (that definitely needs work) that will instantiate a child Library for each PK4-defined external lib, each holding an eventCallbacks function table of callbacks defined in the .so file. This almost follows the idClass::ProcessEventArgsPtr flow normally. As such, the so/DLL extensions mostly behave as sys event calls in scripting. Critically, while I have tried to limit function reference jumps and var copies to almost the same count as the comparable sys event calls, this is not intended for performance critical code - more things like text-to-speech that use third-party libraries and are slow enough to need their own (OS) thread. Why Rust? While I have coded for many years, I am not a gamedev or modder, so I am learning as I go on the subject in general - my assumption was that this is not already a supported approach due to stability and security. It seems clear that you could mod TDM in C++ by loading a DLL alongside and reaching into the vtable, and pulling strings, or do something like https://github.com/dhewm/dhewm3-sdk/ . However, while you can certainly kill a game with a script, it seems harder to compile something that will do bad things with pointers or accidentally shove a gigabyte of data into a string, corrupt disks, run bitcoin miners, etc. and if you want to do this in a modular way to load a bunch of such mods then that doesn't seem so great. So, I thought "what provides a lot of flexibility, but some protection against subtle memory bugs", and decided that a very basic Rust SDK would make it easy to define a library extension as something like: #[therustymod_lib(daemon=true)] mod mod_web_browser { use crate::http::launch; async fn __run() { print!("Launching rocket...\n"); launch().await } fn init_mod_web_browser() -> bool { log::add_to_log("init".to_string(), MODULE_NAME.to_string()).is_ok() } fn register_module(name: *const c_char, author: *const c_char, tags: *const c_char, link: *const c_char, description: *const c_char) -> c_int { ... and then Rust macros can handle mapping return types to ReturnFloat(...) calls, etc. at compile-time rather than having to add layers of function call indirection. Ironically, I did not take it as far as building in the unsafe wrapping/unwrapping of C/C++ types via the macro, so the addon-writer person then has to do write unsafe calls to take *const c_char to string and v.v.. However, once that's done, the events can then call out to methods on a singleton and do actual work in safe Rust. While these functions correspond to dynamically-generated TDM events, I do not let the idClass get explicitly leaked to Rust to avoid overexposing the C++ side, so they are class methods in the vtable only to fool the compiler and not break Callback.cpp. For the examples in Rust, I was moving fast to do a PoC, so they are not idiomatic Rust and there is little error handling, but like a script, when it fails, it fails explicitly, rather than (normally) in subtle user-defined C++ buffer overflow ways. Having an always-running async executor (tokio) lets actual computation get shipped off fast to a real system thread, and the TDM event calls return immediately, with the caller able to poll for results by calling a second Rust TDM event from an idThread. As an example of a (synchronous) Rust call in a script: extern mod_web_browser { void init_mod_web_browser(); boolean do_log_to_web_browser(int module_num, string log_line); int register_module(string name, string author, string tags, string link, string description); void register_page(int module_num, bytes page); void update_status(int module_num, string status_data); } void mod_grab_log_init() { boolean grabbed_check = false; entity grabbed_entity = $null_entity; float web_module_id = mod_web_browser::register_module( "mod_grab_log", "philtweir based on snatcher's work", "Event,Grab", "https://github.com/philtweir/therustymod/", "Logs to web every time the player grabs something." ); On the verifiability point, both as there are transpiled TDM headers and to mandate source code checkability, the SDK is AGPL. What state is it in? The code goes from early-stage but kinda (hopefully) logical - e.g. what's in my TDM fork - through to basic, what's in the SDK - through to rough - what's in the first couple examples - through to hacky - what's in the fun stretch-goal example, with an AI chatbot talking on a dynamically-loaded sound shader. (see below) The important bit is the first, the TDM approach, but I did not see much point in refining it too far without feedback or a proper demonstration of what this could enable. Note that the TDM approach does not assume Rust, I wanted that as a baseline neutral thing - it passes out a short set of allowed callbacks according to a .h file, so language than can produce dynamically-linkable objects should be able to hook in. What functionality would be essential but is missing? support for anything other than Linux x86 (but I use TDM's dlsym wrappers so should not be a huge issue, if the type sizes, etc. match up) ability to conditionally call an external library function (the dependencies can be loaded out of order and used from any script, but now every referenced callback needs to be in place with matching signatures by the time the main load sequence finishes or it will complain) packaging a .so+DLL into the PK4, with verification of source and checksum tidying up the Rust SDK to be less brittle and (optionally) transparently manage pre-Rustified input/output types some way of semantic-versioning the headers and (easily) maintaining backwards compatibility in the external libraries right now, a dedicated .script file has to be written to define the interface for each .so/DLL - this could be dynamic via an autogenerated SDK callback to avoid mistakes maintaining any non-disposable state in the library seems like an inherently bad idea, but perhaps Rust-side Save/Restore hooks any way to pass entities from a script, although I'm skeptical that this is desirable at all One of the most obvious architectural issues is that I added a bytes type (for uncopied char* pointers) in the scripting to be useful - not for the script to interact with directly but so, for instance, a lib can pass back a Decl definition (for example) that can be held in a variable until the script calls a subsequent (sys) event call to parse it straight from memory. That breaks a bunch of assumptions about event arguments, I think, and likely save/restore. Keen for suggestions - making indexed entries in a global event arg pointer lookup table, say, that the script can safely pass about? Adding CreateNewDeclFromMemory to the exposed ABI instead? While I know that there is no network play at the moment, I also saw somebody had experimented and did not want to make that harder, so also conscious that would need thought about. One maybe interesting idea for a two-player stealth mode could be a player-capturable companion to take across the map, like a capture-the-AI-flag, and pluggable libs might help with adding statistical models for logic and behaviour more easily than scripts, so I can see ways dynamic libraries and multiplayer would be complementary if the technical friction could be resolved. Why am I telling anybody? I know this would not remotely be mergeable, and everyone has bigger priorities, but I did wonder if the general direction was sensible. Then I thought, "hey, maybe I can get feedback from the core team if this concept is even desirable and, if so, see how long that journey would be". And here I am. [EDITED: for some reason I said "speech-to-text" instead of "text-to-speech" everywhere the first time, although tbh I thought both would be interesting]
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I saw an announcement for this and I thought it was some little fan project, but this is a legit new game. The aesthetic was respectable but a bit too "clean". How is it that modern graphics can never quite capture the dingy authentic look of the days when light was baked in? I don't have experience with VR, but in principle the hands gameplay is an interesting innovation. Well, I'll give it the same hope I've given every Thief game since TDS.
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For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
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Eriksholm: The Stolen Dream - absolutely beautiful top down stealth game with interesting story and great level design. The main heroine is quite likable and does a great job in commenting on various documents you find and scenery you observe. Of what I've seen in the demo(which consists of one and a half chapters) it looks like a real masterpiece. Overall the atmosphere is great and attention to details is very striking and memorable while gameplay is pretty much stealth-puzzle. Release date is 15 July 2025. https://store.steampowered.com/app/2377280/Eriksholm_The_Stolen_Dream/
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I recently picked up Deathloop when Epic Store gave it away as a freebie. Played half an hour, then closed the game, then opened it again the other day, thinking I could continue where I left off... and I had to play it right from the beginning again. I know it's a rogue like, but, meh, that sucks. Didn't like the protagonist anyway, and that whole "I babble the whole time, so the player knows what to feel and what to think". Modern AA or AAA games are kinda hopeless. Made for an audience which simply sucks. Even in the unlikely case that Arkane did anothe Dishonored... it would be written for that crowd. Ugh. Dishonored 2 already was borderline.
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I've got a feeling, with how poorly Arkane's fortunes have been in recent, there's a solid chance they might actually return to their golden boy for a sequel. Depending on if their Blade game ends up shipping or selling well, or if they get closed down by ZeniMax (which would be extremely unfortunate indeed). I know Deathloop takes place in the same universe but I still have yet to boot it ups in my Steam. Just didn't grab me, like Dishonored or Prey. Hard to say after the closure of Arkane Austin but there's a chance.
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This game takes place a few hundred years before Thief 2014...but after Deadly Shadows, so it's possible Hammers and Pagans may still be around in smaller numbers.
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Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/ Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/ Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581 Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/ Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_Intro Editing Tips for Beginners - http://wiki.thedarkm...s_for_Beginners Editing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To Sotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/ Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/ Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/ Collection of texture resource sites - http://modetwo.net/d...ture-resources/ Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/ Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/ Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/ Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Some related mapper recipies - Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2Brecipe Easy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2Brecipe Easy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipe Easy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2Brecipe Easy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipe Tutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/ Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/ Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/ Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
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I'm doing the final passes on a map I'm working on, but I've encountered a behaviour that I'm not sure how to deal with. Whenever AI try to pathfind through locked doors they can't open (for example fleeing to a flee_point, guards searching after spotting the player) my framerate drops dramatically. I can usually get a pretty consistent 50-60 fps, sometimes small dips to 30-40 when looking at complex/distant areas, but when the pathfinding problem happens the framerate drops down to 10 or 11, noticeably slowing gameplay. The framerate dips are temporary, and usually end when the AI either stops trying to go through a locked door or just gives up and returns to patrol. This is generally happening in the "outdoor" part of my map. I admit I've made a cardinal error in not properly optimizing the outdoor areas as per best practices (visportals and dividing areas into blocks with curved entrances etc), but the map runs just find when AI are on their regular patrol routes. Only when they're trying to get through a door they can't open do I have problems. I would have thought the AI wouldn't even try to pathfind through a locked door, but in any case... is there anything I can do to address this? Any flags I can put on doors or visportals to discourage AI from even attempting to go through doors they aren't supposed to?
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You know it's perfectly fine to mod the game to include changes which only address your own very personal hangups about the story and setting, regardless of how I feel about it. But as you know from your work on Bloodlines, which you deserve a tremendous amount of credit for what you have done to help preserve that game, that not every user is going to want or even expect a "patch" to touch those aspects of a game. So why advertise it as a gameplay focused patch or pretend you are acting on behalf any users besides yourself when you are making these kinds of changes? I get that your "patch" is effectively any change to that *you* prefer - and that now includes story elements you don’t like. In the case of Bloodlines it seems like it was the right decision to separate them, but that is up to you. But you don’t get to avoid receiving feedback on the topic because it is “snarky” or “sarcastic”.
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I tried this in my Bloodlines patch before and I went back to basic/plus only because it was a nightmare to support when people have different combination of changes and then report an error. I could do that for the TDM patch as well, but I believe this map is a very minor change that nobody would probably have noticed if I hadn't mentioned in the readme! I don't remember any mission where the location of Bridgeport does matter and while I understand that it was easier for the development team, it would have been better if TDM was set in an alternate world like Middle Earth with its own map. Independent of what the history of the TDM world is supposed to be, it's very obvious in the map which Wellingtoncrab posted, that Bridgeport is the only town on that map with an English name which makes it really stick out as modded content added to an original map, which it shouldn't be! I guess somebody else complained about this, so I changed it.
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Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
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Sometimes I just want to come here and say stuff like "hah, how about those biscotti biscuits, eh? Tried for the first time and my mind was blown into a million tiny biscobits. They're pretty good! also, I'm a dad now. anyway, bye" But I feel a new topic would be too strong, and I'm not yet sold on the Discord. I was an avid IRC user in the past (where I met my current wife, btw) but even so discord still doesn't work for me, I don't know. So yeah, I am a dad now! that is actually a thing. He looks like me and is very tiny and I love him. Also, the easiest personality to raise a child I've ever seen! this is baby easy mode, for sure. He barely screams and cries and just generally makes my life happier. The day before he was born I was super insecure and afraid. Would I love him? would I raise him well? as soon as I held him I knew that if anything happened to him I would murder an entire football team with my bare hands and then kill myself. As grim as that sounds this is actually a good thing. Also, a good use for this topic is for all of us to dump our TDM-unrelated game dev projects! I decided to make a game for the SEGA Mega Drive (Genesis for the Americans). It's a grid platformer akin to Flashback, prince of persia, blackthorne and others. I reject the term "cinematic platformer"; I think it's silly. But, brushing aside nostalgia, the only things I like about those games is the animation, obviously, and the grid snapping. There is potential for strategic gameplay in grid-based games and I think those games I mentioned should have focused less on precision platforming and more on semi puzzle gameplay. So I'm making it a stealth game! I don't think Mega Drive has any of those yet. Having some fun with debug logs: I have currently 4 game dev projects, which I cycle through periodically, but this is my main obsession right now.
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Just want to quick note, starting version Beta 213-05 (and 213-04) on android client "diii4a" (version R59), crashes the game with error: "Sys_Error: Error during initialization. Error: file tdm_base01.pk4/script/tdm_weapon_arrow.script, line 197: Unknown value "getcvarf"
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The topic says it all, the error goes away when Bloom is disabled, otherwise it looks like this in the training mission for basically all items you can take:
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Tried, I updated to that revision but can't build: 1>------ Build started: Project: ExtLibs, Configuration: Release x64 ------ 1>amigaos.c 1>asyn-ares.c 1>asyn-thread.c 1>base64.c 1>bundles.c 1>conncache.c 1>connect.c 1>content_encoding.c 1>cookie.c 1>curl_addrinfo.c 1>curl_fnmatch.c 1>curl_gethostname.c 1>curl_gssapi.c 1>curl_memrchr.c 1>curl_multibyte.c 1>curl_ntlm.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\asyn-ares.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_multibyte.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\amigaos.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_memrchr.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\bundles.c) 1>curl_ntlm_core.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_ntlm.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_fnmatch.c) 1>curl_ntlm_msgs.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_gethostname.c) 1>curl_ntlm_wb.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\base64.c) 1>curl_rtmp.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_gssapi.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\cookie.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\content_encoding.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_addrinfo.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\asyn-thread.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\conncache.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\connect.c) 1>curl_sasl.c 1>curl_sasl_sspi.c 1>curl_sspi.c 1>curl_threads.c 1>dict.c 1>dotdot.c 1>easy.c 1>escape.c 1>file.c 1>fileinfo.c 1>formdata.c 1>ftp.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_rtmp.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_sasl.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_ntlm_wb.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_ntlm_msgs.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_ntlm_core.c) 1>ftplistparser.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_sspi.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_sasl_sspi.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\curl_threads.c) 1>getenv.c 1>getinfo.c 1>gopher.c 1>hash.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\dotdot.c) 1>hmac.c 1>hostasyn.c 1>hostcheck.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\fileinfo.c) 1>hostip.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\dict.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\file.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\escape.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\easy.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\formdata.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\ftp.c) 1>hostip4.c 1>hostip6.c 1>hostsyn.c 1>http.c 1>http2.c 1>http_chunks.c 1>http_digest.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\ftplistparser.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\getenv.c) 1>http_negotiate.c 1>http_negotiate_sspi.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\gopher.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\hash.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\hostasyn.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\hmac.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\getinfo.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\hostip.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\hostcheck.c) 1>http_proxy.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\hostip4.c) 1>idn_win32.c 1>if2ip.c 1>imap.c 1>inet_ntop.c 1>inet_pton.c 1>krb5.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\hostsyn.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\hostip6.c) 1>ldap.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\http2.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\http_digest.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\http_chunks.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\http.c) 1>llist.c 1>md4.c 1>md5.c 1>memdebug.c 1>mprintf.c 1>multi.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\http_negotiate_sspi.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\http_negotiate.c) 1>netrc.c 1>non-ascii.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\imap.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\inet_ntop.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\idn_win32.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\http_proxy.c) 1>nonblock.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\inet_pton.c) 1>nwlib.c 1>nwos.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\ldap.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\if2ip.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\krb5.c) 1>openldap.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\llist.c) 1>parsedate.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\md4.c) 1>pingpong.c 1>pipeline.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\mprintf.c) 1>pop3.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\memdebug.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\md5.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\multi.c) 1>progress.c 1>rawstr.c 1>rtsp.c 1>security.c 1>select.c 1>sendf.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\non-ascii.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\netrc.c) 1>share.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\nonblock.c) 1>slist.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\nwos.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\nwlib.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\openldap.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\parsedate.c) 1>smtp.c 1>socks.c 1>socks_gssapi.c 1>socks_sspi.c 1>speedcheck.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\pipeline.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\pingpong.c) 1>splay.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\progress.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\pop3.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\rawstr.c) 1>ssh.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\security.c) 1>strdup.c 1>strequal.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\select.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\sendf.c) 1>strerror.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\rtsp.c) 1>strtok.c 1>strtoofft.c 1>telnet.c 1>tftp.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\share.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\slist.c) 1>timeval.c 1>transfer.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\smtp.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\socks_gssapi.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\socks.c) 1>url.c 1>version.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\socks_sspi.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\speedcheck.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\splay.c) 1>axtls.c 1>curl_darwinssl.c 1>curl_schannel.c 1>cyassl.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\ssh.c) 1>gskit.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\strdup.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\strequal.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\strerror.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\strtoofft.c) 1>gtls.c 1>nss.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\telnet.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\tftp.c) 1>openssl.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\strtok.c) 1>polarssl.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\transfer.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\timeval.c) 1>polarssl_threadlock.c 1>vtls.c 1>warnless.c 1>wildcard.c 1>x509asn1.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\url.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\version.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\axtls.c) 1>cdjpeg.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\curl_schannel.c) 1>jaricom.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\curl_darwinssl.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\cyassl.c) 1>jcapimin.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\gskit.c) 1>jcapistd.c 1>jcarith.c 1>jccoefct.c 1>jccolor.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\gtls.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\nss.c) 1>jcdctmgr.c 1>jchuff.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\polarssl.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\openssl.c) 1>jcinit.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\vtls.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\warnless.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\x509asn1.c) 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\vtls\polarssl_threadlock.c) 1>jcmainct.c 1>e:\darkmodsrc\lib\curl\curl_setup.h(245): fatal error C1083: Cannot open include file: 'windows.h': No such file or directory (compiling source file ..\lib\curl\wildcard.c) 1>jcmarker.c 1>jcmaster.c 1>jcomapi.c 1>jcparam.c 1>jcprepct.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jaricom.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\cdjpeg.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcapimin.c) 1>jcsample.c 1>jctrans.c 1>jdapimin.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcapistd.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jccoefct.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcarith.c) 1>jdapistd.c 1>jdarith.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jccolor.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcdctmgr.c) 1>jdatadst.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jchuff.c) 1>jdatasrc.c 1>jdcoefct.c 1>jdcolor.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcinit.c) 1>jddctmgr.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcmainct.c) 1>jdhuff.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcprepct.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcmaster.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcmarker.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcomapi.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcparam.c) 1>jdinput.c 1>jdmainct.c 1>jdmarker.c 1>jdmaster.c 1>jdmerge.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jcsample.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jctrans.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdapimin.c) 1>jdpostct.c 1>jdsample.c 1>jdtrans.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdapistd.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdarith.c) 1>jerror.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdatadst.c) 1>jfdctflt.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdcolor.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdcoefct.c) 1>jfdctfst.c 1>jfdctint.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdatasrc.c) 1>jidctflt.c 1>jidctfst.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jddctmgr.c) 1>jidctint.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdhuff.c) 1>jmemmgr.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdmainct.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdinput.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdmarker.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdmaster.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdmerge.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdsample.c) 1>jmemnobs.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdpostct.c) 1>jquant1.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jerror.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jdtrans.c) 1>jquant2.c 1>jutils.c 1>transupp.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jfdctflt.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jfdctfst.c) 1>png.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jfdctint.c) 1>pngerror.c 1>pngget.c 1>pngmem.c 1>pngpread.c 1>pngread.c 1>pngrio.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jidctflt.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jidctfst.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jidctint.c) 1>pngrtran.c 1>pngrutil.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jmemmgr.c) 1>pngset.c 1>pngtrans.c 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\png.c) 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngerror.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jquant1.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jmemnobs.c) 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngmem.c) 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngget.c) 1>pngwio.c 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngread.c) 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jquant2.c) 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngrio.c) 1>pngwrite.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\jutils.c) 1>pngwtran.c 1>e:\darkmodsrc\include\libjpeg\jinclude.h(35): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\lib\libjpeg\transupp.c) 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngrutil.c) 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngpread.c) 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngset.c) 1>pngwutil.c 1>bitwise.c 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngrtran.c) 1>framing.c 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngtrans.c) 1>analysis.c 1>barkmel.c 1>bitrate.c 1>block.c 1>codebook.c 1>envelope.c 1>floor0.c 1>floor1.c 1>info.c 1>lookup.c 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngwio.c) 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngwrite.c) 1>lpc.c 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngwutil.c) 1>lsp.c 1>e:\darkmodsrc\sound\oggvorbis\oggsrc\bitwise.c(21): fatal error C1083: Cannot open include file: 'string.h': No such file or directory 1>mapping0.c 1>e:\darkmodsrc\include\zlib\zconf.h(364): fatal error C1083: Cannot open include file: 'sys/types.h': No such file or directory (compiling source file ..\lib\libpng\pngwtran.c) 1>e:\darkmodsrc\sound\oggvorbis\oggsrc\framing.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>mdct.c 1>psy.c 1>registry.c 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\bitrate.c(18): fatal error C1083: Cannot open include file: 'stdio.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\analysis.c(18): fatal error C1083: Cannot open include file: 'stdio.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\barkmel.c(18): fatal error C1083: Cannot open include file: 'stdio.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\block.c(21): fatal error C1083: Cannot open include file: 'stdio.h': No such file or directory 1>res0.c 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\info.c(21): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>sharedbook.c 1>smallft.c 1>synthesis.c 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\lookup.c(18): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\envelope.c(18): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\codebook.c(18): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\floor0.c(18): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\floor1.c(18): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>vorbisenc.c 1>vorbisfile.c 1>windowvb.c 1>ALc.c 1>alcConfig.c 1>alcRing.c 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\lpc.c(46): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>ALu.c 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\mapping0.c(18): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\lsp.c(35): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\mdct.c(40): fatal error C1083: Cannot open include file: 'stdio.h': No such file or directory 1>ambdec.c 1>base.c 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\psy.c(18): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>loopback.c 1>e:\darkmodsrc\sound\oggvorbis\ogg\os_types.h(26): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file ..\sound\OggVorbis\vorbissrc\registry.c) 1>mmdevapi.c 1>wave.c 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\res0.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\smallft.c(31): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\sharedbook.c(18): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\synthesis.c(18): fatal error C1083: Cannot open include file: 'stdio.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\vorbisenc.c(18): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>winmm.c 1>bformatdec.c 1>bs2b.c 1>converter.c 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\vorbisfile.c(18): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>chorus.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\alcring.c(23): fatal error C1083: Cannot open include file: 'string.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\alcconfig.c(31): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\alu.c(23): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\alc.c(25): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>e:\darkmodsrc\sound\oggvorbis\vorbissrc\windowvb.c(18): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>compressor.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\alstring.h(4): fatal error C1083: Cannot open include file: 'string.h': No such file or directory (compiling source file openal-soft\Alc\ambdec.c) 1>e:\darkmodsrc\extlibs\openal-soft\alc\backends\base.c(4): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>dedicated.c 1>distortion.c 1>echo.c 1>equalizer.c 1>flanger.c 1>modulator.c 1>reverb.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\backends\mmdevapi.c(24): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\backends\loopback.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\backends\wave.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>helpers.c 1>hrtf.c 1>mastering.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\bs2b.c(26): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\openal32\include\almain.h(4): fatal error C1083: Cannot open include file: 'string.h': No such file or directory (compiling source file openal-soft\Alc\bformatdec.c) 1>e:\darkmodsrc\extlibs\openal-soft\alc\backends\winmm.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\openal32\include\almain.h(4): fatal error C1083: Cannot open include file: 'string.h': No such file or directory (compiling source file openal-soft\Alc\converter.c) 1>mixer.c 1>mixer_c.c 1>mixer_sse.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\effects\chorus.c(23): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\effects\compressor.c(21): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>mixer_sse2.c 1>mixer_sse3.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\effects\dedicated.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>mixer_sse41.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\effects\distortion.c(23): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>nfcfilter.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\effects\equalizer.c(23): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\effects\echo.c(23): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\effects\reverb.c(23): fatal error C1083: Cannot open include file: 'stdio.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\effects\modulator.c(23): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\effects\flanger.c(23): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>panning.c 1>uhjfilter.c 1>almalloc.c 1>atomic.c 1>rwlock.c 1>threads.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\helpers.c(31): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\hrtf.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\mastering.c(3): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>uintmap.c 1>alAuxEffectSlot.c 1>alBuffer.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\mixer.c(23): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\alc\mixer_c.c(3): fatal error C1083: Cannot open include file: 'assert.h': No such file or directory 1>alEffect.c 1>c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.16.27023\include\xmmintrin.h(79): fatal error C1083: Cannot open include file: 'malloc.h': No such file or directory (compiling source file openal-soft\Alc\mixer_sse.c) 1>alError.c 1>c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.16.27023\include\xmmintrin.h(79): fatal error C1083: Cannot open include file: 'malloc.h': No such file or directory (compiling source file openal-soft\Alc\mixer_sse2.c) 1>alExtension.c 1>e:\darkmodsrc\extlibs\openal-soft\openal32\include\almain.h(4): fatal error C1083: Cannot open include file: 'string.h': No such file or directory (compiling source file openal-soft\Alc\nfcfilter.c) 1>c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.16.27023\include\xmmintrin.h(79): fatal error C1083: Cannot open include file: 'malloc.h': No such file or directory (compiling source file openal-soft\Alc\mixer_sse41.c) 1>c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.16.27023\include\xmmintrin.h(79): fatal error C1083: Cannot open include file: 'malloc.h': No such file or directory (compiling source file openal-soft\Alc\mixer_sse3.c) 1>alFilter.c 1>e:\darkmodsrc\extlibs\openal-soft\alc\panning.c(23): fatal error C1083: Cannot open include file: 'math.h': No such file or directory 1>alListener.c 1>alSource.c 1>alState.c 1>alThunk.c 1>e:\darkmodsrc\extlibs\openal-soft\common\almalloc.h(4): fatal error C1083: Cannot open include file: 'stddef.h': No such file or directory (compiling source file openal-soft\common\almalloc.c) 1>e:\darkmodsrc\extlibs\openal-soft\common\static_assert.h(4): fatal error C1083: Cannot open include file: 'assert.h': No such file or directory (compiling source file openal-soft\common\atomic.c) 1>e:\darkmodsrc\extlibs\openal-soft\openal32\include\alu.h(5): fatal error C1083: Cannot open include file: 'math.h': No such file or directory (compiling source file openal-soft\Alc\uhjfilter.c) 1>e:\darkmodsrc\extlibs\openal-soft\common\static_assert.h(4): fatal error C1083: Cannot open include file: 'assert.h': No such file or directory (compiling source file openal-soft\common\rwlock.c) 1>sample_cvt.c 1>e:\darkmodsrc\extlibs\openal-soft\common\threads.h(4): fatal error C1083: Cannot open include file: 'time.h': No such file or directory (compiling source file openal-soft\common\threads.c) 1>e:\darkmodsrc\extlibs\openal-soft\openal32\alauxeffectslot.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\openal32\albuffer.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\common\static_assert.h(4): fatal error C1083: Cannot open include file: 'assert.h': No such file or directory (compiling source file openal-soft\common\uintmap.c) 1>e:\darkmodsrc\extlibs\openal-soft\openal32\aleffect.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\openal32\alerror.c(23): fatal error C1083: Cannot open include file: 'signal.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\openal32\alextension.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\openal32\alfilter.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\openal32\include\almain.h(4): fatal error C1083: Cannot open include file: 'string.h': No such file or directory (compiling source file openal-soft\OpenAL32\alListener.c) 1>e:\darkmodsrc\extlibs\openal-soft\openal32\alsource.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\openal32\althunk.c(23): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\openal32\alstate.c(25): fatal error C1083: Cannot open include file: 'stdlib.h': No such file or directory 1>e:\darkmodsrc\extlibs\openal-soft\openal32\include\almain.h(4): fatal error C1083: Cannot open include file: 'string.h': No such file or directory (compiling source file openal-soft\OpenAL32\sample_cvt.c) 1>Done building project "ExtLibs.vcxproj" -- FAILED. 2>------ Build started: Project: idLib, Configuration: Release x64 ------ 2>Insert SVN revision number into svnversion.h 2>Inserted SVN revision number into svnversion.h 2>precompiled.cpp 2>c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.16.27023\atlmfc\include\afx.h(62): fatal error C1083: Cannot open include file: 'new.h': No such file or directory 2>Done building project "idlib.vcxproj" -- FAILED. 3>------ Build started: Project: TypeInfo, Configuration: Release x64 ------ 4>------ Skipped Build: Project: MayaImport, Configuration: Release x64 ------ 4>Project not selected to build for this solution configuration 3>ioapi.c 3>e:\darkmodsrc\framework\minizip\ioapi.h(47): fatal error C1083: Cannot open include file: 'stdio.h': No such file or directory 3>Done building project "typeinfo.vcxproj" -- FAILED. 5>------ Build started: Project: DarkModTools, Configuration: Release x64 ------ 5>precompiled.cpp 5>c:\program files (x86)\microsoft visual studio\2017\community\vc\tools\msvc\14.16.27023\atlmfc\include\afx.h(62): fatal error C1083: Cannot open include file: 'new.h': No such file or directory 5>Done building project "engine.vcxproj" -- FAILED. ========== Build: 0 succeeded, 4 failed, 0 up-to-date, 1 skipped ==========