Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/game error/' or tags 'forums/game error/q=/tags/forums/game error/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Another small UI mod This mod moves the health bar below the air bar, placing both above the LightGem. Features: Moves the health bar below the air bar. Does not require any additional configuration. Compatible with my previous mods. Installation: Download the zzz_ui_settings.pk4 file. Place the file in the game's root directory. Uninstallation: Delete the zzz_ui_settings.pk4 file from the game's root directory. Enjoy! Additional notes: This mod is a small, standalone change that does not require any additional settings. If you encounter any issues, please let me know. zzz_ui_settings.pk4 zzz_ui_settings.pk4
  2. Ever since I worked on "Chalice of Kings" with Bikerdude, I have wanted to get flame particles with new particle glares into the core mod. My reasoning was that the candles have glares and the un-glared torches look mismatched. This proposal was met with mixed reactions, so (knowing the history of TDM feature proposals...) I have created a technical demo. You may download it here: zzz_flameglare.pk4.txt (fixed) Just rename without the .txt extension at the end and place it in your Darkmod directory. Here are some screens. Using particles for this is probably the wrong way to go now that Duzenko has an emissive light feature in his branch: http://forums.thedarkmod.com/topic/19659-feature-request-emissive-materialsvolumetric-lights/
  3. Tried to install version 2.12 and got > Couldn't download 'newjob.pk4'. Aborting. I hope you can fix it, I know nothing about this game, just found it recently.
  4. Yes, but I used the user_addon_init script inside and this seems to also be in the core files so I got an redeclare error. I renamed that script and weird enough, on my home system it's working fine now :)! Maybe I made a typo earlier...
  5. I figured this was only done to avoid missions breaking if they add their own stuff. Checking out the link above it doesn't seem to work with init scripts where most of the changes of the patch are. If I rename the tdm_user_addons file I get an redeclaring user_addon_init error and if I rename that, all the patch scripts are gone. So what am I doing wrong here?
  6. I'd like to be able to compile it, but I can't run VS to save my life at this point. Credentials gone stale (as always), and still being on Windows 7 is making it impossible to fix them (though it would be a nightmare anyway). So I need some other way, but I don't know enough about compiling C++ to know what to do. I tried with cmake, but it didn't compile. I got a whole bunch of errors just like this one: CMake Error at C:/CMake/share/cmake-3.29/Modules/FindPkgConfig.cmake:681 (message): pkg-config tool not found Call Stack (most recent call first): C:/CMake/share/cmake-3.29/Modules/FindPkgConfig.cmake:847 (_pkg_check_modules_internal) CMakeLists.txt:54 (pkg_check_modules)
  7. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  8. Regarding worldspawn "forceAllShadowsBehindOpaque" set to "1", it doesn't seem to get restored on game load. To reproduce (works with any fixed mission using "forceAllShadowsBehindOpaque"): Add "forceAllShadowsBehindOpaque" "1" to the worldspawn in the map file. From main menu, "Start this Mission" or "Restart Mission". setviewpos Notice that the light leak is fixed (not present). Save game. Load game. Notice that the light leak is present (not fixed). Example 1. From main menu, "Start this Mission" or "Restart Mission". 2. Run setviewpos. 3. Save game. 4. Load game.
  9. I did some debugging in unit tests. The first problem is that although we have a basic XmlTest, it uses the full RadiantTest fixture which can only be constructed if the XML registry is working fine, so these basic XML tests are not runnable. I managed to fix that by changing the behaviour (on Linux only) to use TEST_BASE_PATH instead of _context.getTestResourcePath() to find the test resource files, so that RadiantTest is not required. This confirmed that the basic functionality of loading XML is working perfectly fine, even with the switch to xmlReadFile(). All of the XML tests pass, and I can load one of the game files in a unit test and examine its properties. So there is nothing fundamentally wrong with the XML structure being created by the new function call. The problem seems to be that within the Game class, any attempt to look up key values in the registry fail. Although each Game class is constructed successfully and imports its content, any searches for its own XPath root (e.g. "//game[@name='Doom 3 Demo']") return a list of 0 nodes, even though that exact XPath string can be used successfully within the basic XML test to find the <game> node which was loaded directly into an xml::Document. So there must be something going wrong with either when or how the .game file content is being merged into the global registry hierarchy.
  10. jaxa

    Free games

    Nomads of Driftland: The Forgotten Passage 100% off on GOG This is a DLC or expansion pack, but I was able to get the base game for free. https://www.gog.com/en/game/nomads_of_driftland https://www.gog.com/en/game/nomads_of_driftland_the_forgotten_passage
  11. When I was a teen I used to play a game called Hitman: It was also a 3rd person stealth game focused on assassinations and disguises. Its main gimmick was the player stealing an enemy's clothing and dressing up as them to infiltrate, while disguised you avoid acting suspicious or your enemies would realize you're not one of them and your cover is blown. I've thought about attempting something similar in TDM in the past. Since it's impossible to customize the player model 1st person hands, I realized custom outfits are out of the question. Then it dawned on me that I could go for a simplified version, by implying the player only wears a helmet or large hat to disguise theirself, enough so it makes sense and throws the AI off. So I got to work and after 3 days of tweaking I'm ready to share my latest mod: Working disguises How it works: The player can pick up headwear and equip by using the item, making you a member of the target team when active. While worn a bar appears at the top of the screen indicating the status of your disguise: This bar slowly fills up over time... it will drain when a member or ally of the team you're disguised as sees you the closer you get, further draining if the AI is alert. When the strength reaches 0 the disguise deactivates, you must wait for it to reach 1 again for it to be active again. When the disguise is inactive the bar will be gray and the icon black, when active it's colored and the full icon shown to make that clear. By default only helmets for the Citywatch were included thus far, with the normal Citywatch helmet offering less cover whereas the Elite Citywatch disguise gives you a greater distance and time at the expense of a cumbersome overlay. It even changes the player's person type / gender / rank so AI salute you as one of them... unfortunately this doesn't seem to have an effect in practice, maybe it can be investigated why. Further more the item sets a custom head model and skin, so when the player sees theirself in a mirror the hat accurately reflects the associated head... sadly this functionality had to be disabled due to a crash that occurs if you try to modify the model of the player's head causing a -1 model index, I filed a bug report about it and hopefully it can be resolved soon. If enough people like this to motivate me to continue, my plan for the next release is to allow stealing the helmets off guards. This might be tricky as I need to make the head frobable and have it execute my script action, which must change the model of the AI's head to their non-helmet version: Unless the same crash as the player head risks occurring, this should be doable in theory... this would also allow it to be used as an universal mod (with any FM) as you no longer rely on the items being placed by the mapper. Below is the latest version: If you're a mapper maybe add this to your FM and let me know what you think! I'm eager to hear your thoughts and see a field use case, this was only tested in a simple box map not in a practical scenario. As usual copy everything in your FM except tdm_custom_scripts.script you'll need to mix the include line with your existing one. disguises_1.0.pk4
  12. Introduction A project is underway, led by Geep, to eventually provide English language subtitles (or if you prefer, "closed captions") for all the non-story phrases (e.g., barks) of the stock AI characters. The non-story phrases are identified by the "verbosity speech" subtitle tag. The hope is that these subtitles would be distributed as part of the future TDM 2.12 core and so available to all FMs, both old and new. Since there are 5-10K such phrases in total, this project will take a while. Let me know if you'd like to help. This forum thread can be used for project coordination, and to provide info about - What subtitle sets (e.g., for particular AI) are underway and completed Emerging tools or methods for bulk testing Style guidance for TDM subtitle authors. To support this project, a style guide will be developed as experience accumulates. While motivated by providing some consistency to English speech-tagged subtitles, it may be of some interest to FMers creating story-tagged subtitles, and those subtitling in other TDM-supported languages. Potential improvements to TDM's subtitling system - particularly those that would involve engine/GUI changes - can be discussed in this companion thread: Subtitles - Possibilities Beyond 2.11 Current Status - Subtitles for Barks All TDM vocal sets planned for TDM 2.12 have been delivered. New: Fixup Needed to Run These Under 2.12 Beta 3 The Thug - Update May 6, 2023 released as testSubtitlesThug2 FM. This takes advantage of new 2.12dev features and changes to style guidelines. The Lord - Update May 4, 2023 released as testSubtitlesLord2 FM The Wench - Two postponed April versions - Nov 25, 2023 released as testSubtitlesWenchOriginal and testSubtitlesWenchPatched FMs. Two versions because of Bugtracker 6284. IMPORTANT: See final version at end of this list, released Jan. 14, 2024. The Young Builder (Builder 4) - Update May 30, 2023 released (again) as testSubtitlesYoungBuilder FM. (Corrects error in briefing syntax of original May 17 release.) Average Jack - June 8, 2023 released as testSubtitlesJack FM. The Pro - June 23, 2023 released as testSubtitlesPro FM. The Maiden - July 8, 2023 released as testSubtitlesMaiden FM The Grumbler - July 24, 2023 released as testSubtitlesGrumbler FM The Mature Builder (Builder 3) - August 15, 2023, released as testSubtitlesMatureBuilder FM The Lady (aka Noblewoman) - Sept 9, 2023, released as testSubtitlesLady FM The Moor - Sept 14, 2023, released as testSubtitlesMoor FM The Commander - Sept 30, 2023, released as testSubtitlesCommander FM The Simpleton - Oct. 21, 2023, released as testSubtitlesSimpleton FM Builder 1 & 2 (shared vocal set) - Nov. 8, 2023, released as testSubtitlesBuilder1and2 FM The Critic - Nov. 25, 2023, released as testSubtitlesCritic_FM Manbeast - Dec. 10, 2023, released as testSubtitlesManbeast FM NEW! Lady02 - Dec 21, 2023, released as testSubtitlesLady02 FM. Assisted by datiswous. NEW! The Drunk - Jan 6, 2024, released as testSubtitlesDrunk FM. Assisted by MirceaKitsune. NEW! The Cynic - Jan. 13, 2024, released as testSubtitlesCynic FM. Incorporates early demo subtitles by Dragofer. NEW! The Wench, Final Revision - Jan. 14, 2024, released as testSubtitlesWenchFinal FM . Assisted by Dragofer. See also original May version (released in November) in the list above. All TDM vocal sets planned for TDM 2.12 have been delivered. Thanks, @nbohr1more, for integrating these into the release. All AI vocal sets, including additional ones for future consideration - perhaps as "verbosity effects" - are listed here. Current Status - Utilities buildSubtitleShader.exe - Latest release of April 10, 2023. This program fabricates a TDM sound shader file specifically for the testSubtitles... series of FMs used here. It does so by wrapping each sound file name in a directory into a sound shader with uniform incremental naming. While limited to a single directory, the latest release simplifies merging runs from multiple directories. @datiswous reports that this Windows console program also works under Linux/wine, where it is used with similar "testSubtitle..."-derived FMs for verbosity "story" subtitling. checkDurationsInSRT - May 6, 2023 Update (bug fix) This Win/console program scans a directory for .srt files, examines the subtitles, and warns about those phrases/messages that are potentially too short or too long in time, or that seem to require too high a reading rate, expressed in characters per second. It also looks for within-file subtitle messages that overlap in time. soundDurationsCSV.exe - March 7, 2023 Release This Windows console program scans a directory of sound files, reporting their names and (using pre-installed ffprobe) durations with millisecond resolution. The resulting .csv file can then be imported into a custom Excel spreadsheet for subtitle editing. For more, see also Feb 20th comments . findTooLongSubtitles.exe - Minor update, June 23, 2023 Release This Win/console program scans a directory for .subs and .srt files, checks the length in characters of each subtitle line, and reports those that exceed a specified maximum. analyzeFieldWidth of April 27, 2023 (release not scheduled; too idiosyncratic). Used to determine, for 12pt Carleton font, and a representative sampling of bark subtitles, how many characters might reasonably fit within a given gui field width. Later, parts of this code were used to build calcStringWidth.exe discussed next. calcStringWidth.exe - Oct. 11, 2023 Release. Calculates the display width of an input string, for 4 candidate subtitle fonts Carleton and Stone, uncompressed or 16:9 compressed. statsForSubtitles - June 25, 2023 Release. Starting with The Pro vocal set, this Windows console program automates the gathering and reporting of the basic statistics included with the announcement of every vocal set release in this forum thread. Current Status - Spreadsheets and Related Explanatory Documents, including Workflow and Templates Work by Geep on each vocal set starts with instantiation of a pre-configured Excel spreadsheet. This is used for subtitle editing and to do automatic calculations to help manage constraints and decision making. The announcement of each AI subtitle release here includes a link to the corresponding spreadsheet. At first, the spreadsheet's columns, formats, calculations, and highlighting (and its distillation into template form) would change quite a bit between each AI. As of June, 2023 and AverageJack, it has largely stabilized, and is now documented: June 10 Documents Explaining Workflow and Excel Spreadsheet/Template (for AverageJack) The v5 template was used for vocal sets from June's Average Jack to November's The Critic. Further clarifications are now available: Dec 7 Update of the "Explained" Doc for Spreadsheet Template v5 Subsequent vocal sets, through to 2024's The Cynic, use template v6: NEW! Jan. 10, 2024 "Explained" Doc for Spreadsheet Template v6 Current Status - Style Guide for Barks As of Sept 2, Subtitle Style Guide - Part 1 is now available. NEW! As of Jan 16, 2024: Subtitle Style Guide - Part 2 with more discussion and references. Current Status - Third-Party Tools For editing of "story" SRT files, datsiwous found "kdenlive" particularly helpful [to do: link to how-to below]. Geep has been working with the simpler, audio-only "Cadet" for barks.
  13. The votings for the game awards 2020 are starting. So, what's your game of the year? Mine is clearly Doom Eternal. On highest difficulty, this game gives you the same feeling of acomplishment as Dark Souls and the likes. This FPS-game just rocks and rolls, both due to gameplay and soundtrack (obiously I also voted for Doom Eternal in the best soundtrack category)! Regarding the other nominees: Yes, TLOU 2 was an interesting experience, but game of the year? NO! Hades: The game would've been better had it been a true rogue-like. The way it is currently implemented, to much grind is involved, so that it fails to motivate me on the long-term. FF VII: Haven't played it, yet, as I am waiting for the PC release, but I have a feeling it might be a strong Game of the Year contender, too. Ghost of Tsushima and Animal Crossing: Don't understand why these would deserve the spot. Scrolling further down, I see that "Star Wars: Jedi Fallen Order" (technically a 2019 game) is nominated for best action-adventure. That's a definitive yes from me, as I really loved that game, although I think its chances to win are rather slim next to the other nominees.
  14. You'll be surprised to hear but I don't quite get it either. Based on my understanding, there are a few confounding factors that make this a challenge. 1. We did a lot of work to ensure that the "included missions" were made part of the install so first time players would have a curated experience. Moving the missions back to the mission database might require undoing that work. 2. It is entirely possible to add the missions to the mission database while also being included in the installer but doing this will invite a few problems: 2a. What if the user updates the mission and then finds that their TDM install is somehow borked. They might run the installer to repair it and this will revert the mission version. If they fail to update their mission after this revert they might have incompatible save games that cause crashes and confusion 2b. What if a user starts downloading a mission update and at the same time starts a TDM upgrade ? 2c. Users opening bug tickets for a base TDM version due to problems seen in the included mission that are no longer present in the updated one, thus making it more tedious to narrow down duplicate bug submissions. 2d. Players seeing the missions on the TDM missions download page and downloading the package to install in the FMS directory then seeing duplicates in the mission list because the downloads page renames the packages with hashed filenames. All the above challenges revolve around potential user error and even though it should be obvious not to do these things, we have to compare the above to the vast swaths of folks who are begging to include TDM into Steam because unpacking a zip file and running an installer executable within a folder is "too difficult and confusing". One thing that we have the ability to do is change the file in the 2.12 installer repo so that if users run the updater it will apply the new mission. This change would not be visible to users so they would not get any alert about it. We would just have to announce it and hope that players watch for TDM announcements. I am doubtful anyone would want to work on it but I suppose that there could be some way to pass some sort of signal to the mission downloader when included missions have been changed on the installer side so they get a different update indicator. Still would be kludgy because you'd either be telling the player to exit TDM and run the installer or making TDM invoke the installer internally. So that is my take on "why" based on my own knowledge. Of course, part of my inability to "understand it" is due to my incredulity that we need to cater to players who are so below the bar in computer literacy that they would inflict these problems on themselves in the first place. None of this is an official stance just my own take on why the proposal to "let two updater processes control the same files in the same folder" has been rejected ( other than that such designs usually horrify programmers on a primordial gut level and if you mention that any program that does this you will see any programmer in vicinity instinctively reach for headache or stomach medicine ).
  15. I very much doubt it. You are building from source on Ubuntu whereas demagogue is reporting a problem with the released Windows build. I believe your error is the same one I encountered here: This error is triggered by a change in Greebo's repo which I haven't yet merged, so if you build from my repo you should avoid this issue.
  16. jaxa

    Free games

    Hammerting 100% off on GOG https://www.gog.com/en/game/hammerting Losing everything (not downloaded to your computer) would not be unlikely, best case scenario the licenses get transferred over to Steam as part of some big deal. Whatever it is, you'd hear about it, and piracy is always on the menu if they screw it up. https://www.forbes.com/sites/paultassi/2023/11/07/tim-sweeneys-epic-games-store-is-still-losing-money-after-five-years/ Will it happen? Maybe. Not before 2027 I think, which is when it expected to become profitable.
  17. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  18. I have recently installed Dhewm3 (with the Doom 3 demo) and DarkRadiant. I know my way around GTK Radiant and Preditor, so I assumed DarkRadiant would be a walk in the park. However, I'm getting these two problems I never got with the other editors. 1) I have installed DarkRadiant from the package darkradiant-3.7.0-x64.portable.7z. I launched it, configured it to use the Doom 3 demo (Game Type: Doom 3 Demo), selected the folder where the Dhewm3.exe file is located, but it cannot find any textures. 2) If I try to make a test map (a square room with no textures, a player start) and save it, I get an error message that says: "Failed to locate map format module". Subsequently, nothing gets saved. I have pasted the DarkRadiant log at https://pastebin.com/YAGv2u5h . You can see a screenshot showing the problems (error, no textures) at https://imgur.com/a/qVhx4dv. How do I solve these problems?
  19. The attribution ("BY") part of the CC-licenses requires: 1) You must give appropriate credit, 2) provide a link to the license, 3) and indicate if changes were made. The TDM license provides a link to the CC-BY-NC-SA 3.0 license, so part (2) could be said to be fulfilled. For (1) I would expect that each asset author is somehow credited by name and a link if the asset was found online, and for (3) I would expect a comment saying something if a change was made to the asset before it was added to TDM. Correct me if I'm wrong, but there are currently no core assets licensed as anything else than CC-BY-NC-SA. If there are, please tell me how to find them and how I can read their respective licenses. I don't think there is a way to track licenses on a per-asset-basis. I raised that question in this topic. Given the thousands of hours of work put into this game, I wouldn't want to leave it to chance... This licensing stuff may not be the hottest topic, but it may be worth talking about to prevent unpleasant surprises. Agree. And that a mapper working in Dark Radiant can see the license for each asset when they choose which asset to use, as suggested in the "tracking licenses"-thread I mentioned above. Yes, a mapper who wants to create a libre mission will have restrictions on which assets to use. If they don't require their mission to be libre, it will work as usual. If there is a way to add libre assets to the core assets, then it will get easier with time. Under current circumstances, a libre mission will not be nearly as good as any of the few missions I have played so far, but I wouldn't go so far as to call it pointless. I think it would be good enough to qualify the mission+engine as a game and get it into e.g. both the Debian repository and the LibreGameWiki. It's a starting point and hopefully it can attract the attention of more people wanting to work on the game. "def files" are CC-BY-NC-SA according to the TDM license. Does anyone know which license the core scripts are?
  20. Hi, this mission is crashing on my system and I cannot go on. Playing "Hidden Hands - The lost citadel" Version 6 on Fedora Linux Version 38. I paste the whole output of the console below. Perhaps someone can find the cause for the crash, that would be very nice [stefan@fedora darkmod]$ ./thedarkmod.x64 TDM 2.11/64 #10264 (1435:10264) linux-x86_64 Jan 30 2023 02:02:43 /proc/cpuinfo CPU frequency: 899.998 MHz 900 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX found interface lo - loopback Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [M] /home/stefan/darkmod/fms/hhtlc [M] /home/stefan/darkmod/fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4 (665 files - 0xf04d8d7e) [C] /home/stefan/darkmod/ [C] /home/stefan/darkmod/tdm_textures_wood01.pk4 (382 files - 0x54c704d0) [C] /home/stefan/darkmod/tdm_textures_window01.pk4 (399 files - 0x50a48869) [C] /home/stefan/darkmod/tdm_textures_stone_sculpted01.pk4 (464 files - 0x3bd63c7c) [C] /home/stefan/darkmod/tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff) [C] /home/stefan/darkmod/tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2) [C] /home/stefan/darkmod/tdm_textures_stone_cobblestones01.pk4 (271 files - 0xc46ab14f) [C] /home/stefan/darkmod/tdm_textures_stone_brick01.pk4 (527 files - 0x1d087cf8) [C] /home/stefan/darkmod/tdm_textures_sfx01.pk4 (69 files - 0x2c673886) [C] /home/stefan/darkmod/tdm_textures_roof01.pk4 (69 files - 0x24547b7) [C] /home/stefan/darkmod/tdm_textures_plaster01.pk4 (142 files - 0x9747529e) [C] /home/stefan/darkmod/tdm_textures_paint_paper01.pk4 (67 files - 0xa4a95a09) [C] /home/stefan/darkmod/tdm_textures_other01.pk4 (127 files - 0x36932451) [C] /home/stefan/darkmod/tdm_textures_nature01.pk4 (286 files - 0x19240606) [C] /home/stefan/darkmod/tdm_textures_metal01.pk4 (509 files - 0x441d098f) [C] /home/stefan/darkmod/tdm_textures_glass01.pk4 (51 files - 0x3f3721e) [C] /home/stefan/darkmod/tdm_textures_fabric01.pk4 (43 files - 0x649daf73) [C] /home/stefan/darkmod/tdm_textures_door01.pk4 (177 files - 0xb0130166) [C] /home/stefan/darkmod/tdm_textures_decals01.pk4 (474 files - 0xe2ff12c6) [C] /home/stefan/darkmod/tdm_textures_carpet01.pk4 (130 files - 0x79bc3d7c) [C] /home/stefan/darkmod/tdm_textures_base01.pk4 (435 files - 0xc07a324) [C] /home/stefan/darkmod/tdm_standalone.pk4 (4 files - 0xb3f36d20) [C] /home/stefan/darkmod/tdm_sound_vocals_decls01.pk4 (32 files - 0x53cda0aa) [C] /home/stefan/darkmod/tdm_sound_vocals07.pk4 (1111 files - 0xa13ec4c2) [C] /home/stefan/darkmod/tdm_sound_vocals06.pk4 (696 files - 0x44c85e78) [C] /home/stefan/darkmod/tdm_sound_vocals05.pk4 (119 files - 0x6cf23214) [C] /home/stefan/darkmod/tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256) [C] /home/stefan/darkmod/tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1) [C] /home/stefan/darkmod/tdm_sound_vocals02.pk4 (1299 files - 0x5092940e) [C] /home/stefan/darkmod/tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2) [C] /home/stefan/darkmod/tdm_sound_sfx02.pk4 (605 files - 0x31673482) [C] /home/stefan/darkmod/tdm_sound_sfx01.pk4 (987 files - 0x97451b7a) [C] /home/stefan/darkmod/tdm_sound_ambient_decls01.pk4 (8 files - 0x9404877c) [C] /home/stefan/darkmod/tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec) [C] /home/stefan/darkmod/tdm_sound_ambient02.pk4 (163 files - 0x84efad22) [C] /home/stefan/darkmod/tdm_sound_ambient01.pk4 (220 files - 0xee228c81) [C] /home/stefan/darkmod/tdm_prefabs01.pk4 (1017 files - 0x506baa0b) [C] /home/stefan/darkmod/tdm_player01.pk4 (127 files - 0xd983fc45) [C] /home/stefan/darkmod/tdm_models_decls01.pk4 (101 files - 0x146c787) [C] /home/stefan/darkmod/tdm_models02.pk4 (2241 files - 0x42cdbf62) [C] /home/stefan/darkmod/tdm_models01.pk4 (3326 files - 0x829270f2) [C] /home/stefan/darkmod/tdm_gui_credits01.pk4 (49 files - 0xbff51863) [C] /home/stefan/darkmod/tdm_gui01.pk4 (758 files - 0xcbf4fd2d) [C] /home/stefan/darkmod/tdm_fonts01.pk4 (696 files - 0x7c5027bf) [C] /home/stefan/darkmod/tdm_env01.pk4 (176 files - 0x8bd4045b) [C] /home/stefan/darkmod/tdm_defs01.pk4 (194 files - 0xe5f440dc) [C] /home/stefan/darkmod/tdm_base01.pk4 (223 files - 0x9704b43c) [C] /home/stefan/darkmod/tdm_ai_steambots01.pk4 (31 files - 0x26416485) [C] /home/stefan/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files - 0x15c3ef89) [C] /home/stefan/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files - 0x25e463ad) [C] /home/stefan/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0xa6f7c573) [C] /home/stefan/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files - 0x566fb35a) [C] /home/stefan/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files - 0x5ca54cab) [C] /home/stefan/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files - 0x5e7a666b) [C] /home/stefan/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files - 0x45ec787e) [C] /home/stefan/darkmod/tdm_ai_humanoid_guards01.pk4 (379 files - 0x9801be8d) [C] /home/stefan/darkmod/tdm_ai_humanoid_females01.pk4 (172 files - 0xc7de4598) [C] /home/stefan/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files - 0x6dea9b57) [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files - 0x886c9a98) [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c) [C] /home/stefan/darkmod/tdm_ai_base01.pk4 (9 files - 0x1de319e8) [C] /home/stefan/darkmod/tdm_ai_animals01.pk4 (82 files - 0x6c0fda50) File System Initialized. -------------------------------------- Couldn't open journal files /proc/cpuinfo CPU processors: 2 /proc/cpuinfo CPU logical cores: 4 ----- Initializing Decls ----- WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14 WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51 WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1321 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'german'. I18N: Found no character remapping for german. I18N: 1321 strings read from strings/german.lang I18N: 'strings/fm/german.lang' not found. I18NLocal: 'strings/fm/english.lang' not found, skipping it. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' [ACTIVE] OpenAL: found device 'HDA Intel PCH, CS4208 Analog (CARD=PCH,DEV=0)' OpenAL: found device 'HDA Intel PCH, HDMI 0 (CARD=PCH,DEV=3)' OpenAL: found device 'HDA Intel PCH, HDMI 1 (CARD=PCH,DEV=7)' OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)' OpenAL: device 'ALSA Default' opened successfully OpenAL: HRTF is available [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is disabled (reason: 0 = ALC_HRTF_DISABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Mesa Intel(R) HD Graphics 615 (KBL GT2) OpenGL version: 4.6 (Core Profile) Mesa 23.1.9 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing X - GL_EXT_depth_bounds_test not found v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 16 Max geometry output vertices: 256 Max geometry output components: 1024 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.11/64, linux-x86_64, code revision 10264 Build date: Jan 30 2023 Initializing event system ...873 event definitions Initializing class hierarchy ...172 classes, 1732032 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 56, 9048 bytes Statements: 23155, 926200 bytes Functions: 1358, 177432 bytes Variables: 107720 bytes Mem used: 2149432 bytes Static data: 408 bytes Allocated: 1152120 bytes Thread size: 7928 bytes Maximum object size: 816 Largest object type name: speaker_zone_ambient ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 42 mods in the FM folder. Parsed 46 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: hhtlc -------- Initializing Session -------- session initialized -------------------------------------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14 WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51 WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1 WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count 15 warnings WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 4247 Async thread started Couldn't exec autocommands.cfg - file does not exist. Found 0 new missions and 0 packages. Found 42 mods in the FM folder. reloading guis/msg.gui. WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count reloading guis/mainmenu.gui. WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:48 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:53 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:58 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:63 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:68 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:73 --------- Map Initialization --------- Map: hhtlc ------- Game Map Init SaveGame ------- ---------- Compile stats ---------- Memory usage: Strings: 57, 9144 bytes Statements: 23506, 940240 bytes Functions: 1379, 179716 bytes Variables: 108332 bytes Mem used: 2188540 bytes Static data: 408 bytes Allocated: 1176676 bytes Thread size: 7928 bytes collision data: 1373 models 163204 vertices (5100 KB) 273893 edges (12838 KB) 110189 polygons (8170 KB) 15680 brushes (2322 KB) 138243 nodes (6480 KB) 243924 polygon refs (3811 KB) 58507 brush refs (914 KB) 85771 internal edges 9795 sharp edges 0 contained polygons removed 0 polygons merged 39637 KB total memory used 2123 msec to load collision data. map bounds are (22831.0, 23151.4, 9093.0) 79 KB passage memory used to build PVS 52 msec to calculate PVS 252 areas 598 portals 14 areas visible on average 7 KB PVS data [Load AAS] missing maps/hhtlc.aas48 [Load AAS] loading maps/hhtlc.aas96 done. [Load AAS] loading maps/hhtlc.aas32 done. [Load AAS] missing maps/hhtlc.aas100 [Load AAS] loading maps/hhtlc.aas_rat done. [Load AAS] loading maps/hhtlc.aas_elemental done. WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model WARNING:Couldn't load sound 'explosion_all_clear.wav' using default [map entity: atdm_trigger_voice_12] [decl: explosion_all_clear in <implicit file>] [sound: explosion_all_clear.wav] No running thread for RestoreScriptObject(), creating new one. -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 2786 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: lights/qc_comj [map entity: light_159] [decl: lights/qc_comj in <implicit file>] [image: lights/qc_comj] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: MapMansion1] [decl: atdm:map_of in def/tdm_shopitems.def] [decl: guis/assets/game_maps/map_of_icon in <implicit file>] [image: guis/assets/game_maps/map_of_icon] 0 purged from previous 219 kept from previous 2070 new loaded all images loaded in 41.8 seconds ---------------------------------------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... Linking GLSL program depth ... Linking GLSL program interaction_ambient ... Linking GLSL program interaction_stencil ... Linking GLSL program interaction_shadowmap ... Linking GLSL program stencil_shadow ... Linking GLSL program shadow_map ... Linking GLSL program frob_silhouette ... Linking GLSL program frob_highlight ... Linking GLSL program frob_extrude ... Linking GLSL program frob_apply ... Linking GLSL program heatHazeWithDepth ... Linking GLSL program HeatHazeWithMaskAndDepth ... Linking GLSL program heatHaze ... Linking GLSL program heatHazeWithMaskAndBlur ... Linking GLSL program fresnel ... Linking GLSL program ambientEnvironment ... Linking GLSL program heatHazeWithMaskAndDepth ... ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 394497k referenced 125k purged ---------------------------------------- ----------------------------------- 77079 msec to load hhtlc Interaction table generated: size = 0/512 Initial counts: 6903 entities 665 lightDefs 5265 entityDefs ------------- Warnings --------------- during hhtlc... WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon WARNING:Couldn't load image: lights/qc_comj WARNING:Couldn't load sound 'explosion_all_clear.wav' using default WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model 7 warnings Interaction table generated: size = 0/512 Initial counts: 6903 entities 665 lightDefs 5265 entityDefs WARNING:Restarted sound to avoid offset overflow: sound/ambient/environmental/water_pool02.ogg WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/silence.ogg WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/alien05.ogg Linking GLSL program environment ... The ambient volume is now -1.885291 decibels (range: -60..0), i.e., 87.749992% of full volume. Restarting ambient sound snd_ct_babtistery'(derelict03) with volume -1.885291 signal caught: Segmentation fault si_code 128 Trying to exit gracefully.. ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 2786 models kept. --------------------------------------------------- Regenerated world, staticAllocCount = 0. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- ModelGenerator memory: 67 LOD entries with 0 users using 1072 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- Sys_Error: ERROR: pthread_join Frontend failed shutdown terminal support About to exit with code 1
  21. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  22. Dear ChatGPT, What are The Builders in the Dark Mod?

     

    The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards.

    The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences.

    While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.

     

    You guys did not know that, did you?

    1. datiswous

      datiswous

      Quote

      While The Builders game mode is not an official part of the Dark Mod

      Ehhh...

      After seeing 2 different versions of the Builders blocks (the mission by Jesps and an asset made by @MirceaKitsune that I can't find anymore), I'm now intriguiged about a new in-game Builder game.

       

      Btw. You should ask about maps. Because there are 2 types of maps in TDM (map file and in-game navigation map).

    2. jaxa

      jaxa

      The chat bots that can Google/Bing and pull in info to answer might actually get it right.

  23. Hey so I'm trying to play the first mission and I can play it fine but if I die and try to load the game it says "game error couldn't load darkmod211\maps\prologue9.script" What should I do?
  24. DarkRadiant does not care about engines at all, it only cares about file formats. Whether you can use DR with your Godot-based game will therefore depend on whether your game's assets are arranged in the same way as TDM. More specifically: Your game will need to read map data from the Doom 3 .map format. If it does not, there will be no way to save your map from DarkRadiant in a form that your game can access. Export to OBJ is available but if all you want to do is produce OBJ models then DarkRadiant isn't the right tool for the job (you should use a proper 3D modelling app like Blender/Max/Maya/LightWave etc). Your game assets will need a tree of .def files defining important entities to be placed in your map, including certain "fixed" entity types which are used directly by DarkRadiant itself. There will need to be a light entity defining light volumes, a func_static entity defining a static model, an info_player_start entity to define the starting position, a speaker entity to define sound sources, and probably several others. If these entity types are not defined, then built-in features like "Create light" and "Place player start here" will not work correctly. Your game will need a tree of .mtr files defining material shaders, referring to image paths which will be resolved to either uncompressed .tga files in a textures/ hierarchy, or compressed DDS files in a dds/ hierarchy. If these material shaders are not defined, no materials will appear in DarkRadiant. DR does not make any attempt to load "raw" image file hierarchies which are not referred to by material shaders. Your game will need to define a hierarchy of 3D models in ASE or LWO format. No other formats will show up in the model selector. These models can be stored directly on disk (there is no "model shader" tree required like with materials).
  25. Well I think I've gone as far as I can with this but libxml is simply not doing what it's supposed to. I can put code like this in the Game constructor: auto games = GlobalRegistry().findXPath("//game"); assert(!games.empty()); // SUCCESS assert(games[0].getAttributeValue("name") == _name); // SUCCESS assert(!GlobalRegistry().findXPath("//game[@name='" + _name + "']").empty()); // FAIL The "//game" node is there, it has an attribute "name" with value "Doom 3 Demo" (or whatever the first game to be loaded is), but passing that exact name string back to an XPath query using the [@name='blah'] syntax just doesn't work, even though it used to work fine, and should work according to the XPath specification. I even dug down into the Document::findXPath function to see if something was being set in one of the C structures to indicate what is going wrong, but even though there is a lastError struct, it is empty. If there is any indication of the problem, it is buried deep within impenetrable and poorly-documented C structures. So, I am done with libxml and will look at C++ alternatives. If we were going to integrate this, what is the best way of doing so? I seem to recall from previous discussions you would prefer not to have git submodules linked into the repo, and it looks like pugixml is just one .cpp and one header file, so I guess the simplest approach is just to download the files and add them directly to the build in a suitable directory (like we do with the libfmt library).
×
×
  • Create New...