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  1. What the title says - I thought it might be interesting to use actual contemporary art pieces from living artists in the game as some important loot. The reason is mainly that I very much value games with attention to details that you don't notice at first, making them even cooler when you do. Using actual art pieces that are unique and have some value is one of those things from my point of view. I realize this idea will be all about what fits the games setting and what does not. I'm not able to properly judge it as I haven't been around for long, but since it's not really a historical game, merely one inspired some historical period and containing some anachronisms, it seems possible to find stuff that would work. Naturally I'm not coming here empty handed. But I don't know anyone who's doing art that looks like it's from the 1600s, best I could do is abstract art with no specific modern features, that could be made in the victorian era. I can imagine stealing it from a rich eccentric merchant or perhaps a weird cult, but it's no portrait or bust that would fit in a standard hallway. This is the sort of painting that I'm talking about: And there are also some small ceramic statues: These are both from an actual local artist and I could easily get permision to use them. The second one I already tried 3D scanning and retopologizing to see if it's possible with my equipment, and it is. What do you say?
  2. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  3. im running Arch Linux, i installed this game from the AUR. i added my user in games user group as suggested in during the installation of the game, when i try to launch the game nothing happens, so i tried running is through the terminal to get some output, i got this TDM 2.07/64 #8079 (8079) linux-x86_64 Apr 12 2019 18:24:35 found interface lo - loopback found interface wlp13s0 - ( i removed the ip ) found interface wlp13s0 - ( i removed the ip ) Found Generic CPU, features: MMX SSE SSE2 SSE3 tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. no 'darkmod' directory in exe path /opt/thedarkmod, skipping WARNING: using hardcoded default base path ------ Initializing File System ------ Current search path: /opt/thedarkmod/ /opt/thedarkmod/tdm_textures_wood01.pk4 (376 files) /opt/thedarkmod/tdm_textures_window01.pk4 (389 files) /opt/thedarkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /opt/thedarkmod/tdm_textures_stone_natural01.pk4 (130 files) /opt/thedarkmod/tdm_textures_stone_flat01.pk4 (295 files) /opt/thedarkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /opt/thedarkmod/tdm_textures_stone_brick01.pk4 (520 files) /opt/thedarkmod/tdm_textures_sfx01.pk4 (69 files) /opt/thedarkmod/tdm_textures_roof01.pk4 (72 files) /opt/thedarkmod/tdm_textures_plaster01.pk4 (142 files) /opt/thedarkmod/tdm_textures_paint_paper01.pk4 (63 files) /opt/thedarkmod/tdm_textures_other01.pk4 (127 files) /opt/thedarkmod/tdm_textures_nature01.pk4 (281 files) /opt/thedarkmod/tdm_textures_metal01.pk4 (496 files) /opt/thedarkmod/tdm_textures_glass01.pk4 (51 files) /opt/thedarkmod/tdm_textures_fabric01.pk4 (43 files) /opt/thedarkmod/tdm_textures_door01.pk4 (177 files) /opt/thedarkmod/tdm_textures_decals01.pk4 (461 files) /opt/thedarkmod/tdm_textures_carpet01.pk4 (92 files) /opt/thedarkmod/tdm_textures_base01.pk4 (395 files) /opt/thedarkmod/tdm_standalone.pk4 (4 files) /opt/thedarkmod/tdm_sound_vocals_decls01.pk4 (28 files) /opt/thedarkmod/tdm_sound_vocals07.pk4 (1111 files) /opt/thedarkmod/tdm_sound_vocals06.pk4 (696 files) /opt/thedarkmod/tdm_sound_vocals05.pk4 (128 files) /opt/thedarkmod/tdm_sound_vocals04.pk4 (2870 files) /opt/thedarkmod/tdm_sound_vocals03.pk4 (743 files) /opt/thedarkmod/tdm_sound_vocals02.pk4 (1299 files) /opt/thedarkmod/tdm_sound_vocals01.pk4 (82 files) /opt/thedarkmod/tdm_sound_sfx02.pk4 (605 files) /opt/thedarkmod/tdm_sound_sfx01.pk4 (948 files) /opt/thedarkmod/tdm_sound_ambient_decls01.pk4 (8 files) /opt/thedarkmod/tdm_sound_ambient03.pk4 (24 files) /opt/thedarkmod/tdm_sound_ambient02.pk4 (163 files) /opt/thedarkmod/tdm_sound_ambient01.pk4 (220 files) /opt/thedarkmod/tdm_prefabs01.pk4 (960 files) /opt/thedarkmod/tdm_player01.pk4 (125 files) /opt/thedarkmod/tdm_models_decls01.pk4 (103 files) /opt/thedarkmod/tdm_models02.pk4 (2020 files) /opt/thedarkmod/tdm_models01.pk4 (3043 files) /opt/thedarkmod/tdm_gui_credits01.pk4 (49 files) /opt/thedarkmod/tdm_gui01.pk4 (715 files) /opt/thedarkmod/tdm_fonts01.pk4 (696 files) /opt/thedarkmod/tdm_env01.pk4 (152 files) /opt/thedarkmod/tdm_defs01.pk4 (179 files) /opt/thedarkmod/tdm_base01.pk4 (197 files) /opt/thedarkmod/tdm_ai_steambots01.pk4 (24 files) /opt/thedarkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /opt/thedarkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /opt/thedarkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /opt/thedarkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /opt/thedarkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /opt/thedarkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /opt/thedarkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /opt/thedarkmod/tdm_ai_humanoid_guards01.pk4 (379 files) /opt/thedarkmod/tdm_ai_humanoid_females01.pk4 (172 files) /opt/thedarkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /opt/thedarkmod/tdm_ai_base01.pk4 (8 files) /opt/thedarkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 ------------------------------ /proc/cpuinfo CPU frequency: 1895.94 MHz signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- Shutdown event system ...not started -------------------------------------- About to exit with code 0
  4. Hello. Is it possible to switch game into windowed mode(I mean turn off fullscreen) with some setting in darkmod.ini (can't find any docs on configuration parameters)? I can't start game in fullscreen (some glitch with multiple monitors on linux).
  5. Hello all I updated to 2.08 to be able to play the Painters Wife and now when I start the game on any of my saves it says creating world and gets to maybe 1/8th and stops. I tried uninstalling and reinstalling but no luck, but if I start Painters Wife as new mission it will load and then I can load my saves? I have not tried this with any other mission yet. Ok I reloaded A Night of Loot and it is working just fine.
  6. Manjaro Linux gcc 8.1.1+20180531-1 scons 3.0.1-1 m4 1.4.18-1 subversion 1.10.0-2 mesa 18.1.1-1 libxxf86vm 1.1.4-2 openal 1.18.2-2 libxext 1.3.3-2 scons BUILD="release" TARGET_ARCH="x64": idlib/math/Simd_SSE2.cpp: In member function ‘virtual void idSIMD_SSE2::NormalizeTangents(idDrawVert*, int)’: idlib/math/Simd_SSE2.cpp:897:70: error: non-constant condition for static assertion static_assert(OFFSETOF(idDrawVert, normal) + sizeof(vertex.normal) == OFFSETOF(idDrawVert, tangents), "Bad members offsets"); ^ idlib/math/Simd_SSE2.cpp:897:70: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:897:70: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:897:70: error: ‘((((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::normal)))) + 12) == ((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::tangents)))))’ is not a constant expression idlib/math/Simd_SSE2.cpp: In member function ‘virtual void idSIMD_SSE2::DeriveTangents(idPlane*, idDrawVert*, int, const int*, int)’: idlib/math/Simd_SSE2.cpp:1010:69: error: non-constant condition for static assertion static_assert(OFFSETOF(idDrawVert, normal) + sizeof(verts->normal) == OFFSETOF(idDrawVert, tangents), "Bad members offsets"); ^ idlib/math/Simd_SSE2.cpp:1010:69: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:1010:69: error: dereferencing a null pointer in ‘*0’ idlib/math/Simd_SSE2.cpp:1010:69: error: ‘((((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::normal)))) + 12) == ((long unsigned int)((int)((uintptr_t)(&0->idDrawVert::tangents)))))’ is not a constant expression scons: *** [build/scons_x64/release/core/idlib/math/Simd_SSE2.o] Error 1 scons: building terminated because of errors. ==> ERROR: A failure occurred in package(). Aborting...
  7. As you may know, there are lots of covers, remixes, mixes of songs from games, out there on the internet. What are your favourite ones? == I created some video's for some of my mixes and creations. You can find them at my soundcloud. And now also at my youtube page. (At the moment im working on : mix of Fanmade Thief tracks and a mix of trance remixes of gamemusic.) Pinball fantasies - stones n bones (freyks medley) https://soundcloud.com/user-777685577/stones-n-bones-freyks-medley Freyk - Fifa 98 rtcw crystal method mix.
  8. I try to use dmap after watching Springfield's tutorial and I get an error reading: [Brush Load] 0 brushes TODO: Sys_SetClipboardData ERROR:fms/workshop/maps/myMap.map is empty -------------------------------------- Any ideas?
  9. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  10. EDIT: Trailer is up Interview with the team: --- original post belo Rumors say March 2020 release. I'm both excited and terrified. It's really difficult to make a good VR game. On one hand the Kerry Davis VR game development presentation shows they're trying to tackle the nuances of VR interaction that really bring virtual worlds to life. But on the other hand Valve has been very cautious about inducing sim sickness in the past. The limitations imposed on the player to prevent sim sickness are in conflict with player agency and interaction is (IMO) VR's strongest value proposition. One gets accustomed to the spectacle of the VR perspective and the visuals in today's headsets have just as many downsides as upsides, so you really have to do something more to take advantage of VR. Really curious about what they're going to do.
  11. Greetings. I am new to DarkRadiant and I'm working on my first rooms. I'm using an AI for scale during the process, and when I dmap and map the room to test it, the AI is showing up contorted and unmoving until it receives stimulus (eg. a body-shot with a water arrow). I've attached a picture for reference. While this would be a good effect for a horror mission, it's unwanted now. Why might this be happening? Cheers.
  12. The Game Awards 2019 has just concluded. "Sekiro" is Game of the Year and Best Action Adventure and I have to agree with that. It is such an excellent game. Never before did swordfight feel so authentic and brutal!! I would have also loved the new Star Wars game to become game of the year, but apparently, that game missed the deadline for 2019. I feel a little sad for "A Plageu Tale" that they didn't get Best Narrative, but Disco Elysium probably earned that title, too. "A Plague Tale" has an incredibly deep and ominous soundtrack and simply amazing medieval art direction (only animations are a little bit off). https://thegameawards.com/nominees?fbclid=IwAR1Y9UhwbydI_rIsZhJbxbzeMMedfAYFlrAzFzojVgX9XwHIrBgZOZObsd4
  13. Anyone noticed this game, which has you play as a Thief who enters an abandoned, haunted mansion ro steal 20 moneybags while avoiding a supernatural threat?
  14. Hey all, we are a team of Game Design students at Breda University working on a stealth game called "Levis Umbra", currently in pre-production. We would like your precious help and knowledge in order to get some insight on what type of players engage with this kind of games. It would be great if you could answer some questions about your experience with this genre: it's going to help us shape our project by understanding better, among other things, players' archetypes, needs, motivations and finally create a User/Player Persona. This survey takes about 3~5 minutes to complete. Link to the Survey We won't collect any data, but there's an option at the end of the survey to leave us your e-mail, in case you want to stay up to date with the development. Thanks a lot in advance, we will greatly appreciate any feedback and I'll try to answer any question you have. Best regards, Knutto
  15. When I started playing the Dark Mod with a friend of mine we were quite surprised that such good game was not so well known. But after promoting it on libre gaming sites, as result of making a packager for it, I now discovered why is that. On one hand the game isn't on digital distribution platforms, which is the main way for proprietary games to get known. But more importantly the game media is licensed under a non comercial license. This results in libre gaming communities refusing to promote it, and the wide majority of Linux operating systems refusing to distribute it. So I would relicense its content under the CC-BY-SA license. It won't damage financially the game, but instead it will see a greater success.
  16. I haven't played for a while, but tried today. Played a bit, but noticed my save attempts weren't working. Can't do via QuickSave (F4/F5 for me) or hard save via the game's main menu. Console shows some errors like these (see image) Thoughts?
  17. Dear fellow thieves, I had installed The Dark Mod Version 2.0 Standalone, & extracted The Dark Mod 2.02-2.03 Update Package into the main folder containing the executable, during the extraction I replaced all the files that it said needed to be replaced, I then made a Steam Shortcut for the game, I installed & played Tears of St. Lucia from the mission download menu directly from the game & it worked fine, after I finished it I downloaded a bunch of other missions & was going to play A Score To Settle, it was working fine at first, I bought all the equipment I wanted, then it was loading & I got THIS game error http://images.akamai.steamusercontent.com/ugc/262715206679734228/D4B8F85C6E1B7EC4D730A212E3239405CF458DA4/ please help me, I wish to Thieve from the rich pigs that laugh at us alley dwellers.
  18. I'm in Ubuntu18.04 i have a WX3.1 gtk version compiled in my system for other programs. cloned from the git: https://github.com/codereader/DarkRadiant.git installed: zlib1g-devlibjpeg62-devlibwxgtk3.0-devlibxml2-devlibsigc++-2.0-devlibpng-devlibftgl-devlibglew-devlibalut-devlibvorbis-devpybind11-devand obviously automake libtool g++ gettext pkg-config Making all in wxutil make[3]: Entering directory '/home/biel/games/src/DarkRadiant/libs/wxutil' CXX ConsoleView.lo CXX FreezePointer.lo CXX GLWidget.lo CXX KeyValueTable.lo CXX PanedPosition.lo CXX VFSTreePopulator.lo CXX WindowPosition.lo CXX window/TransientWindow.lo CXX dialog/Dialog.lo CXX dialog/MessageBox.lo CXX preview/ModelPreview.lo CXX preview/ParticlePreview.lo CXX preview/RenderPreview.lo CXX preview/GuiRenderer.lo CXX preview/GuiView.lo CXX GLFont.lo CXX menu/PopupMenu.lo CXX PathEntry.lo CXX TreeModel.lo CXX TreeView.lo TreeView.cpp: In member function ‘void wxutil::TreeView::_onSearch(wxutil::TreeView::SearchEvent&)’: TreeView.cpp:359:63: error: no matching function for call to ‘wxDataViewEvent::wxDataViewEvent(const wxEventTypeTag<wxDataViewEvent>&, wxWindowID)’ wxDataViewEvent le(wxEVT_DATAVIEW_SELECTION_CHANGED, GetId()); ^ In file included from TreeView.h:3:0, from TreeView.cpp:1: /usr/local/include/wx-3.1/wx/dataview.h:832:5: note: candidate: wxDataViewEvent::wxDataViewEvent(const wxDataViewEvent&) wxDataViewEvent(const wxDataViewEvent& event) ^~~~~~~~~~~~~~~ /usr/local/include/wx-3.1/wx/dataview.h:832:5: note: candidate expects 1 argument, 2 provided /usr/local/include/wx-3.1/wx/dataview.h:824:5: note: candidate: wxDataViewEvent::wxDataViewEvent(wxEventType, wxDataViewCtrlBase*, const wxDataViewItem&) wxDataViewEvent(wxEventType evtType, ^~~~~~~~~~~~~~~ /usr/local/include/wx-3.1/wx/dataview.h:824:5: note: candidate expects 3 arguments, 2 provided /usr/local/include/wx-3.1/wx/dataview.h:814:5: note: candidate: wxDataViewEvent::wxDataViewEvent(wxEventType, wxDataViewCtrlBase*, wxDataViewColumn*, const wxDataViewItem&) wxDataViewEvent(wxEventType evtType, ^~~~~~~~~~~~~~~ /usr/local/include/wx-3.1/wx/dataview.h:814:5: note: candidate expects 4 arguments, 2 provided /usr/local/include/wx-3.1/wx/dataview.h:807:5: note: candidate: wxDataViewEvent::wxDataViewEvent() wxDataViewEvent() ^~~~~~~~~~~~~~~ /usr/local/include/wx-3.1/wx/dataview.h:807:5: note: candidate expects 0 arguments, 2 provided TreeView.cpp:362:25: warning: ‘void wxDataViewEvent::SetModel(wxDataViewModel*)’ is deprecated: Pass the argument to the ctor instead [-Wdeprecated-declarations] le.SetModel(GetModel()); ^ In file included from TreeView.h:3:0, from TreeView.cpp:1: /usr/local/include/wx-3.1/wx/dataview.h:901:10: note: declared here void SetModel( wxDataViewModel *model ) { m_model = model; } ^~~~~~~~ TreeView.cpp:363:29: warning: ‘void wxDataViewEvent::SetItem(const wxDataViewItem&)’ is deprecated: Pass the argument to the ctor instead [-Wdeprecated-declarations] le.SetItem(_curSearchMatch); ^ In file included from TreeView.h:3:0, from TreeView.cpp:1: /usr/local/include/wx-3.1/wx/dataview.h:905:10: note: declared here void SetItem( const wxDataViewItem &item ) { m_item = item; } ^~~~~~~ Makefile:649: recipe for target 'TreeView.lo' failed make[3]: *** [TreeView.lo] Error 1 make[3]: Leaving directory '/home/biel/games/src/DarkRadiant/libs/wxutil' Makefile:437: recipe for target 'all-recursive' failed make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory '/home/biel/games/src/DarkRadiant/libs'sudo apt-get install git Makefile:752: recipe for target 'all-recursive' failed make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory '/home/biel/games/src/DarkRadiant' Makefile:493: recipe for target 'all' failed make: *** [all] Error 2 it seems to be a wxwidgets problem? which version of wxwidgets should I have?
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  19. By the way I feel the game misses an important feature, which is being able to remove campaigns from within it. Without having to manually remove files from the file manager.
  20. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  21. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  22. Hi there, first of all, sorry for my bad english, my first lang. is german. I'm new to the game + i don't know so ! much about linux & gaming I'm on System: Host-Kernel: 4.4.0-133-generic x86_64 (64 bit) Desktop: KDE Plasma 4.14.2 Distro: Linux Mint 17.3 Rosa Machine: System: Dell product: OptiPlex 755 Mobo: Dell model: 0GM819 Bios: Dell v: A22 date: 06/11/2012 CPU: Quad core Intel Xeon X3380 (-HT-MCP-) cache: 6144 KB clock speeds: max: 3166 MHz 1: 2333 MHz 2: 2000 MHz 3: 2000 MHz 4: 2000 MHz Graphics: Card: NVIDIA Device 1c82 Display Server: X.Org 1.15.1 drivers: nvidia (unloaded: fbdev,vesa,nouveau) Resolution: 1920x1080@60.0hz, 1920x1080@60.0hz GLX Renderer: GeForce GTX 1050 Ti/PCIe/SSE2 GLX Version: 4.5.0 NVIDIA 384.130 Audio: Card-1 NVIDIA Device 0fb9 driver: snd_hda_intel Sound: ALSA v: k4.4.0-133-generic Card-2 C-Media CMI8788 [Oxygen HD Audio] driver: snd_virtuoso Card-3 Intel 82801I (ICH9 Family) HD Audio Controller driver: snd_hda_intel I did this: http://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Installing_TDM_on_Linux.2C_manually + a workaround for the libstdc++.so.6. I found on the net the output of strings /usr/lib/x86_64-linux-gnu/libstdc++.so.6 | grep GLIBCXX is GLIBCXX_3.4 GLIBCXX_3.4.1 GLIBCXX_3.4.2 GLIBCXX_3.4.3 GLIBCXX_3.4.4 GLIBCXX_3.4.5 GLIBCXX_3.4.6 GLIBCXX_3.4.7 GLIBCXX_3.4.8 GLIBCXX_3.4.9 GLIBCXX_3.4.10 GLIBCXX_3.4.11 GLIBCXX_3.4.12 GLIBCXX_3.4.13 GLIBCXX_3.4.14 GLIBCXX_3.4.15 GLIBCXX_3.4.16 GLIBCXX_3.4.17 GLIBCXX_3.4.18 GLIBCXX_3.4.19 GLIBCXX_3.4.20 GLIBCXX_3.4.21 GLIBCXX_3.4.22 GLIBCXX_3.4.23 GLIBCXX_3.4.24 GLIBCXX_3.4.25 GLIBCXX_DEBUG_MESSAGE_LENGTH because of not enough space I'm on an external path with the game (-s) so after this i did tdm_update.linux & it ran just fine if I try to lounge TDM... no ! matter if ./thedarkmod.x86 or ./thedarkmod.x64... the output is: relocation error: /my/path/to/darkmod/thedarkmod.x86 or .x64: symbol _ZTVNSt7__cxx1115basic_stringbufIcSt11char_traitsIcESaIcEEE, version GLIBCXX_3.4.21 not defined in file libstdc++.so.6 with link time reference anyone any ideas how to handle this ? please help thank you
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