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  1. I'm currently in school full-time pursuing a degree in Computer Science going into my third year. Not a master programmer by any means, but I like to think that I'm fairly competent and a quick study. So far I've done most of my work/projects in C++, Java, FXML/XML, Python, R and Javascript/HTML/CSS, but have dabbled in C, C#, PHP, Kotlin, Go and Clojure. Right now I'm on Summer break and doing an internship, but I also have a good amount of free time to work on personal projects and if applicable or at all needed I'd be interesting in assisting the development of the platform. Since finding out about TDM a few weeks back (just prior to the release of 2.06) I have played through a dozen or so missions and it has quickly become one of my favorite games of all time. It takes everything I loved about the Thief series and improves on the mechanics and adds the variety and power of a passionate community to create one of the best games I've played in years. If there is anything I can do to help make this game even better I'd be more than willing to assist. I have also recently begun to develop my own level for the game (currently in the early stages of developing the story and learning how to effectively use DarkRadiant) which I hope to have ready for testing and release by the end of the Summer. I also just want to shout out to and thank everyone who has contributed to this project so far because you all have developed something absolutely exceptional.
  2. Just thought i'd start one of those fancy survey thingie. Mine would be Deus Ex, for sure. Never played anything like it anymore. Really pretty perfect in all regards. Followed by Fallout 3 Game of the Year Edition with all addons, System Shock 2, and the Thief's. Also, every GTA part since part 3 has been pretty great.
  3. I'll answer this one more specifically later. However, I'm a bigger fan of the earlier Tomb Raider games by Core Design. I love Nathan McCree's work in TR1-3. Overall, it's tough for me to choose my favorite, but I'd probably have to pick from 1 or 2. I think I might go w/ Tomb Raider II. I'll get into the details later. Personally, I can't stand the CrystalD games. These just aren't the same and I am so over reboot Lara/ Tomb Raider. The first reboot game was alright then I completely lost interest after Rise. I still haven't purchased or played Shadow of the Tomb Raider. The week it came out I was having too much fun replaying TR1-3. The new games just aren't the same.
  4. Masseffect 3 & Origin spyware Dont know if you guys are aware of this - http://youtu.be/Ri0vrJ-y2zM Like others I have absolutely no intention of using origin due to its spyware-like scanning practices of your personal computer. Cutting storyline required content from the main game so the total price ends up being £54 (UK) or $80 (US) or $100 (AUS) - EA/Bioware can f**k right off! Yet again we have a perfect example of situation that harms the legitimate paying player forcing them to torrent a copy of either the missing DLC of the whole game. And here is another example of this activity - techspot article
  5. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  6. I've encountered a big problem with my wip map 'Seed of the Lodestar' - it starts and works without problems, but an error (malloc error 1048576) occurs while loading savegame after restarting TDM. But - if I start the map from the beginning and then load savegame, it works well. I've tried deleting whole sections of the map (it have five: the city, sea bottom/surface and ship's exterior, ships interior, arctic wreck, buried ruins) and removing only one section didn't fix the problem, even if entity limits seems to be in the safe zone afterwards. Also removing almost all of model files from /models folder makes fresh load-save work - so it may be related to model complexity. I've tried making all func_static no solid and it didn't help, so its not a collision limit problem. Here's download link: https://1drv.ms/u/s!AoIlw2GQnPGZeO3FRHW4_DSdQEk
  7. For Honor (base game without add-ons) is free on steam till 27th.

  8. i try to add monsters from Quake4 & Prey in Doom3-Roe.. for learning how scripts are working , i removed errors / warnings of maps... doom3 maps do not have a lot but Roe is more buggy... here is a topic in a forum about this : http://idtechforums.fuzzylogicinc.com/index.php?topic=589.msg6310#msg6310 as i have solved nearly all errors , i made a 7z files having corrected files and all maps recompiled . the link to the file is https://goo.gl/c2J1hf the 3 txt files that are also in the exe , are the console log files . there are warning left , some are like false positives , few others are about bugs in models.. i am not able to correct them yet as i do not know a model editor able to import/export md5mesh correctly . to see some big changes , watch the sky in caverns roe....instead of something grey you should see a nice lamp i hope to ear your opinion about it and get last corrected files .
  9. Rant time, sorry. No spoilers. You can add those biker, if you'd like me ignored or it's too many words. TL;DR - whine, cry, y u do dis, pls slow down after this one - it's mint already, don't you reckon? Guys.... I know people here don't look upon me particularly well and that I'm a difficult person. Please, please, please stop updating the game and DR so often... it's like every time I get close to figuring something out - something is changed and, after going through a few dozen old maps... testing out and seeing what to do next on them (I paint a few pictures at the same time) things don't work any more. Shaders repathed, textures missing or depreciated or repathed, mechanics changed. I've ALWAYS used stock to avoid having to go through the lengthy process of including a whole bunch of stuff that is not necessary. Now there's model errors on some maps I've left to finish (ok... a year...) later. I'd really like to finish a decent map without it being put into a state whereby it's easier to delete it all and start again than go in and make a whole bunch of changes. It is demoralising that it's proving so difficult to contribute. Just gone back over a few years worth of maps and most of them throw errors or are missing shaders or models or have pathing errors... Latest updates have: 1 - destroyed every trap and agility challenge I've designed by removing damage from movers (as I'm sure you're aware, as I say it nearly every 2nd post in this forum because that really screwed that mission). 2 - has destroyed the nurbs tutorial map by removing or repathing the textures, so it throws shader errors. Can fix, I guess. Pretty sure all my notes are on that blog, if I can remember the name... 3 - a lot of my older maps now have pathing errors for stock models/textures/things/stuff that must've been repathed or depreciated or something... 4 - even the startmap/levelname from the wiki doesn't work now, the error list in DR is huge. Missing models, textures, shader issues, etc. 5 - destroyed my camera system, that was the basis for a lot of neat stuff, by somehow changing how multiple portalsky and portalsky info works. At least a few things still work... 6 - rendered ... a whole bunch of missions that were "getting there" totally FUBAR. 7 - provided discouragement to start mapping in earnest (which is daunting - there's several people who've been here for donkey's that are mappers but don't have a map published), in case there's another update that totally wrecks yet another WIP or effect or trick or concept (rev's no longer affected by holy water?? They're undead, wtf... goodbye necromancer's tower with cool, mechanical and illusion/op-art artistic effects and a few glitchy/hacky tricks - no way is that gonna be fun now if it's empty or filled with those bastards) Every change, for the past few years, screws over anything ambitious or that pushes a boundary to TDM's mapping extent or thwarts some solution to the problem of "how do I do this..? ahhh, I can do this...". This means I can either: 1 - make another mansion/city mission that's the same as every other mansion/city mission from prefabs and limp pretense, no time to develop a full campaign or character or story 'cos list. 2 - rush a tiny mission - I don't do one night stands. We go away for the weekend or the week to somewhere neither of us has been and see you again next time (I don't want to know what you do in between). or 3 - wait until everyone's gotten bored of updating TDM and DR for a bit and wandered off so I can finish a mission that might have taken since 2.03 to make and now no longer works because xyz has changed and it's easier to simply delete everything and start again than make all the changes to everything (plus #7 from previous list of whining) Perhaps it's only my opinion, but some of the best missions are those that were made during "low development/update" periods. The game looks beautiful now. It runs so well and there's only a few glitches that happen. Much better than it was years ago, for sure. There's a bug tracker that has a few lurkers. There's half a disjointed wiki with a bunch of updating required. DR is in a decent state. It's easy to learn and pick up to make another manor mission or rush a tiny mission using prefabs. But another update on the way - reading this thread - it's made me reconsider bothering to start work on yet another mission that is probably going to have to be scrapped because some update to TDM or DR will mean "fuck it, easier to delete and rebuild". I'm trying to keep a level head here. No-one except the French (French...) Foreign Legion and Freyk wished me a happy birthday. It's Xmas and I have no family - my mates are either dead or had the sense to stay out of the UK when they had the chance. I love TDM and really want to finish a mission - was planning a new one out and going to start after getting back from some shooting practise and perhaps letting rip with a fully auto or two in Texas and Juarez end of next Jan. I've played and probably completed every TDM mission at least once. Except the ones that were so irritating and linear that I may as well go do Splinter Cell speed runs instead. Turns out - half the tricks I've figured out that haven't been in a mission before... They no longer work... Not only that, several hundreds of hours in DR appear "wasted" as the fkn maps are out-dated because they were built for previous versions of TDM in previous versions of DR and - again - it's easier to delete the whole thing and rebuild it all from the ground up than go through its hair with a nit-comb for the bugs. It's like telling ur kid to go build a lego castle and taking away the blocks as he's going, replacing them with lego technic instead, then deciding that sticklebricks might be better before chucking a whole bunch of Raspberry Pi's at it and telling the kid that he has to programme the machines to build the castle from the missing lego blocks that might be under the couch, duct taped to sticklebricks and jury-rigged with lego technic. Without any decent documentation or manual and you're out at work so no you can't help because go figure it out, I'm busy kid... All the while, totally ignoring the rollerskate on the steps that's been there for ages and some people keep slipping on. I want to give the player a good challenge. Searchlights, steam-punk camera systems to evade, motion sensing devices, figure out interesting and fun new things to do other than simply sneak around yet another cube shaped area, konking out guards and stealing something, seeing the same gameplay over and over when TDM is more than capable of some really innovative things!!! (not a cyberpunk reskin mod of a mod - got dx and ss2 and a whole bunch of new games for that) If there's the time to figure stuff out and implement something beyond a test-map and put that into a mission that can really show what TDM - that you've built already to an exceptional standard - can do... That'd be great. Has no-one else noticed the corrolation between the speed of the newer updates to the frequency of newer FMs? At least doing some level design and asset creation in an indiedb unity or cryengine or whatever - you get to speak with people and project manage and know what stage this is at and ok, the codings done, here's what the player can do - thanks i'll go make a prototype and give the modellers and UI guys a hand with the graphics and then build the final level and work back from that so we can think about how the player experience might be before getting in some outsiders to give it a bash, even though it's only a crappy platform stealth in unity3d with nothing particularly special about it other than you guys are 18 and you've never done this before. When is it going to be take a break time for you guys..? When is documentation from those who know going to be written up or rechecked to see if its still relevent..? If I knew - I'd write it... but I don't, so I can't - all I know is what I figure out and what I pick up from the wiki and by dissecting old missions in a non-sterile environment without a nurse or any drugs to dull the pain. Am I ever going to be around in DR when there isn't an update pending that might or might not screw over something/everything I am trying to do, having just restarted due to the last set of changes..? And why does the camera system/scrying mirror portal sky thing suddenly not work - I can't figure that one out... the rest is explainable. Today, on the left - 2.04 on the right. All the lost potential... gotta refind it or it's gonna end up fallout 2 to 3, dx to hr. Ubisoft to nUbisoft Farcry2 to FC3, Hitman to... that game they call hitman now... Altair to ... egypt...
  10. I upgraded from openSUSE 13.2 to openSUSE Tumbleweed today. Darkradiant has apparently stopped compiling, and I get the following error during ./configure: configure: error: invalid value: boost_major_version= I checked my packages and should have all boost libraries installed. My boost version is 1.58.0. Any thoughts?
  11. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  12. DarkRadiant stopped compiling after a series of system package updates in openSUSE Tumbleweed today. Oddly enough, I get an error related to boost again, although I compile DR with the same Boost version downloaded from the official website and compiled locally (was 1.54, now 1.59 but same issue). Core DR appears to compile, the error is in the filters plugin. Can anyone please take a look and fix this? make[2]: Entering directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/plugins/filters' CXX XMLFilter.lo CXX BasicFilterSystem.lo CXX filters.lo CXXLD filters.la libtool: warning: '/usr/lib64/gcc/x86_64-suse-linux/5/../../../../lib64/libxml2.la' seems to be moved .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::unwind_extra_block(bool)': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:1250: undefined reference to `boost::re_detail_106000::put_mem_block(void*)' .libs/XMLFilter.o: In function `boost::cpp_regex_traits<char>::transform_primary(char const*, char const*) const': /usr/include/boost/regex/v4/cpp_regex_traits.hpp:966: undefined reference to `boost::re_detail_106000::cpp_regex_traits_implementation<char>::transform_primary(char const*, char const*) const' .libs/XMLFilter.o: In function `boost::cpp_regex_traits<char>::transform(char const*, char const*) const': /usr/include/boost/regex/v4/cpp_regex_traits.hpp:962: undefined reference to `boost::re_detail_106000::cpp_regex_traits_implementation<char>::transform(char const*, char const*) const' .libs/XMLFilter.o: In function `void boost::re_detail_106000::raise_error<boost::regex_traits_wrapper<boost::regex_traits<char, boost::cpp_regex_traits<char> > > >(boost::regex_traits_wrapper<boost::regex_traits<char, boost::cpp_regex_traits<char> > > const&, boost::regex_constants::error_type)': /usr/include/boost/regex/pattern_except.hpp:75: undefined reference to `boost::re_detail_106000::raise_runtime_error(std::runtime_error const&)' .libs/XMLFilter.o: In function `boost::re_detail_106000::cpp_regex_traits_implementation<char>::error_string(boost::regex_constants::error_type) const': /usr/include/boost/regex/v4/cpp_regex_traits.hpp:449: undefined reference to `boost::re_detail_106000::get_default_error_string(boost::regex_constants::error_type)' .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::extend_stack()': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:217: undefined reference to `boost::re_detail_106000::get_mem_block()' .libs/XMLFilter.o: In function `boost::re_detail_106000::save_state_init::save_state_init(boost::re_detail_106000::saved_state**, boost::re_detail_106000::saved_state**)': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:107: undefined reference to `boost::re_detail_106000::get_mem_block()' .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::match_imp()': /usr/include/boost/regex/v4/perl_matcher_common.hpp:214: undefined reference to `boost::re_detail_106000::verify_options(unsigned int, boost::regex_constants::_match_flags)' .libs/XMLFilter.o: In function `boost::re_detail_106000::save_state_init::~save_state_init()': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:115: undefined reference to `boost::re_detail_106000::put_mem_block(void*)' /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:115: undefined reference to `boost::re_detail_106000::put_mem_block(void*)' .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::perl_matcher(__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, __gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, boost::match_results<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > > >&, boost::basic_regex<char, boost::regex_traits<char, boost::cpp_regex_traits<char> > > const&, boost::regex_constants::_match_flags, __gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >)': /usr/include/boost/regex/v4/perl_matcher.hpp:382: undefined reference to `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::construct_init(boost::basic_regex<char, boost::regex_traits<char, boost::cpp_regex_traits<char> > > const&, boost::regex_constants::_match_flags)' collect2: error: ld returned 1 exit status Makefile:490: recipe for target 'filters.la' failed make[2]: *** [filters.la] Error 1 make[2]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/plugins/filters' Makefile:446: recipe for target 'install-recursive' failed make[1]: *** [install-recursive] Error 1 make[1]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/plugins' Makefile:752: recipe for target 'install-recursive' failed make: *** [install-recursive] Error 1
  13. I recently worked on a ladder climbing animation in blender that displayed correctly in the animation viewer in DR, but showed strange behaviour in TDM: The feet would not be placed in the correct height, but instead move to the next step, which resulted in the AI climbing twice the height intended. After asking here on the forum, I was told by Arcturus that this error might be due to an error in the inverse kinematics system used to correctly place the feet on surfaces. After turning IK off, the animation worked properly, so I thought nothing more of it. However, demagogue found another instance for wrong IK behaviour when AI climb stairs: I am not sure, what the exact error in these cases is or how to fix it. My personal assumption is, that the IK looks for the next surface to place the foot, but rounds up to the next surface instead of down to the surface below. But as I have no idea what algorithm IK uses, this is just a shot in the dark. Does anyone have further insights into the IK mechanic or suggestions on how to fix it?
  14. Morning I started getting this last night after deleting my darkmod.config from from my appdata folder, Im running Windows 7 and I have full read/write rights to the darkmod folder. The reason I nuked the config file is I have had a number of minor bugs with DR and the first step of fixing some of them was to nuke the config file. Evenign when I correct the game path from the list of available Fms (see below) it will continue to popup at launch.
  15. I'm getting a compilation error on Archlinux x86_64 game/Shop/../Missions/../pugixml/pugixml.hpp:1071:2: error: reference to 'basic_string' is ambiguous Linux 4.7.2-1-ARCH #1 SMP PREEMPT Sat Aug 20 23:02:56 CEST 2016 GNU/Linux Log https://ptpb.pw/SYP2
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