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  1. Before Doom 3 was GPL, this was the guide: https://wiki.thedarkmod.com/index.php?title=Coding_in_the_SDK
  2. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  3. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  4. Dhewm3: static void WriteFloat( idFile *f, float v ) { if ( idMath::Fabs(v - idMath::Rint(v)) < 0.001 ) { f->WriteFloatString( "%i ", (int)idMath::Rint(v) ); } else { f->WriteFloatString( "%f ", v ); } } Hmm... The original GPL Doom 3 code: static void WriteFloat( idFile *f, float v ) { if ( idMath::Fabs(v - idMath::Rint(v)) < 0.001 ) { f->WriteFloatString( "%i ", (int)idMath::Rint(v) ); } else { f->WriteFloatString( "%f ", v ); } }
  5. As I understand the TDM license there are roughly three types of contributions to the TMD project as a whole: 1) Contributions to the source code of TDM: These are licensed GPL or BSD and can therefore be used already today by commercial projects. 2) Contributions to the 2.3 GB media/gamedata included in TDM at install: These are licensed CC-BY-NC-SA and restricts commercial use. 3) Contributions of fan missions that can be played using TDM and are added by the end-user after the install (either by the ingame downloader, website, or other source): These are not part of the core product and the license says "Any missions [...] are the property of their respective authors, and different licensing may apply.". This means the FM creators can choose any license they want, anything between CC-0/PD and strict copyright. Possibly even put additional restrictions on its use (e.g. say "You may only download and play this on regular TDM"), right? It is up to the end-user to abide by the stipulated license. The included missions "Training Misson", "A New Job", and "Tears of St Lucia" appears to fall into category (2) according to "Unless explicitly stated otherwise, all [...] non-software components that are distributed with The Dark Mod are licensed under [CC-BY-NC-SA]". Does anyone know if their license says anything else?
  6. GPL guarantees end users the four freedoms to run, study, share, and modify the software. It puts restrictions on any derivative work that it must be distributed under the same or equivalent license terms, but it does not prohibits from making money.
  7. This is actually a rather old request that we encountered often shortly after going standalone in 2013. Hardcore GNU\Linux folks, especially those who use Debian, think that all open projects should use GPL v3 licenses with full "Libre" licensed content ( Creative Commons ). The goal is that open projects should be a shared resource that no single person or group regulates and can be used for ANY purpose without fear of prosecution or litigation. The primary motivation is "extreme paranoia". Any license restriction is seen as a potential trap that could unintentionally jeopardize contributors or users. For example: Imagine that I create a blog where I review darkmod missions and earn advertising revenue by visits. Through a very convoluted legal premise, the owner of non-free assets used in TDM could claim I owe them revenue since their license doesn't allow "any" commercial exploit of their work. Likewise, the owner of an internet cafe where the game is played might owe the asset owner their revenue. The ISP that made the asset available to it's subscribers might owe them too. The overarching theme is that copyright scope is not clearly defined and can be perverted to sabotage open projects. A fully Libre compliant project is immune to these risks. People who want their favorite projects to be easily available in GNU\Debian evangelize this type of license change. The problem is that most TDM contributors would strongly object to allowing their work to be used by 3rd party commercial projects, especially if those 3rd parties simply rebranded darkmod and sold it as a game in an app store. Even if that were a palatable eventuality, it would also make Embracer Group ( current owners of Thief IP ) more inclined to attempt a legal take-down of our project. A Libre version would need to be a fork that is maintained outside our community so that we can still clearly state that we prohibit all commercial usage. Debian and other similar distros need an easy way to allow users to install projects that are strictly non-commercial rather than forcing all open projects to permit 3rd parties to resell their work.
  8. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  9. In theory that should be possible, and I believe (although again, I'm not an authority on Debian policy) that it would permit inclusion in Debian, because the GPL parts could be in the main repository and the non-free parts could be in the dedicated non-free repository. I suspect they wouldn't accept the main package if it didn't contain some minimal playable content (which is basically what the OP is suggesting). But as others have said, separating out the various free vs non-free components would be a huge task. I believe there are also problems with trying to have the game installed in a non-writable system-wide location, because they game expects to be extracted into a writable directory and store its data locally.
  10. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  11. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  12. Just curious, based on this discussion: http://forums.thedarkmod.com/topic/19239-soft-r-gamma/?p=427350
  13. 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/
  14. "...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!
  15. 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.
  16. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  17. 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)
  18. It would probably be the best to ask someone from textures.com on that. I couldn't, in all good conscience, call pk4 a package, in the same sense it's used in context of popular game engines, so I ended up not using those audio tracks. Also: That can be a can of worms of all sorts. Does it mean the mission can't be hosted on TDM's servers, or textures and materials can't be used in other TDM FMs? That license is rather specific to 3d models, not video game mods / levels. Maybe that's the most common use case they deal with. Yes, there is. The GPL license is mandatory for game code. You can share your assets under any license you want, copyright included. If you want your assets to make their way to the core mod though, you'll need to share them under CC0 license or similar.
  19. Welcome to the forums Ansome! And congrats on making it to beta phase!
  20. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  21. I was compilied doom3 and upgrade the package 1.3.1. And it work find. but when I setting the thedarkmod_v1.06. And run tdmlauncher.exe. show the below error: mine OS is windows7 32bit. DOOM 1.3.1.1304 win-x86 Mar 15 2012 22:26:22 1995 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT 2416 MB System Memory 1024 MB Video Memory Winsock Initialized Found interface: {EDB0EE3F-33F0-4A1A-80CB-A65814941707} USB-KEY DIAL - 49.93.228.236/255.255.255.255 Found interface: {DE33A2CF-0D34-4928-9748-8D50231802D6} Atheros AR5B97 Wireless Network Adapter - 114.219.200.130/255.255.255.128 Sys_InitNetworking: adding loopback interface doom using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\game00.pk4 with checksum 0xf07eb555 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak008.pk4 with checksum 0x23ae5993 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_animals01.pk4 with checksum 0x90a8298f Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_base01.pk4 with checksum 0x6926437d Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_builders01.pk4 with checksum 0xeb6a57c4 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_females01.pk4 with checksum 0x4488fb38 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_guards01.pk4 with checksum 0x860d4eb2 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_heads01.pk4 with checksum 0x1f9e9f54 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_mages01.pk4 with checksum 0x2df304f5 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_nobles01.pk4 with checksum 0x89e77904 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_pagans01.pk4 with checksum 0xccff8b3f Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_townsfolk01.pk4 with checksum 0x8034a4cf Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_undead01.pk4 with checksum 0xae9bcd3a Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_monsters_spiders01.pk4 with checksum 0x45141ec7 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_steambots01.pk4 with checksum 0x731159a8 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_base01.pk4 with checksum 0x262618e3 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_defs01.pk4 with checksum 0xf218cf2e Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_env01.pk4 with checksum 0x70046471 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_fonts01.pk4 with checksum 0xa22b6d81 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_game01.pk4 with checksum 0x3c571170 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_game02.pk4 with checksum 0xc62f09cc Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_game03.pk4 with checksum 0xbf53afd6 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_gui01.pk4 with checksum 0x344ad57f Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_gui_credits01.pk4 with checksum 0x5b1d7253 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_models01.pk4 with checksum 0x3708ffb3 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_models02.pk4 with checksum 0xd5e6668c Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_models_decls01.pk4 with checksum 0xe97d4125 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_player01.pk4 with checksum 0xe4d3e6fd Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_prefabs01.pk4 with checksum 0x6b5e75ff Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_ambient01.pk4 with checksum 0x40500cb Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_ambient02.pk4 with checksum 0x666b0cac Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_ambient03.pk4 with checksum 0xfa3d0336 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_ambient_decls01.pk4 with checksum 0x223f7d2f Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_sfx01.pk4 with checksum 0x620b2a1a Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_sfx02.pk4 with checksum 0x7ec85c53 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals01.pk4 with checksum 0x749a24b6 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals02.pk4 with checksum 0xbf7f350 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals03.pk4 with checksum 0xfbc08dea Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals04.pk4 with checksum 0x1cb5e754 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals05.pk4 with checksum 0x8bc0bbe1 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals06.pk4 with checksum 0xe1f2a386 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals07.pk4 with checksum 0xe7d94add Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals_decls01.pk4 with checksum 0x157bf8e0 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_base01.pk4 with checksum 0xa08428bb Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_carpet01.pk4 with checksum 0x5c647374 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_decals01.pk4 with checksum 0xf1beae9f Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_door01.pk4 with checksum 0x7e298869 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_fabric01.pk4 with checksum 0xe25f0af4 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_glass01.pk4 with checksum 0x3bbe655e Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_metal01.pk4 with checksum 0xa0192472 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_nature01.pk4 with checksum 0x52b7efe Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_paint_paper01.pk4 with checksum 0x52754974 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_plaster01.pk4 with checksum 0x1d88e12d Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_sfx01.pk4 with checksum 0xff5da4d5 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_stone_brick01.pk4 with checksum 0x1ff03a49 Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_stone_cobblestones01.pk4 with checksum 0xd2e1eb9f Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_stone_flat01.pk4 with checksum 0x81dbecaa Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_stone_natural01.pk4 with checksum 0x6cd8c52a Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_stone_sculpted01.pk4 with checksum 0x61c79d2c Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_window01.pk4 with checksum 0x2ab3ba0b Loaded pk4 E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_wood01.pk4 with checksum 0x68252d74 Current search path: E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release/darkmod E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_wood01.pk4 (287 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_window01.pk4 (198 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_stone_sculpted01.pk4 (266 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_stone_natural01.pk4 (99 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_stone_flat01.pk4 (248 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_stone_cobblestones01.pk4 (166 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_stone_brick01.pk4 (297 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_sfx01.pk4 (32 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_plaster01.pk4 (94 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_paint_paper01.pk4 (23 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_nature01.pk4 (193 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_metal01.pk4 (250 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_glass01.pk4 (26 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_fabric01.pk4 (38 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_door01.pk4 (155 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_decals01.pk4 (218 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_carpet01.pk4 (71 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_textures_base01.pk4 (159 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals_decls01.pk4 (22 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals07.pk4 (1083 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals06.pk4 (661 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals05.pk4 (80 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals04.pk4 (1256 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals03.pk4 (722 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals02.pk4 (1333 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_vocals01.pk4 (66 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_sfx02.pk4 (440 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_sfx01.pk4 (361 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_ambient_decls01.pk4 (8 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_ambient03.pk4 (24 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_ambient02.pk4 (148 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_sound_ambient01.pk4 (151 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_prefabs01.pk4 (438 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_player01.pk4 (123 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_models_decls01.pk4 (87 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_models02.pk4 (1755 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_models01.pk4 (1506 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_gui_credits01.pk4 (49 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_gui01.pk4 (725 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_game03.pk4 (2 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_game02.pk4 (2 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_game01.pk4 (2 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_fonts01.pk4 (228 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_env01.pk4 (92 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_defs01.pk4 (144 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_base01.pk4 (111 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_steambots01.pk4 (27 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_monsters_spiders01.pk4 (89 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_undead01.pk4 (29 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_townsfolk01.pk4 (63 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_pagans01.pk4 (8 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_nobles01.pk4 (53 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_mages01.pk4 (11 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_heads01.pk4 (57 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_guards01.pk4 (274 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_females01.pk4 (133 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_humanoid_builders01.pk4 (83 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_base01.pk4 (8 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\darkmod\tdm_ai_animals01.pk4 (76 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release/base E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak008.pk4 (3 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak007.pk4 (38 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak006.pk4 (48 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak005.pk4 (63 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak004.pk4 (5137 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak003.pk4 (4676 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak002.pk4 (6120 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak001.pk4 (8972 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\pak000.pk4 (2698 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\game03.pk4 (2 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\game02.pk4 (2 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\game01.pk4 (2 files) E:\gameProgram\doom3source\TTimo-doom3.gpl-e9c4795\build\Win32\Release\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5205 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg Unknown command 'objectives' couldn't exec autoexec.cfg 5205 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...calling CDS: ok ...created window @ 0,0 (1024x768) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 10 selected ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem game using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode --------- Initializing Game ---------- gamename: baseDOOM-1 gamedate: Mar 15 2012 Initializing event system ...473 event definitions Initializing class hierarchy ...142 classes, 191092 bytes for event callbacks Initializing scripts --------- Game Map Shutdown ---------- -------------------------------------- ******************** ERROR: Error: file script/doom_events.script, line 1006: Unknown event 'moveToCoverFrom' ******************** Error during initialization Shutting down OpenGL subsystem
  22. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

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

    3. AluminumHaste

      AluminumHaste

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

    4. Nort

      Nort

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

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

  23. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  24. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  25. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
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