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  1. Well) There is my story with some log files... Darkmode starts and works on doom3.gpl well, but with some random crashes. All you need for start darkmode - is (slill) original game data from doom3. (*.pk4 files in base directory) Here are some steps I have passed. (it is crappy scenario it maybe, but it works) 1) I have cloned git-repository from https://github.com/TTimo/doom3.gpl to /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/ (this dir figures in logs - so it may be important) 2) After compilation (just compilation - I did not intalled it), I created the ./base directory in .../doom3.gpl/neo directory (there you have doom3.x86 file). After that I put there the original doom3 game data files ( all *.pk4 from original installation installation for example), and created simlink "/usr/local/games/doom3" targered to "/home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/" (directorythere we have doom3.x86 file). 3) it may be you could also need to copy .../doom3.gpl/neo/gamex86-base.so to .../doom3.gpl/base/gamex86.so and create empty .../doom3.gpl/base/default.cfg file 4) so - after that I downloaded darkmod to ~/.doom3/darkmod directory and started tdmlauncher.linux (well, you know - as for me - it starts well and via mod-loading menu from original doom`s gui, but, it may be, I have somethink missed ? ) 5) That`s all, as I remebbered... I was asked for cd-key also but you have it on your Doom3-disk There are some random craches - you can see log for some information. for example this fault : ASSERTION FAILED! cm/CollisionModel_rotate.cpp(1295): 'tw.axis[0] * tw.axis[0] + tw.axis[1] * tw.axis[1] + tw.axis[2] * tw.axis[2] > 0.99f' signal caught: Trace/breakpoint trap si_code 128 Trying to exit gracefully.. I got in training mission when tryed to move up small boxes to clinb to opened window. See full log below. Path to tdmlauncher is /home/localuser/.doom3/darkmod/tdmlauncher.linux Darkmod directory is /home/localuser/.doom3/darkmod/ Darkmod directory after normalisation is /home/localuser/.doom3/darkmod Trying default value for engine executable: /home/localuser/.doom3/doom.x86 Trying default Linux location for engine executable /usr/local/games/doom3/doom.x86 Found engine executable in /usr/local/games/doom3/doom.x86 Engine path after normalisation is /usr/local/games/doom3/doom.x86 Current FM is: training_mission Searching the /proc/ folder for PID files Using the following argument vector: #0: /usr/local/games/doom3/doom.x86 #1: +set #2: fs_game_base #3: darkmod #4: +set #5: fs_game #6: training_mission Trying to launch /usr/local/games/doom3/doom.x86 /usr/local/games/doom3/doom.x86 +set fs_game_base darkmod +set fs_game training_mission DOOM 1.3.1.1304-debug linux-x86 Jan 7 2012 01:12:59 found interface lo - loopback found interface eth0 - 10.1.0.10/255.255.255.0 ------ Initializing File System ------ Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game00.pk4 with checksum 0xf07eb555 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game01.pk4 with checksum 0x51c6981f Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game03.pk4 with checksum 0x5d4230ea Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak000.pk4 with checksum 0x808f9e40 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak001.pk4 with checksum 0x20a36d36 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak002.pk4 with checksum 0x916b20c6 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak003.pk4 with checksum 0x9b62e180 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak004.pk4 with checksum 0x6a4f344 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak006.pk4 with checksum 0x95b65ab Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak007.pk4 with checksum 0x666bdb3c Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak008.pk4 with checksum 0x23ae5993 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/RU.pk4 with checksum 0x85f062f Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_animals01.pk4 with checksum 0xacda2bb Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_base01.pk4 with checksum 0xf42f339d Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_builders01.pk4 with checksum 0xcb2854bf Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_females01.pk4 with checksum 0x1b2a6a31 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_guards01.pk4 with checksum 0x33ca6394 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_heads01.pk4 with checksum 0x5dd21227 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_mages01.pk4 with checksum 0x4fb92e26 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_nobles01.pk4 with checksum 0xe4ff336c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_pagans01.pk4 with checksum 0xa1349247 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_townsfolk01.pk4 with checksum 0x8ddbd904 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_undead01.pk4 with checksum 0x2477a779 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_monsters_spiders01.pk4 with checksum 0x792b0ca5 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_steambots01.pk4 with checksum 0x731159a8 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_base01.pk4 with checksum 0xfb74186c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_defs01.pk4 with checksum 0x31417173 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_env01.pk4 with checksum 0x70046471 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_fonts01.pk4 with checksum 0x4d337925 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_game01.pk4 with checksum 0xab7fd2d2 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_game02.pk4 with checksum 0x4a1b32fc Loaded pk4 /home/localuser/.doom3/darkmod/tdm_game03.pk4 with checksum 0x1c4edae4 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_gui01.pk4 with checksum 0x63a09f0e Loaded pk4 /home/localuser/.doom3/darkmod/tdm_gui_credits01.pk4 with checksum 0x5b1d7253 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_models01.pk4 with checksum 0x16c8a70a Loaded pk4 /home/localuser/.doom3/darkmod/tdm_models02.pk4 with checksum 0x3d12c87e Loaded pk4 /home/localuser/.doom3/darkmod/tdm_models_decls01.pk4 with checksum 0x92c43427 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_player01.pk4 with checksum 0xe4d3e6fd Loaded pk4 /home/localuser/.doom3/darkmod/tdm_prefabs01.pk4 with checksum 0x838252d0 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient01.pk4 with checksum 0x40500cb Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient02.pk4 with checksum 0x666b0cac Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient03.pk4 with checksum 0xfa3d0336 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient_decls01.pk4 with checksum 0x1f53dda2 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_sfx01.pk4 with checksum 0x8d3d8fa7 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_sfx02.pk4 with checksum 0x6a7ee5ef Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals01.pk4 with checksum 0x749a24b6 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals02.pk4 with checksum 0x3ce30b71 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals03.pk4 with checksum 0xfbc08dea Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals04.pk4 with checksum 0x6bae7076 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals05.pk4 with checksum 0x8bc0bbe1 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals06.pk4 with checksum 0xe1f2a386 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals07.pk4 with checksum 0xe7d94add Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals_decls01.pk4 with checksum 0x1a0de03d Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_base01.pk4 with checksum 0x87f7f590 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_carpet01.pk4 with checksum 0xcc1e2e32 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_decals01.pk4 with checksum 0x7e7ce54e Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_door01.pk4 with checksum 0xda543894 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_fabric01.pk4 with checksum 0x7c12c7ad Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_glass01.pk4 with checksum 0x5fa01a26 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_metal01.pk4 with checksum 0x173ce02a Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_nature01.pk4 with checksum 0x444352b6 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_paint_paper01.pk4 with checksum 0xf4cab8d7 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_plaster01.pk4 with checksum 0xf1b2549c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_roof01.pk4 with checksum 0x2efab03d Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_sfx01.pk4 with checksum 0xff5da4d5 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_brick01.pk4 with checksum 0xe942a997 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_cobblestones01.pk4 with checksum 0xb215367c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_flat01.pk4 with checksum 0xc063445 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_natural01.pk4 with checksum 0x6cd8c52a Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_sculpted01.pk4 with checksum 0xf225aa20 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_window01.pk4 with checksum 0xdb10db90 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_wood01.pk4 with checksum 0xe96a8d66 Loaded pk4 /home/localuser/.doom3/training_mission/training_mission.pk4 with checksum 0x3d46da04 Current search path: /home/localuser/.doom3/training_mission /home/localuser/.doom3/training_mission/training_mission.pk4 (30 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/training_mission /home/localuser/.doom3/darkmod /home/localuser/.doom3/darkmod/tdm_textures_wood01.pk4 (293 files) /home/localuser/.doom3/darkmod/tdm_textures_window01.pk4 (226 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_sculpted01.pk4 (304 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_natural01.pk4 (99 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_flat01.pk4 (256 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_cobblestones01.pk4 (185 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_brick01.pk4 (350 files) /home/localuser/.doom3/darkmod/tdm_textures_sfx01.pk4 (32 files) /home/localuser/.doom3/darkmod/tdm_textures_roof01.pk4 (65 files) /home/localuser/.doom3/darkmod/tdm_textures_plaster01.pk4 (96 files) /home/localuser/.doom3/darkmod/tdm_textures_paint_paper01.pk4 (22 files) /home/localuser/.doom3/darkmod/tdm_textures_nature01.pk4 (193 files) /home/localuser/.doom3/darkmod/tdm_textures_metal01.pk4 (329 files) /home/localuser/.doom3/darkmod/tdm_textures_glass01.pk4 (30 files) /home/localuser/.doom3/darkmod/tdm_textures_fabric01.pk4 (38 files) /home/localuser/.doom3/darkmod/tdm_textures_door01.pk4 (155 files) /home/localuser/.doom3/darkmod/tdm_textures_decals01.pk4 (226 files) /home/localuser/.doom3/darkmod/tdm_textures_carpet01.pk4 (71 files) /home/localuser/.doom3/darkmod/tdm_textures_base01.pk4 (159 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals_decls01.pk4 (23 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals07.pk4 (1083 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals06.pk4 (661 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals05.pk4 (80 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals04.pk4 (1258 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals03.pk4 (722 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals02.pk4 (1335 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals01.pk4 (66 files) /home/localuser/.doom3/darkmod/tdm_sound_sfx02.pk4 (549 files) /home/localuser/.doom3/darkmod/tdm_sound_sfx01.pk4 (457 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient02.pk4 (148 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient01.pk4 (151 files) /home/localuser/.doom3/darkmod/tdm_prefabs01.pk4 (440 files) /home/localuser/.doom3/darkmod/tdm_player01.pk4 (123 files) /home/localuser/.doom3/darkmod/tdm_models_decls01.pk4 (88 files) /home/localuser/.doom3/darkmod/tdm_models02.pk4 (1770 files) /home/localuser/.doom3/darkmod/tdm_models01.pk4 (1533 files) /home/localuser/.doom3/darkmod/tdm_gui_credits01.pk4 (49 files) /home/localuser/.doom3/darkmod/tdm_gui01.pk4 (661 files) /home/localuser/.doom3/darkmod/tdm_game03.pk4 (2 files) /home/localuser/.doom3/darkmod/tdm_game02.pk4 (2 files) /home/localuser/.doom3/darkmod/tdm_game01.pk4 (2 files) /home/localuser/.doom3/darkmod/tdm_fonts01.pk4 (731 files) /home/localuser/.doom3/darkmod/tdm_env01.pk4 (92 files) /home/localuser/.doom3/darkmod/tdm_defs01.pk4 (147 files) /home/localuser/.doom3/darkmod/tdm_base01.pk4 (125 files) /home/localuser/.doom3/darkmod/tdm_ai_steambots01.pk4 (27 files) /home/localuser/.doom3/darkmod/tdm_ai_monsters_spiders01.pk4 (89 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_undead01.pk4 (29 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (65 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_pagans01.pk4 (8 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_mages01.pk4 (7 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_heads01.pk4 (64 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_guards01.pk4 (286 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_females01.pk4 (138 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_builders01.pk4 (84 files) /home/localuser/.doom3/darkmod/tdm_ai_base01.pk4 (8 files) /home/localuser/.doom3/darkmod/tdm_ai_animals01.pk4 (76 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/darkmod /home/localuser/.doom3/base /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/RU.pk4 (199 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak008.pk4 (3 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak007.pk4 (38 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak006.pk4 (48 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak005.pk4 (63 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak004.pk4 (5137 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak003.pk4 (4754 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak002.pk4 (6120 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak001.pk4 (8983 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak000.pk4 (2701 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game03.pk4 (2 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game02.pk4 (2 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game01.pk4 (2 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/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. -------------------------------------- 1141 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg Unknown command '#' execing DoomConfig.cfg couldn't exec autoexec.cfg 1141 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1024x768 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: Quadro FX 1600M/PCI/SSE2 idCommon::VPrintf: truncated to 4094 characters GL_EXTENSIONS: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer G ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ dlopen(libasound.so.2) asoundlib version: 1.0.24.1 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- ...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 found DLL in pak file: /home/localuser/.doom3/darkmod/tdm_game02.pk4/gamex86.so copy gamex86.so to /home/localuser/.doom3/training_mission/gamex86.so Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV game using generic code for SIMD processing. --------- Initializing Game ---------- The Dark Mod 1.07, code revision 5048 Build date: Nov 23 2011 WARNING: file particles/training_map.prt, line 30: particle 'lantern_glare_simple' previously defined at particles/tdm_light_glares.prt:265 Initializing event system ...780 event definitions Initializing class hierarchy ...166 classes, 761280 bytes for event callbacks Initializing scripts /proc/cpuinfo CPU frequency: 800 MHz Compiled 'rand_osc_light::GetOscOrigin': 420.6 ms ---------- Compile stats ---------- Memory usage: Strings: 42, 6672 bytes Statements: 18129, 362580 bytes Functions: 1128, 115356 bytes Variables: 82736 bytes Mem used: 1034592 bytes Static data: 2277552 bytes Allocated: 2778072 bytes Thread size: 7068 bytes ...5 aas types game initialized. -------------------------------------- Parsing material files WARNING: Cannot find character remapping for language english. 1141 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. I18N: 'strings/fm/english.lang' not found, skipping it. WARNING: Cannot find guis/mainmenu.gui Current language: english Found 0 new mission packages. Found 2 mods in the FM folder. Parsed 2 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: training_mission -------- Initializing Session -------- session initialized -------------------------------------- Opening IP socket: localhost:-1 WARNING: Non-portable: path contains uppercase characters: TypeInfo WARNING: Non-portable: path contains uppercase characters: MayaImport --- Common Initialization Complete --- ------------- Warnings --------------- during DOOM 3 initialization... WARNING: Cannot find character remapping for language english. WARNING: Cannot find guis/mainmenu.gui WARNING: file particles/training_map.prt, line 30: particle 'lantern_glare_simple' previously defined at particles/tdm_light_glares.prt:265 WARNING: Non-portable: path contains uppercase characters: MayaImport WARNING: Non-portable: path contains uppercase characters: TypeInfo 5 warnings terminal support enabled ( use +set in_tty 0 to disabled ) pid: 2997 3920 MB System Memory guessing video ram ( use +set sys_videoRam to force ) .. found XNVCtrl extension 1.27 512 MB Video Memory Async thread started Found 0 new mission packages. Found 2 mods in the FM folder. DisplayBriefingPage: briefingData is maps/training_mission/mission_briefing DisplayBriefingPage: xdata found. DisplayBriefingPage: numPages is 1 DisplayBriefingPage: current page is 1 Objective 1: Parsing success and failure logic Applied 0 objective conditions.--------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/gameover.gui. reloading guis/msg.gui. reloading guis/takeNotes.gui. reloading guis/intro.gui. reloading guis/netmenu.gui. Objective 1: Parsing success and failure logic Applied 0 objective conditions.--------- Map Initialization --------- Map: training_mission glprogs/ambientEnvironment.vfp glprogs/ambientEnvironment.vfp glprogs/heatHazeWithMask.vfp glprogs/heatHazeWithMask.vfp ----------- Game Map Init ------------ collision data: 372 models 43479 vertices (1019 KB) 70510 edges (2478 KB) 27317 polygons (1914 KB) 4567 brushes (623 KB) 22046 nodes (602 KB) 49151 polygon refs (383 KB) 18749 brush refs (146 KB) 26162 internal edges 589 sharp edges 0 contained polygons removed 0 polygons merged 7168 KB total memory used 835 msec to load collision data. map bounds are (4928.0, 5216.0, 3445.0) max clip sector is (308.0, 326.0, 215.3) 3 KB passage memory used to build PVS 4 msec to calculate PVS 49 areas 124 portals 7 areas visible on average 392 bytes PVS data [Load AAS] loading maps/training_mission.aas48 [Load AAS] loading maps/training_mission.aas96 [Load AAS] loading maps/training_mission.aas32 done. [Load AAS] loading maps/training_mission.aas100 [Load AAS] loading maps/training_mission.aas_rat ConversationManager: Found 0 valid conversations. Entering tdm_main() Exiting tdm_main() Spawning entities Compiled '/home/localuser/.doom3/training_mission/maps/training_mission.script': 61.1 ms ---------- Compile stats ---------- Memory usage: Strings: 43, 6768 bytes Statements: 20121, 402420 bytes Functions: 1226, 124052 bytes Variables: 87664 bytes Mem used: 1108392 bytes Static data: 2277552 bytes Allocated: 2812888 bytes Thread size: 7068 bytes loaded collision model models/darkmod/containers/crate02.lwo loaded collision model models/darkmod/architecture/fencing/irongatesegment.ase loaded collision model models/darkmod/nature/bush_small03.lwo loaded collision model models/darkmod/nature/bush_large03.lwo loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/streetlamp1.lwo loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/containers/barrell_med_closed.lwo loaded collision model models/darkmod/architecture/chimneys/chimney_right.lwo loaded collision model models/darkmod/architecture/ladders/ladder_8steps.ase loaded collision model models/darkmod/architecture/windows/windowframe_wood_80x36.ase loaded collision model models/darkmod/architecture/doors/door104x56_2hinge.lwo loaded collision model models/darkmod/architecture/doors/door104x56_3hinge.lwo loaded collision model models/darkmod/architecture/doorframes/door_frame_wood_104x56.ase loaded collision model models/darkmod/furniture/tables/wtable1.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight_outdoor3.lwo loaded collision model models/darkmod/nautical/boat2.lwo loaded collision model models/darkmod/architecture/supports/beam_end01.lwo loaded collision model models/darkmod/architecture/supports/beam_end02.lwo loaded collision model models/darkmod/misc/rope_coil01.lwo loaded collision model models/darkmod/lights/non-extinguishable/hooded_lantern.lwo loaded collision model models/darkmod/lights/non-extinguishable/lantern_oil_hand.ase loaded collision model models/darkmod/mechanical/switches/switch_rotate_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever.ase loaded collision model models/darkmod/architecture/pillars/pillar_rippled.ase loaded collision model models/darkmod/lights/extinguishable/standing_torch01.lwo loaded collision model models/darkmod/containers/crate01.lwo removed 28 degenerate triangles loaded collision model models/darkmod/mechanical/smokestack_tall_wall.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough3.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough1.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough2.ase loaded collision model models/darkmod/architecture/windows/round_stone01_small.lwo loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_hanging.lwo loaded collision model models/darkmod/architecture/doorframes/door_frame_curved_96x48.lwo loaded collision model models/darkmod/hangers/signhanger_simple01.lwo loaded collision model models/darkmod/decorative/signs/sign_square01.ase loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/roundstreetlamp.lwo loaded collision model models/darkmod/nature/growth_small01.lwo loaded collision model models/darkmod/nature/ivy_part01.lwo loaded collision model models/darkmod/nature/ivy_part01b.lwo removed 30 degenerate triangles loaded collision model models/darkmod/nature/plant_bigleafy.ase loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_hanging01.lwo removed 4 degenerate triangles loaded collision model models/darkmod/decorative/statues/statue_gargoyle_small.ase loaded collision model models/darkmod/dungeon/metal_ring.ase loaded collision model models/darkmod/hangers/rack_wooden01.lwo loaded collision model models/darkmod/hangers/signbar_broken_chains.lwo loaded collision model models/darkmod/junk/cartwheel.lwo loaded collision model models/darkmod/junk/horse_dung.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo loaded collision model models/darkmod/mechanical/windlass.lwo loaded collision model models/darkmod/misc/cart_low.lwo loaded collision model models/darkmod/misc/market_stall_small.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo loaded collision model models/darkmod/misc/sagging_rope_long01.lwo loaded collision model models/darkmod/tools/household/wash_bin.ase loaded collision model models/darkmod/tools/wheelbarrow01_empty.lwo loaded collision model models/darkmod/wearables/laundry_hanging02_small.lwo loaded collision model models/darkmod/tools/spade_square.lwo loaded collision model models/darkmod/containers/package_medium.lwo loaded collision model models/darkmod/nature/rocks/smallrock2.lwo loaded collision model models/darkmod/nature/rocks/rubble_pieces_1.ase loaded collision model models/darkmod/containers/bucket_wood.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_simple.lwo loaded collision model models/darkmod/furniture/shelves/wall_shelf_ornate2.lwo glprogs/heatHaze.vfp glprogs/heatHaze.vfp loaded collision model models/darkmod/player_equipment/health_potion.lwo loaded collision model models/darkmod/containers/bag1_small.lwo loaded collision model models/darkmod/containers/keg_tapped_small.lwo loaded collision model models/darkmod/misc/clipmodels/basket_cm.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/kitchen/jar1.lwo loaded collision model models/darkmod/tools/smithyhammer.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/wearables/laundry_hanging02.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/decorative/wall/painting01_m.lwo loaded collision model models/darkmod/misc/clipmodels/empty_flowerpot_cm.lwo loaded collision model models/darkmod/furniture/tables/endtable_square01.lwo loaded collision model models/darkmod/mechanical/generator_big.lwo loaded collision model models/darkmod/mechanical/machine_01_axle.ase loaded collision model models/darkmod/mechanical/pipes/tap1_large.lwo loaded collision model models/darkmod/mechanical/pipes/valve2_xl.ase loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_5_spoke.lwo loaded collision model models/darkmod/door_related/handle_curved_rotate.ase loaded collision model models/darkmod/lights/non-extinguishable/lamp_shaded.lwo loaded collision model models/darkmod/architecture/windows/round_stone01_tall.lwo loaded collision model models/darkmod/furniture/seating/wchair1.lwo loaded collision model models/darkmod/player_equipment/lockpick_snake.lwo loaded collision model models/darkmod/player_equipment/lockpick_triangle.lwo loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/lights/extinguishable/candlestick2_empty.lwo loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/door_related/handle_curved_rotate_double.ase loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/loot/trophy01.ase loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp_hanging.lwo loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/door_related/key_padlock.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase loaded collision model models/darkmod/mechanical/gears/watermill_cogwheel_big.ase loaded collision model models/darkmod/loot/statue_loot.ase loaded collision model models/darkmod/loot/vase_g.lwo loaded collision model models/darkmod/loot/purse_layingdown.lwo loaded collision model models/darkmod/loot/plate_g.lwo loaded collision model models/darkmod/loot/coins/coinsc.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/loot/goblet1.lwo loaded collision model models/darkmod/containers/openable/chest_old_lid.lwo loaded collision model models/darkmod/containers/openable/chest_old_body.lwo loaded collision model models/darkmod/player_equipment/compass_open.lwo loaded collision model models/darkmod/player_equipment/spyglass_closed.lwo loaded collision model models/darkmod/misc/target.ase loaded collision model models/darkmod/nature/plant_05_big.ase loaded collision model models/darkmod/architecture/building_facades/tudor_inn.ase loaded collision model models/darkmod/misc/bell01.ase loaded collision model models/darkmod/lights/non-extinguishable/round_lantern_unattached.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_long.lwo loaded collision model models/darkmod/architecture/chimneys/chimney_left.lwo loaded collision model models/darkmod/nature/trees/tree_dm.lwo loaded collision model models/darkmod/nature/trees/tree_dm02.lwo loaded collision model models/darkmod/decorative/wall/banner2.lwo loaded collision model models/darkmod/weapons/ropearrow.lwo loaded collision model models/archery_ground.ase loaded collision model models/stone_path.ase loaded collision model models/darkmod/nature/plant_03.ase loaded collision model models/darkmod/weapons/waterarrow.lwo loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo loaded collision model models/darkmod/weapons/shortsword.lwo loaded collision model models/darkmod/furniture/seating/bench_wooden01.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo removed 2 degenerate triangles loaded collision model models/darkmod/kitchen/bottle02.lwo glprogs/heatHazeWithMaskAndVertex.vfp glprogs/heatHazeWithMaskAndVertex.vfp loaded collision model models/darkmod/weapons/longswordlow.lwo loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo loaded collision model models/darkmod/weapons/hammer.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo loaded collision model models/darkmod/player_equipment/small_rock.lwo loaded collision model models/darkmod/nature/rocks/smallrock1.lwo loaded collision model models/darkmod/architecture/pillars/groovedpillar01_med.lwo loaded collision model models/darkmod/lights/extinguishable/candle_wide.lwo loaded collision model models/darkmod/lights/extinguishable/standing_oil_lamp.lwo loaded collision model models/darkmod/lights/extinguishable/sq_torch.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp02.lwo loaded collision model models/darkmod/containers/crate03.lwo loaded collision model models/darkmod/lights/extinguishable/brazier.lwo loaded collision model models/darkmod/lights/extinguishable/candle_wide_tall.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_empty.lwo loaded collision model models/darkmod/lights/extinguishable/candle_short.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_round.lwo loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo loaded collision model models/darkmod/lights/extinguishable/candle_tall.lwo loaded collision model models/darkmod/furniture/tables/dining_table_med_01.ase loaded collision model models/darkmod/loot/jewellery/ring_ruby.lwo removed 22 degenerate triangles loaded collision model models/darkmod/loot/jewellery/ring_gem_skull.ase loaded collision model models/darkmod/loot/bottle03.lwo loaded collision model models/darkmod/loot/jewellery/bracelet_jewelled.lwo loaded collision model models/darkmod/loot/coins/coinsa.lwo loaded collision model models/darkmod/player_equipment/flashbomb.lwo loaded collision model models/darkmod/misc/clipmodels/rusticchair_cm.lwo loaded collision model models/darkmod/kitchen/utensils/fork_ornamental.lwo loaded collision model models/darkmod/kitchen/utensils/knife_ornamental.lwo loaded collision model models/darkmod/misc/clipmodels/cheapbeermug_cm.lwo loaded collision model models/darkmod/kitchen/food/pear.lwo loaded collision model models/darkmod/misc/clipmodels/bowl_soupbowl_cm.lwo loaded collision model models/darkmod/kitchen/utensils/smspoon_ornamental.lwo loaded collision model models/darkmod/misc/clipmodels/broadbrim_hat_cm.lwo loaded collision model models/darkmod/weapons/shortbow.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight1.lwo loaded collision model models/darkmod/misc/wood_pallette.lwo key_guard_1: Fixing inv_category from Keys to #str_02392. key_guard_2: Fixing inv_category from Keys to #str_02392. loaded collision model models/darkmod/furniture/shelves/shelf_standing_small.lwo removed 12 degenerate triangles loaded collision model models/darkmod/weapons/mossarrow.lwo loaded collision model models/darkmod/misc/clipmodels/mug_wooden02_cm.lwo loaded collision model models/darkmod/weapons/blackjack.lwo loaded collision model models/darkmod/misc/clipmodels/stool_round_rough_cm.lwo loaded collision model models/darkmod/tools/metal_hook.lwo loaded collision model models/darkmod/kitchen/sugar_silver.ase key_exit2: Fixing inv_category from Keys to #str_02392. loaded collision model models/darkmod/furniture/desk1.lwo removed 58 degenerate triangles loaded collision model models/darkmod/readables/book_t1.lwo loaded collision model models/darkmod/architecture/windows/warehouse_window_dark.lwo loaded collision model models/darkmod/lights/non-extinguishable/hanging_lantern.lwo loaded collision model models/darkmod/misc/clipmodels/bones_arm_right_cm.ase loaded collision model models/darkmod/containers/barrell_large.lwo loaded collision model models/darkmod/furniture/shelves/shelf_timber.ase loaded collision model models/darkmod/misc/clipmodels/cauldron_small_cm.lwo loaded collision model models/darkmod/misc/clipmodels/cookpot_cm.lwo loaded collision model models/darkmod/tools/pickaxe.lwo loaded collision model models/darkmod/tools/wheelbarrow02.lwo loaded collision model models/darkmod/decorative/statues/hammer_stone_large.lwo StoreRoomKey: Fixing inv_category from Keys to #str_02392. loaded collision model models/darkmod/containers/package_cube.lwo WARNING: aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_1'. ...1651 entities spawned, 0 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Applied 0 objective conditions.[aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0. WARNING: Unknown string id #str_02618 WARNING: Unknown string id #str_02619 WARNING: Unknown string id #str_02048 WARNING: Unknown string id #str_02497 WARNING: Unknown string id #str_04240 WARNING: Unknown string id #str_04240 -------------------------------------- SpawnPlayer: 0 removed 16 degenerate triangles removed 16 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 742 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/wallight2 WARNING: Couldn't load image: extinguishable/wallight_3_unnatached WARNING: Couldn't load image: extinguishable/wallight_outdoor3 WARNING: Couldn't load image: extinguishable/lantern_oil_hand WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/lantern_oil_hand02 WARNING: Couldn't load image: extinguishable/simple_square1_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/simple_square2_unattached WARNING: Couldn't load image: extinguishable/lamp_shaded WARNING: Couldn't load image: _bloomimage WARNING: Couldn't load image: _cookedmath 0 purged from previous 179 kept from previous 931 new loaded all images loaded in 12.9 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 101326k referenced 6338k purged ---------------------------------------- sound: missing efxs/training_mission.efx ----------------------------------- 28676 msec to load training_mission idRenderWorld::GenerateAllInteractions, msec = 0, staticAllocCount = 0. interactionTable size: 61004 bytes 5 interaction take 560 bytes ------------- Warnings --------------- during training_mission... WARNING: aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_1'. WARNING: Couldn't load image: - WARNING: Couldn't load image: _bloomimage WARNING: Couldn't load image: _cookedmath WARNING: Couldn't load image: extinguishable/lamp_shaded WARNING: Couldn't load image: extinguishable/lantern_oil_hand WARNING: Couldn't load image: extinguishable/lantern_oil_hand02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/simple_square1_unattached WARNING: Couldn't load image: extinguishable/simple_square2_unattached WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: extinguishable/wallight2 WARNING: Couldn't load image: extinguishable/wallight_3_unnatached WARNING: Couldn't load image: extinguishable/wallight_outdoor3 WARNING: Unknown string id #str_02048 WARNING: Unknown string id #str_02497 WARNING: Unknown string id #str_02618 WARNING: Unknown string id #str_02619 WARNING: Unknown string id #str_04240 22 warnings Bloom Kernel size is set to: Small Using TDM's enhanced interaction idRenderWorldLocal::ResizeInteractionTable: overflowed interactionTableWidth, dumping ASSERTION FAILED! cm/CollisionModel_rotate.cpp(1295): 'tw.axis[0] * tw.axis[0] + tw.axis[1] * tw.axis[1] + tw.axis[2] * tw.axis[2] > 0.99f' signal caught: Trace/breakpoint trap si_code 128 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING: Door atdm_mover_door_sliding_2 is not within a valid AAS area WARNING: Door treasuredoor is not within a valid AAS area WARNING: Door door_lockpick is not within a valid AAS area WARNING: Door door_climb is not within a valid AAS area WARNING: Door door_lockpick4 is not within a valid AAS area WARNING: Door door_gamma is not within a valid AAS area WARNING: Door door_combat is not within a valid AAS area WARNING: Door door_stealth is not within a valid AAS area WARNING: Door safe_door is not within a valid AAS area WARNING: Door OldChestLid1 is not within a valid AAS area WARNING: Door simpledoor is not within a valid AAS area WARNING: Door mediumdoor is not within a valid AAS area WARNING: Door harddoor is not within a valid AAS area WARNING: Door machineroomdoor is not within a valid AAS area WARNING: Door door_objects is not within a valid AAS area WARNING: Door door_lockpick3 is not within a valid AAS area WARNING: Door door_lockpick6 is not within a valid AAS area WARNING: Door door_lockpick2 is not within a valid AAS area WARNING: Door door_climb3 is not within a valid AAS area WARNING: Door atdm_mover_door_12 is not within a valid AAS area WARNING: Door StoreroomHatch is not within a valid AAS area ModelGenerator memory: No LOD entries. -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. I18N: Current language: english I18N: Move articles to back: Yes Main idLangDict: 128 KB in 1141 entries. Reverse dict : 28 KB in 246 keys, 282 KB in 4484 values. Articles dict : 28 KB in 246 keys, 282 KB in 4484 values. Remapped chars : 0 I18N: Shutdown. Shutdown event system -------------------------------------- shutdown terminal support I hope this information will be usefull for anyone))
  2. We will look at some of this stuff, but SPOILER tags, please!!!
  3. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  4. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  5. 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
  6. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  7. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  8. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  9. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  10. The reason ID worked around the Carmarck's Reverse patent is very specific: when you make a GPL release, the license requires that you grant a patent license for any patent which might cover the code. Since this was a known patent which was not owned by ID, they could not legally grant this license, and therefore had to remove the patented algorithm from the code before making the GPL release. I don't think they were particularly worried about being sued by Creative, otherwise they would have removed it from their closed-source code long before the GPL release (or maybe they negotiated a commercial license with Creative, which covered the commercial Doom 3 but not any subsequent GPL releases). Note that some people have said that the Creative patent is actually invalid, and as far as I know it has never actually been taken to court, so this whole thing is something of a theoretical risk (a bit like open-source implementations of FAT which are widely used despite possibly infringing patents by Microsoft).
  11. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  12. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  13. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  14. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  15. 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. :-)

  16. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  17. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  18. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  19. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  20. Notice how both of those list a single person/company as a publisher on Steam. Battle for Wesnoth is published by Wesnoth, Inc — an incorporated company which has paid a lawyer to register their trademark. However it does appear to be a fully GPL game, which indicates that Steam does not have a blanket policy forbidding all GPL content. Red Eclipse 2 is published by a single person Quinton Reeves. This is not a GPL game; the code is Apache license and the assets are Creative Commons but importantly not NC-only (their EULA even calls out the fact that they won't accept NC-only contributions, presumably for the reasons I mentioned earlier). So the questions are: Is there somebody willing to be our "Quinton Reeves" and take individual personal responsibility as the publisher of TDM on Steam, or alternatively set up our own Dark Mod, Inc to be the publisher (which will cost money)? Does the presence of NC-only CC assets present an obstacle to publishing on Steam (this is up to Valve to decide, not us)? If it is a problem, then publishing on Steam is completely impossible for us unless we replaced all NC-only assets with our own assets under a more permissive license.
  21. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  22. Hi everyone, and thanks a lot for the quick answers, I really appreciate it, even if I don't quote you personally I'm thankful for every answer Oh and while I'm at it, thanks for the forum administrator among you that added a Dark Theme to this forum: I cannot stand bright light due to my handicap, usually my own web browser settings (black background + green fonts color) work but sometime it makes some pages unusable if contains white images used as icons for example, so I had to wear sunglasses for a few hours to browse the forum more or less comfortably before noticing that I could turn a Dark Theme on which makes reading much less painful for the eyes, thank your for adding that option Thanks for the information, HMart, I'll check that LDAsh, Demagogue and Stgatilov, thanks for your replies, about your interrogations regarding how would I manage to sell a game developed under a GPL licence, well I'll have to remain mysterious for now, but that's something I have thoroughly thought about I'll never use Steam to sell the game though, I was absolutely against Steam from the very beginning of its appearance and it's only because I'm forced to install it and to play games that I use it, so for me it has always been out of question to become dependent to Steam's system... not to mention that they've started to behave as political censors according to what I've heard not too long ago, so I'm not going to risk investing 5 years of work and expenses just to end up censored for being "problematic" or other vague and non-defined concepts at the whim of anyone from Steam. Anyway, thank you Nbohr1more and the other TDM developpers Now all I need to do is to contact someone where I live who's specialized in the legal and fiscal aspects of commerce to see if my idea is viable, but the way I thought it out, it should be. Actually the only thing that would make it non-viable is whether it would be Governmentally Approved by the State or not to create something and sell it without having to create a company and be registered as a seller/artist/editor first, that whole usual administrative bullshyte here requiring people to find by themselves which pigeonhole they can belong to and face the fiscal consequences if they make the sightliest mistake... Yeah, that's what I had planned from the beginning actually: to not use your assets since they belong to you all, and also because, as a matter of fact, well, my game's universe being contemporary, I don't need any of TDM's sounds, 3D models, musics, textures, objects etc For example, most of the locations of the game's story and universe are "modern day-ish" for lack of a better word: glass buildings, appartments, houses, warehouses, etc... about the music and sounds, that's something I've planned to create on my own anyway, I just need to "get back at it again" and find a GPL music editor or maybe, if I finally, definitively, decide to go for a 1970's style music, I'll simply contract Shawn Lee, his work on Bully/Canis Canem Edit's music is exceptionnal. So in a nutshell, I won't need to use any of TDM's assets, and for the couple of things "close from TDM's assets" such as old manors & antique objects and the related textures that will be needed since I've planned to have "old areas" in the ficticious city I've created as the main location of the game's story, I'll contract people to make that. Thanks a lot for the clarification OrbWeaver, I tended to confuse Dark Radiant and The Dark Mod source code until then And about your suggestion, you guessed exactly what I had in mind for the development of my game Well, the problem with Unity or Unreal is that they remain proprietary engines somehow, at least that's how I understand it, and I think this may cause problems notably with the After-Sales Service Support... since to modify Unity or Unreal one needs to pay a licence as far as I know, it means I'll be the only one, with the dedicated programmer I will hire or form a partnership with, to solve bugs: however, what if some bugs appearing after the game release are way beyond that programmer's capabilities ? My reasoning is that one of the interests of using a GPL engine such as Id Tech 4, and specifically this one as it's a quite well-known one, is that since anyone can work on it at anytime after the release, even the most complicated bugs to resolve could be solved by people much more competent than my programmer or than me -all I've did until now about coding is trying to write code in Turbo Pascal 7 when I was 12: most of the time it didn't work, and when it did, it actually worked not the way I wanted but I didn't dare to object. It may anger the Machine Spirit, you never know, so let Its Sacred Will decide of what It will do. Godot, that's an engine I've never heard about... thank you for the information, I'll do some searches on that, however since Datiswous said that their 3D engine may be less sophisticated than id Tech 4, I may not use Godot, but I'll see... for the moment I still tend to think that TDM is the best solution, notably since my game will include stealth gameplay mechanics and Thief-based stealth gameplay is the only viable stealth gameplay method ever made. One thing I wonder, though, is if Id Tech 4's damage system would work to translate my PnP RPG gameplay system... I will make tests in the coming weeks with Dark Radiant to see what I can do with projectile-based weapons, and study more how the .PAK files about weapons work: in TDM there's only a bow and it seems to be treated as a projectile-based weapon, I'm going to try to see how the whole thing works regarding accuracy, "magazine capacity", etc, by hoping there are comments left beside the code lines. If anyone has information on this subject, how the bow works technically in its .PAK file, I'm all ears Thanks for the suggestion, I've started reading about dhewm3 since yesterday, but apart a cleaner code, what more does it have than TDM ? No offense taken I'm not surprised that from time to time people pop up here, ask a few enthusiastic questions about a project they're starting and eventually never come back because the task is more difficult than they initially thought, personally I'm fully awayre that creating a FPS-RPG almost "by myself" is the kind of accomplishment that would be called miraculous, but I'm confident I can make it if I find a competent programmer, as I've been creating homebrew RPG systems since a long time and almost made it professionally if the team didn't blew up because of unresolved differences of vision and pent-up animosity between a few people that grew until it was too late, so after modding a few games to test my ideas I think that's doable. That failed project I just mentioned is actually the reason why I'm more inclined to not form a team of developers and instead to contract people anywhere I could find them: by "contracted", I mean paying people here or there to realize a single work, be it an animation, a 3D model, etc, the same way, say, a shop owner would contract a painter to create a painting for the shop's storefront. When you contract people that are outsiders to your project instead of having to juggle with the egos of a dedicated team, you limit the risk of failure I do have another potential project on the side, that said, totally unrelated to video games and that is so daring that I'd be the first surprised if I manage to set it in motion, so if suddently I disappear from The Dark Mod Forums after 6 months of activity, don't be surprised, even if I'll do my best to run both projects at the same time, given that this second one is pretty long-winded and can remain casually "tried on the side" while I work on that main video game project. Anyway, about the recurrent questions that are asked once or twice a year in similar topics such as "Why aren't you on Steam? When is the campaign coming? Can I use your stuff for my commercial project? Why aren't you doing a remake of Thief Gold?", maybe creating a FAQ and making it a sticky topic would work, personally I haven't found something like that in the various sections of the forum, maybe I've missed it that said.
    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.

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