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  1. datiswous

    solus

    Lxqt is more comparable to xfce since they're both de's. I find only openbox (wm) a little too limited. I once combined xfce with openbox as wm. But nowadays it doesn't give you enough extra speed I think.
  2. Here is version 6 of the script. What's new in v6? 1) Mouse wheel sensitivity (number of steps up or down) is no longer a thing. Just move the mouse wheel up one or more steps in a row to accelerate. Move the mouse wheel down one or more steps in a row to decelerate. 2) You can again navigate the inventory, turn pages, numbered dials and move objects you are holding back and forth by using Parry/Manipulate plus the mouse wheel. Please pay attention to the configuration. ------------------------------------ ADJUST PLAYER SPEED WITH THE MOUSE WHEEL v6.0 Credits: Obsttorte, snatcher. Description: Err... adjust player speed with mouse wheel? Topic: Adjust player speed with mouse wheel Installation and execution: Download AutoHotkey, install it, open Notepad, paste the below script inside, save it as TDM.ahk and double click on the file you just saved. The script will run in the background. To end the script, go to the Windows taskbar, look for a green icon with an "H", right click on it and select Exit. Configuration: Settings > Controls > Weapons: Remove mouse wheel bindings from Next Weapon and Previous Weapon (or from any other setting you may have set the mouse wheel to) Settings > Controls > General: Make sure Toggle Crouch is enabled and Always Run is disabled Settings > Controls > Movement: The Forward, Backwards, Left, Right, Run and Creep keys must match in both TDM and the script. Settings > Controls > Actions: The Parry/Manipulate key must match in both TDM and the script. Settings > Controls > Inventory: The Next Inv. Item and Prev Inv. Item must match in both TDM and the script. Recommended controls: Forward / Backward / Left / Right: W, S, A, D Run: Z Creep: C Parry/Manipulate: Right Mouse Button Next Inv. Item / Prev Inv. Item: Right Arrow, Left Arrow Known limitations and workarounds: You can move through the inventory, turn pages, numbered dials and move objects you are holding back and forth using Next / Prev Inv. Item or Parry/Manipulate + the mouse wheel. To prepare for a long jump from idle, move the mouse wheel up before executing your move. Remember the script will switch you automatically from running to walking after one second of inactivity. You cannot lean forward and switch speeds at the same time, for some reason... ; ===================================== ; Adjust player speed with mouse wheel ; ------------------------------------- ; An AutoHotkey script for The Dark Mod ; version 6.0 by Obsttorte & snatcher ; ===================================== ; ------------------------------------- ; Configure your keys below ; ------------------------------------- ; In-game movement keys key_left = a key_right = d key_forward = w key_backward = s ; In-game run and creep keys key_run = z key_creep = c ; In-game manipulate key (recommended right mouse button: RButton) key_manipulate = RButton ; In-game Next/Prev inventory keys key_next = Right key_prev = Left ; ------------------------------------- ; Do not edit anything past this point ; ------------------------------------- delay = 1000 ; delay in miliseconds between running > walking [default = 1000] speed = 0 ; init speed (-1 = creep | 0 = walk [default] | 1 = run) state = speed; counter for state switch #IfWinActive ahk_exe TheDarkModx64.exe ; run only when TDM is focused HotKey, *~%key_forward% up, keyForwardHandler return keyForwardHandler: if (speed == 1) ; we are running { sleep, delay if (!GetKeyState(key_forward) && !GetKeyState(key_backward) && !GetKeyState(key_right) && !GetKeyState(key_left)) { speed = 0 ; walk Send {%key_run% up} } } return *wheelup:: if (GetKeyState(key_manipulate)) { Send {%key_next%} } else { state += 1 if (speed == -1) ; we are creeping { speed = 0 ; walk Send {%key_creep% up} } else if (speed == 0) ; we are walking { speed = 1 ; run Send {%key_run% down} } state = 0 Sleep, 300 } return *wheeldown:: if (GetKeyState(key_manipulate)) { Send {%key_prev%} } else { state -= 1 if (speed == 0) ; we are walking { speed = -1 ; creep Send {%key_creep% down} } else if (speed == 1) ; we are running { speed = 0 ; walk Send {%key_run% up} } state = 0 Sleep, 300 } return Change-log: v6.0: You can now use as many mouse wheel steps as you like to switch speeds. You can navigate the inventory, turn pages, numbered dials and move objects you are holding back and forth by using Parry/Manipulate plus the mouse wheel. v5.0: To prevents sudden halts when running, a one-second delay has been added between the moment the player stops going forward and the script takes you automatically back to walking mode. To allow for a greater freedom of movement, the script requires to know now your backwards, right and left keys. v4.0: Altered so that when player is running and stops, you are back to walking mode. v3.0: The script only runs when TDM is in focus (tested in Win 10) v2.0: Second version by Obsttorte v1.0: First version by Obsttorte Cheers!
  3. Some days ago, Several builds of "the one" 2001 early build of Duke Nukem forever, been leaked online some days ago. This package includes the editor, but also its source-code. And some reviewers says is it legit. Whats your opinion about it?
  4. 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.

  5. You can work around this error by putting a completely empty file called tdm_turret_scriptbased.script in your script folder, and temporarily removing all turrets from the map. Would still be interesting to see whether 10518 is the first build where the problem appears, or beta1.
  6. I am curious as to which distributions and tool version are known to work when compiling either the 2.10 source archive or svn trunk. Cmake errors out with both Archlinux and Mint 21 for me. For good measure I will include some information I gathered about these errors, but I just want to be able to successfully build tdm on something. (My end goal is to compile in either pulseaudio or pipewire support for openal if that's possible; even though this thread got my audio working (arch audio subsystem is pipewire{,-alsa,-audio,-pulse} & jack2 ) ) I've also tried compiling against the latest svn trunk, that fails too, although the point in which it fails is slightly different. What do the developers use to build the linux release? System information for the failed builds against the 2.10 archive: System #1: cmake 3.22.1 | gcc 11.3.0 | kernel 5.15.0-56-generic | distro Linux Mint 21 System #2: cmake 3.25.1 | gcc 12.2.0 | kernel 5.15.83-1-lts | distro Arch Linux src archive used: sha256sum thedarkmod.2.10.src.7z 73aa974635293e6ca07396be19901355f8224637bdf3ce73404b8eef74148a1c thedarkmod.2.10.src.7z Build command from root of extracted src: [ -d build ] && rm -rf build mkdir build && cd build && cmake --debug-output --loglevel=DEBUG -DCMAKE_BUILD_TYPE="Release" .. &> cmake.$distro.log && \ make -d --debug=a -j &> make.$distro.log ; cd .. make.mint.log.gz make.arch.log.gz cmake.mint.log.gz cmake.arch.log.gz
  7. Greets. I just setup VS 2022 Community/VC++/MFC on a fresh box, and did a Checkout with TortoiseSVC from the public repository of build 16481-9881 (matching a fresh 9881 dev install of TDM environment, as required). When I do the build, I get a link error: Can't find file libavcodec.lib I'm not finding that file in the working repository, although I do see the libavcodec folder and avcodec.lib If I select DarkModTools/Properties, I'm able to go to the Link/Input field and see where libavcodec.lib is listed, but I can't edit it to change it to avcodec.lib (says it's inherited) I'm kinda rusty, haven't used VS since 2015, so this may be a trivial thing. Help?
  8. Yes, however, did more tests now. The problem already starts with the first beta build. When downgrading to 2.11, everything works fine.
  9. I'm sorry I took so long to get around to Dark Mod again, because this would have been perfect for a Halloween playthrough. Very atmospheric, and succeeded in actually startling me in a few places. The front door disappearing entirely caught me off guard, certainly! As was mentioned by others, the eyeball effect in the dungeon was very well done, and unnerving. I struggled a little bit finding all of the white you-know-what's for the great escape at the end, but it turned out the last one was staring me right in the face and I passed by it half a dozen times without realizing it. It did blend it to its surroundings a little too well... I think a more vivid color for them may have been better. Red instead of white, since the pale blues and greens of the other decorative/lighting mushrooms kept throwing me off. Red is also a better thematic color for something intended to go boom. On the whole, a fun mission. Very nicely done.
  10. Nice Halloween mission! I ran into a small bug where the headless guy got stuck at the top of the stairs going in tiny circles, so there was no way to get past him. I had to retry from a previous save. I'm not sure what triggered it; possibly collided with a spider?
  11. By the way, with the new high mantle speed I am as powerful as ever. AI should get an upgrade from time to time as well.
  12. See the section "Additional Information" in https://bugs.thedarkmod.com/view.php?id=6402 for a possible workaround where you control the movement type (creep, walk, or run) by the left analogue trigger. What you are requesting may be something like "control movement type by movement speed" mentioned higher up in the description of that issue.
  13. Can anyone help with the following? When running make, I get this when it gets to OpenGLRenderSystem: Never mind. I built it again without errors.
  14. Hello folks! It's been a long time since I mapped in TDM but now it's time to rerelease this mission from back in 2011. It started as a speed build contest with some prior work. Now it's released as a slow build with a lot of prior work I say this because the prior work was made by me and my friend Ziggun but a lot of additional details and tweaking has been added by BikerDude! And it has taken a looooong time... As it's originally a speed build (and my friend, who likes intricate storylines) some things in the mission may come out as rather cryptic and may not make a whole lot of sense. There may surely be some glitchy textures but the main thing is that the mission is at least playable and the inhabitants of the mission should now work as planned. Anyhow, I feel I must let this mission go from my chest so I can continue on my other projects (some of them are actually other TDM-missions!). Thanks to the team for making this mod and these missions possible! MISSION DOWNLOAD https://www37.zippyshare.com/v/jwTLVJnH/file.html BRIEFING Diary entry, 20th of October, 1721 Say one thing about Sir Henry Doyle, say he's a taffing idiot. Yes, I admit that. Only a taffing idiot would try to rob Lord taffing Cromwell, much less do it while being his honoured guest. I came out here to enjoy the quiet countryside and to study under the great inventor so that I could forget about all the troubles back in Bridgeport. But I suppose they didn't forget about me, nor did the Lady Terevaine. She must've found out I was staying at Cromwell's estate somehow, seeing as she had a letter delivered to me right in the middle of supper. Could barely keep a straight face as I read it. The nerve of that woman... Thankfully, my fellow guest at the mansion, Father Tellam, had another heated argument with Cromwell about the whole Gottfried II project. Called it a great sin against the Builder and all that. Ironic, considering what Lady Terevaine wrote to me, but it did give me the perfect excuse to retire for the night. Still, it seems I have yet another job to do for this little shrew. And like always, she promises that this one will be the last of them before she finally helps me with my debts. For the life of me, I will never understand what she gets out of these oddjobs, but I suspect it might just be some form of deranged joy at seeing me stumble around robbing everyone I know. And this time, she wants me to steal Lord Cromwell's very passion, the blueprints for his beloved airship. That in itself will not be a hard task, given that Cromwell doesn't allow any guards indoors. From what he has told me, I suspect the blueprints to be in his study on the second floor of the east wing. I'll need to be careful, however. Cromwell is a dangerous man and should my hand in this be known, he will make my money problems seem like a pleasant afternoon stroll. I'll need to mask this theft as a robbery, so I should try and steal as much as I can, perhaps smash a window or two along the way. With any luck, I'll find enough goods to actually pay my debts and get free of that taffing Lady Terevaine... UPDATE: @Frost_Salamander has been given permission to fix some outstanding issues with this mission and has posted Version 2.1 Proton Drive: https://drive.proton.me/urls/T5FH1VVMXC#jG2TkL9YVdTY Github: https://github.com/FrostSalamander/antr/releases/download/v2.1/antr.pk4 Should there be some sort of announcement somewhere? fix DMAP errors (dropped visportals, missing location_separators) fix broken skin on butler corpse in kitchen fix z-fighting in doorways make candles frob-extinguishable remove duplicate flames on wall candles in dining room fix wall candles clipping into cabinet in dining room fix wardrobe that was acting like a door entity fix non-solid shelf fix note on conservatory door that was blocking player from exiting make knife and butler corpse in kitchen frob-highlight together replace ghost damage aura triggers with damage stims because the triggers sometimes didn't work fix wrong number of health potions in player start inventory This has is now available in the missions database and in-game downloader.
  15. I didn't notice anything in this change (positive feedback I guess) other than the high mantle speed. Give us players more power (faster, better, insta, auto...) and most will embrace it without hesitation. Good, bad? I don't know. A choice in the design of your game. What troubles me is the motivation, justification and presentation of a couple of recent changes. My perception is that all this is very personal. My perception is that this is more about Thief than TDM.
  16. You made new saves under the latest build right?
  17. As the title says, my Halloween mission is in a state ready for beta testing, and we should have plenty of time to get it going. I'll be making a topic in the beta testing forum, so join me over there! Any and all testers are welcome!
  18. Hi, this mission is crashing on my system and I cannot go on. Playing "Hidden Hands - The lost citadel" Version 6 on Fedora Linux Version 38. I paste the whole output of the console below. Perhaps someone can find the cause for the crash, that would be very nice [stefan@fedora darkmod]$ ./thedarkmod.x64 TDM 2.11/64 #10264 (1435:10264) linux-x86_64 Jan 30 2023 02:02:43 /proc/cpuinfo CPU frequency: 899.998 MHz 900 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX found interface lo - loopback Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [M] /home/stefan/darkmod/fms/hhtlc [M] /home/stefan/darkmod/fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4 (665 files - 0xf04d8d7e) [C] /home/stefan/darkmod/ [C] /home/stefan/darkmod/tdm_textures_wood01.pk4 (382 files - 0x54c704d0) [C] /home/stefan/darkmod/tdm_textures_window01.pk4 (399 files - 0x50a48869) [C] /home/stefan/darkmod/tdm_textures_stone_sculpted01.pk4 (464 files - 0x3bd63c7c) [C] /home/stefan/darkmod/tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff) [C] /home/stefan/darkmod/tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2) [C] /home/stefan/darkmod/tdm_textures_stone_cobblestones01.pk4 (271 files - 0xc46ab14f) [C] /home/stefan/darkmod/tdm_textures_stone_brick01.pk4 (527 files - 0x1d087cf8) [C] /home/stefan/darkmod/tdm_textures_sfx01.pk4 (69 files - 0x2c673886) [C] /home/stefan/darkmod/tdm_textures_roof01.pk4 (69 files - 0x24547b7) [C] /home/stefan/darkmod/tdm_textures_plaster01.pk4 (142 files - 0x9747529e) [C] /home/stefan/darkmod/tdm_textures_paint_paper01.pk4 (67 files - 0xa4a95a09) [C] /home/stefan/darkmod/tdm_textures_other01.pk4 (127 files - 0x36932451) [C] /home/stefan/darkmod/tdm_textures_nature01.pk4 (286 files - 0x19240606) [C] /home/stefan/darkmod/tdm_textures_metal01.pk4 (509 files - 0x441d098f) [C] /home/stefan/darkmod/tdm_textures_glass01.pk4 (51 files - 0x3f3721e) [C] /home/stefan/darkmod/tdm_textures_fabric01.pk4 (43 files - 0x649daf73) [C] /home/stefan/darkmod/tdm_textures_door01.pk4 (177 files - 0xb0130166) [C] /home/stefan/darkmod/tdm_textures_decals01.pk4 (474 files - 0xe2ff12c6) [C] /home/stefan/darkmod/tdm_textures_carpet01.pk4 (130 files - 0x79bc3d7c) [C] /home/stefan/darkmod/tdm_textures_base01.pk4 (435 files - 0xc07a324) [C] /home/stefan/darkmod/tdm_standalone.pk4 (4 files - 0xb3f36d20) [C] /home/stefan/darkmod/tdm_sound_vocals_decls01.pk4 (32 files - 0x53cda0aa) [C] /home/stefan/darkmod/tdm_sound_vocals07.pk4 (1111 files - 0xa13ec4c2) [C] /home/stefan/darkmod/tdm_sound_vocals06.pk4 (696 files - 0x44c85e78) [C] /home/stefan/darkmod/tdm_sound_vocals05.pk4 (119 files - 0x6cf23214) [C] /home/stefan/darkmod/tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256) [C] /home/stefan/darkmod/tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1) [C] /home/stefan/darkmod/tdm_sound_vocals02.pk4 (1299 files - 0x5092940e) [C] /home/stefan/darkmod/tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2) [C] /home/stefan/darkmod/tdm_sound_sfx02.pk4 (605 files - 0x31673482) [C] /home/stefan/darkmod/tdm_sound_sfx01.pk4 (987 files - 0x97451b7a) [C] /home/stefan/darkmod/tdm_sound_ambient_decls01.pk4 (8 files - 0x9404877c) [C] /home/stefan/darkmod/tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec) [C] /home/stefan/darkmod/tdm_sound_ambient02.pk4 (163 files - 0x84efad22) [C] /home/stefan/darkmod/tdm_sound_ambient01.pk4 (220 files - 0xee228c81) [C] /home/stefan/darkmod/tdm_prefabs01.pk4 (1017 files - 0x506baa0b) [C] /home/stefan/darkmod/tdm_player01.pk4 (127 files - 0xd983fc45) [C] /home/stefan/darkmod/tdm_models_decls01.pk4 (101 files - 0x146c787) [C] /home/stefan/darkmod/tdm_models02.pk4 (2241 files - 0x42cdbf62) [C] /home/stefan/darkmod/tdm_models01.pk4 (3326 files - 0x829270f2) [C] /home/stefan/darkmod/tdm_gui_credits01.pk4 (49 files - 0xbff51863) [C] /home/stefan/darkmod/tdm_gui01.pk4 (758 files - 0xcbf4fd2d) [C] /home/stefan/darkmod/tdm_fonts01.pk4 (696 files - 0x7c5027bf) [C] /home/stefan/darkmod/tdm_env01.pk4 (176 files - 0x8bd4045b) [C] /home/stefan/darkmod/tdm_defs01.pk4 (194 files - 0xe5f440dc) [C] /home/stefan/darkmod/tdm_base01.pk4 (223 files - 0x9704b43c) [C] /home/stefan/darkmod/tdm_ai_steambots01.pk4 (31 files - 0x26416485) [C] /home/stefan/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files - 0x15c3ef89) [C] /home/stefan/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files - 0x25e463ad) [C] /home/stefan/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0xa6f7c573) [C] /home/stefan/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files - 0x566fb35a) [C] /home/stefan/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files - 0x5ca54cab) [C] /home/stefan/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files - 0x5e7a666b) [C] /home/stefan/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files - 0x45ec787e) [C] /home/stefan/darkmod/tdm_ai_humanoid_guards01.pk4 (379 files - 0x9801be8d) [C] /home/stefan/darkmod/tdm_ai_humanoid_females01.pk4 (172 files - 0xc7de4598) [C] /home/stefan/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files - 0x6dea9b57) [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files - 0x886c9a98) [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c) [C] /home/stefan/darkmod/tdm_ai_base01.pk4 (9 files - 0x1de319e8) [C] /home/stefan/darkmod/tdm_ai_animals01.pk4 (82 files - 0x6c0fda50) File System Initialized. -------------------------------------- Couldn't open journal files /proc/cpuinfo CPU processors: 2 /proc/cpuinfo CPU logical cores: 4 ----- Initializing Decls ----- WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14 WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51 WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1321 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'german'. I18N: Found no character remapping for german. I18N: 1321 strings read from strings/german.lang I18N: 'strings/fm/german.lang' not found. I18NLocal: 'strings/fm/english.lang' not found, skipping it. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' [ACTIVE] OpenAL: found device 'HDA Intel PCH, CS4208 Analog (CARD=PCH,DEV=0)' OpenAL: found device 'HDA Intel PCH, HDMI 0 (CARD=PCH,DEV=3)' OpenAL: found device 'HDA Intel PCH, HDMI 1 (CARD=PCH,DEV=7)' OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)' OpenAL: device 'ALSA Default' opened successfully OpenAL: HRTF is available [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is disabled (reason: 0 = ALC_HRTF_DISABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Mesa Intel(R) HD Graphics 615 (KBL GT2) OpenGL version: 4.6 (Core Profile) Mesa 23.1.9 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing X - GL_EXT_depth_bounds_test not found v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 16 Max geometry output vertices: 256 Max geometry output components: 1024 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.11/64, linux-x86_64, code revision 10264 Build date: Jan 30 2023 Initializing event system ...873 event definitions Initializing class hierarchy ...172 classes, 1732032 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 56, 9048 bytes Statements: 23155, 926200 bytes Functions: 1358, 177432 bytes Variables: 107720 bytes Mem used: 2149432 bytes Static data: 408 bytes Allocated: 1152120 bytes Thread size: 7928 bytes Maximum object size: 816 Largest object type name: speaker_zone_ambient ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 42 mods in the FM folder. Parsed 46 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: hhtlc -------- Initializing Session -------- session initialized -------------------------------------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14 WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51 WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1 WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count 15 warnings WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 4247 Async thread started Couldn't exec autocommands.cfg - file does not exist. Found 0 new missions and 0 packages. Found 42 mods in the FM folder. reloading guis/msg.gui. WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count reloading guis/mainmenu.gui. WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:48 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:53 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:58 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:63 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:68 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:73 --------- Map Initialization --------- Map: hhtlc ------- Game Map Init SaveGame ------- ---------- Compile stats ---------- Memory usage: Strings: 57, 9144 bytes Statements: 23506, 940240 bytes Functions: 1379, 179716 bytes Variables: 108332 bytes Mem used: 2188540 bytes Static data: 408 bytes Allocated: 1176676 bytes Thread size: 7928 bytes collision data: 1373 models 163204 vertices (5100 KB) 273893 edges (12838 KB) 110189 polygons (8170 KB) 15680 brushes (2322 KB) 138243 nodes (6480 KB) 243924 polygon refs (3811 KB) 58507 brush refs (914 KB) 85771 internal edges 9795 sharp edges 0 contained polygons removed 0 polygons merged 39637 KB total memory used 2123 msec to load collision data. map bounds are (22831.0, 23151.4, 9093.0) 79 KB passage memory used to build PVS 52 msec to calculate PVS 252 areas 598 portals 14 areas visible on average 7 KB PVS data [Load AAS] missing maps/hhtlc.aas48 [Load AAS] loading maps/hhtlc.aas96 done. [Load AAS] loading maps/hhtlc.aas32 done. [Load AAS] missing maps/hhtlc.aas100 [Load AAS] loading maps/hhtlc.aas_rat done. [Load AAS] loading maps/hhtlc.aas_elemental done. WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model WARNING:Couldn't load sound 'explosion_all_clear.wav' using default [map entity: atdm_trigger_voice_12] [decl: explosion_all_clear in <implicit file>] [sound: explosion_all_clear.wav] No running thread for RestoreScriptObject(), creating new one. -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 2786 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: lights/qc_comj [map entity: light_159] [decl: lights/qc_comj in <implicit file>] [image: lights/qc_comj] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: MapMansion1] [decl: atdm:map_of in def/tdm_shopitems.def] [decl: guis/assets/game_maps/map_of_icon in <implicit file>] [image: guis/assets/game_maps/map_of_icon] 0 purged from previous 219 kept from previous 2070 new loaded all images loaded in 41.8 seconds ---------------------------------------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... Linking GLSL program depth ... Linking GLSL program interaction_ambient ... Linking GLSL program interaction_stencil ... Linking GLSL program interaction_shadowmap ... Linking GLSL program stencil_shadow ... Linking GLSL program shadow_map ... Linking GLSL program frob_silhouette ... Linking GLSL program frob_highlight ... Linking GLSL program frob_extrude ... Linking GLSL program frob_apply ... Linking GLSL program heatHazeWithDepth ... Linking GLSL program HeatHazeWithMaskAndDepth ... Linking GLSL program heatHaze ... Linking GLSL program heatHazeWithMaskAndBlur ... Linking GLSL program fresnel ... Linking GLSL program ambientEnvironment ... Linking GLSL program heatHazeWithMaskAndDepth ... ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 394497k referenced 125k purged ---------------------------------------- ----------------------------------- 77079 msec to load hhtlc Interaction table generated: size = 0/512 Initial counts: 6903 entities 665 lightDefs 5265 entityDefs ------------- Warnings --------------- during hhtlc... WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon WARNING:Couldn't load image: lights/qc_comj WARNING:Couldn't load sound 'explosion_all_clear.wav' using default WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model 7 warnings Interaction table generated: size = 0/512 Initial counts: 6903 entities 665 lightDefs 5265 entityDefs WARNING:Restarted sound to avoid offset overflow: sound/ambient/environmental/water_pool02.ogg WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/silence.ogg WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/alien05.ogg Linking GLSL program environment ... The ambient volume is now -1.885291 decibels (range: -60..0), i.e., 87.749992% of full volume. Restarting ambient sound snd_ct_babtistery'(derelict03) with volume -1.885291 signal caught: Segmentation fault si_code 128 Trying to exit gracefully.. ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 2786 models kept. --------------------------------------------------- Regenerated world, staticAllocCount = 0. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- ModelGenerator memory: 67 LOD entries with 0 users using 1072 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- Sys_Error: ERROR: pthread_join Frontend failed shutdown terminal support About to exit with code 1
  19. 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.
  20. 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.
  21. "Samhain... the festival of the new year, the harvest, the onset of winter, and celebration of the dead. The pagans who celebrate it are likely dancing around fires in the forest right about now. The Builders see to it that the celebrations don't take place in the city. The townsfolk mostly stay indoors this night. A good night for me to go looting. I have something special in mind this year... (more) ... (the tomb) houses a large Ruby which nobody has ever been able to steal, though every few years some taffer decides to try... ... I have never been a superstitious man, and nobody in this town has my skills. This year the ruby will be mine. Bugger their stupid curse. This should be easy. The town is quiet and the cemetery unlikely to have guards or many visitors this night. It should be a simple matter of entering the tomb, prying up the ruby, and leaving." Download Links: Samhain --- Version 3.2 Samhain Night by PranQster My second mission, third release 2011 Halloween Contest speed build entry Version 3.2 (updated) Build Time: v1: 3 weeks, Sept. 18, 2011 - Oct. 09, 2011 v2: 2-3 hours, Oct. 06, 2013 v3: a few hours spread out over 6+months Credits: The TDM community Special Thanks: Nosslak for the plague mask and Springheel for the jack-o-lantern packaged in previous versions Changes: 3.1 : Added openal/EFX support. 3.2 : Some texture and lighting changes and other minor tweaks. Known Issues: I see some patch shadows in a few places. Some AI sink into the patchwork a little bit. Lighting is goofy, but so is the whole mission.
  22. @MirceaKitsuneThanks for the playthrough and feedback! In recent memory my mapping efforts have gone to new projects that I feel more inspired for - I think they would probably also be more interesting to the broader TDM community. The fix to Linux users getting stuck at map start was fixed in 12-06. The FM update only covers datiswous' new subtitles and an early attempt to fix the stuck bug by moving the player start a few units. The ship was made from scratch for this FM with an exterior and interior. It's my first ship asset and I've made a lot more ships since then and which have gone up in build quality progressively. You can send me a PM if you need to get sorted out with a ship for an FM.
  23. Great take on it and solution from what I understand! Will the normal Beta 6 contain this patch? If so it's easier to wait till then, otherwise if it's important I can of course give the test build a try given it doesn't mess with my normal install.
  24. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  25. @Frost_SalamanderIt has been a good minute since i've played with particle collisions with rain, however I decided to revisit it after seeing your post and I can't seem to get it working. @stgatilov could you please confirm if this is the right flow as it doesn't seem to be working in my map: 1) Create a .prt file containing: particle rain2_heavy2024 { { count 100 material textures/particles/drop2 time 0.500 cycles 0.000 bunching 1.000 distribution rect 0.000 0.000 0.000 direction cone "0.000" orientation aimed 0.000 0.040 speed "1000.000" size "0.500" aspect "1.000" randomDistribution 0.000 fadeIn 0.200 fadeOut 0.000 color 0.040 0.040 0.040 1.000 fadeColor 0.000 0.000 0.000 1.000 offset 0.000 0.000 0.000 gravity 0.000 collisionStatic mapLayout texture 512 512 } } 2) Create a .mtr file containing: textures/darkmod/weather/rain2_heavy2024mtr { deform particle rain2_heavy2024 qer_editorimage textures/editor/rain nonsolid noshadows { //needed to emit particles blend filter map _white } } 3) Create the appropriate patch in game applying the above texture to it (with the texture fit to it and it facing down) 4) dmap missionname.map 5) runparticle missionname.map But ingame the rain just ignores the brushes and falls right through: Even using "particle_collision_static_blocker" "1" on this water entity, had no impact
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