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  1. Hi, i canĀ“t start TDM on my Archlinux because of a segmentation fault. My System: Newest Archlinux @ 64 bit Linux Kernel 4.5.4-1-ARCH AMD FX-8320 8GB RAM Radeon HD 7850 TDM 2.03 #6455 linux-x86 Feb 8 2015 10:21:09 found interface lo - loopback found interface enp3s0 - 192.168.1.110/255.255.255.0 found interface enp3s0 - 192.168.1.87/255.255.255.0 Found AMD CPU, features: MMX SSE SSE2 SSE3 3DNow! CMOV tdm using generic code for SIMD processing. ------ Initializing File System ------ Current search path: /home/lxuser/darkmod/ /home/lxuser/darkmod/tdm_textures_wood01.pk4 (317 files) /home/lxuser/darkmod/tdm_textures_window01.pk4 (345 files) /home/lxuser/darkmod/tdm_textures_stone_sculpted01.pk4 (424 files) /home/lxuser/darkmod/tdm_textures_stone_natural01.pk4 (123 files) /home/lxuser/darkmod/tdm_textures_stone_flat01.pk4 (281 files) /home/lxuser/darkmod/tdm_textures_stone_cobblestones01.pk4 (214 files) /home/lxuser/darkmod/tdm_textures_stone_brick01.pk4 (440 files) /home/lxuser/darkmod/tdm_textures_sfx01.pk4 (64 files) /home/lxuser/darkmod/tdm_textures_roof01.pk4 (65 files) /home/lxuser/darkmod/tdm_textures_plaster01.pk4 (140 files) /home/lxuser/darkmod/tdm_textures_paint_paper01.pk4 (42 files) /home/lxuser/darkmod/tdm_textures_other01.pk4 (51 files) /home/lxuser/darkmod/tdm_textures_nature01.pk4 (256 files) /home/lxuser/darkmod/tdm_textures_metal01.pk4 (465 files) /home/lxuser/darkmod/tdm_textures_glass01.pk4 (46 files) /home/lxuser/darkmod/tdm_textures_fabric01.pk4 (41 files) /home/lxuser/darkmod/tdm_textures_door01.pk4 (171 files) /home/lxuser/darkmod/tdm_textures_decals01.pk4 (367 files) /home/lxuser/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/lxuser/darkmod/tdm_textures_base01.pk4 (375 files) /home/lxuser/darkmod/tdm_standalone.pk4 (4 files) /home/lxuser/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/lxuser/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/lxuser/darkmod/tdm_sound_vocals06.pk4 (688 files) /home/lxuser/darkmod/tdm_sound_vocals05.pk4 (128 files) /home/lxuser/darkmod/tdm_sound_vocals04.pk4 (2854 files) /home/lxuser/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/lxuser/darkmod/tdm_sound_vocals02.pk4 (1300 files) /home/lxuser/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/lxuser/darkmod/tdm_sound_sfx02.pk4 (596 files) /home/lxuser/darkmod/tdm_sound_sfx01.pk4 (924 files) /home/lxuser/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/lxuser/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/lxuser/darkmod/tdm_sound_ambient02.pk4 (156 files) /home/lxuser/darkmod/tdm_sound_ambient01.pk4 (209 files) /home/lxuser/darkmod/tdm_prefabs01.pk4 (556 files) /home/lxuser/darkmod/tdm_player01.pk4 (125 files) /home/lxuser/darkmod/tdm_models_decls01.pk4 (93 files) /home/lxuser/darkmod/tdm_models02.pk4 (1836 files) /home/lxuser/darkmod/tdm_models01.pk4 (1915 files) /home/lxuser/darkmod/tdm_gui_credits01.pk4 (49 files) /home/lxuser/darkmod/tdm_gui01.pk4 (673 files) /home/lxuser/darkmod/tdm_game02.pk4 (2 files) /home/lxuser/darkmod/tdm_game01.pk4 (2 files) /home/lxuser/darkmod/tdm_fonts01.pk4 (696 files) /home/lxuser/darkmod/tdm_env01.pk4 (98 files) /home/lxuser/darkmod/tdm_defs01.pk4 (166 files) /home/lxuser/darkmod/tdm_base01.pk4 (155 files) /home/lxuser/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/lxuser/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /home/lxuser/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /home/lxuser/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /home/lxuser/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/lxuser/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/lxuser/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/lxuser/darkmod/tdm_ai_humanoid_heads01.pk4 (96 files) /home/lxuser/darkmod/tdm_ai_humanoid_guards01.pk4 (373 files) /home/lxuser/darkmod/tdm_ai_humanoid_females01.pk4 (169 files) /home/lxuser/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/lxuser/darkmod/tdm_ai_base01.pk4 (8 files) /home/lxuser/darkmod/tdm_ai_animals01.pk4 (80 files) File System Initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1228 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. WARNING:Couldn't load image: guis/assets/splash/launch Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command 'use' Unknown command 'console' Unknown command 'next' Unknown command 'prev' Unknown command 'previous' Unknown command 'next' Unknown command 'crouch' Unknown command 'Lean' Unknown command 'lean' Unknown command 'Readables' Unknown command 'spyglass' Unknown command 'compass' Unknown command 'lantern' Unknown command 'maps' Unknown command 'objectives' Unknown command 'keys' Unknown command 'lockpicks' Unknown command 'lean' Unknown command 'Inventory' Unknown command 'Mantle' Unknown command 'creep' Unknown command 'frob' Unknown command 'inventory' Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1228 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- 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 640x480 signal caught: Segmentation fault si_code 128 Trying to exit gracefully.. idRenderSystem::Shutdown()
  2. After installing to the latest version I get this when I try to start the program: Any ideas on how to fix this? TDM 2.01 #5920 win-x86 Jan 28 2014 09:19:17 3059 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 3312 MB System Memory 256 MB Video Memory Winsock Initialized Found interface: {32207030-A471-4D8F-B429-151EA404DF4E} Realtek PCIe GBE Family Controller - 0.0.0.0 NULL netmask - skipped Found interface: {46204239-6EA5-454F-B658-688DF344279E} Remote NDIS based Internet Sharing Device - 192.168.32.100/255.255.255.0 Sys_InitNetworking: adding loopback interface Found Intel CPU, features: MMX SSE SSE2 SSE3 CMOV tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Current search path: C:\DOOM3\Darkmod/fms/gatehouse C:\DOOM3\Darkmod\fms\gatehouse\gatehouse.pk4 (394 files) C:\DOOM3\Darkmod/ C:\DOOM3\Darkmod\tdm_textures_wood01.pk4 (317 files) C:\DOOM3\Darkmod\tdm_textures_window01.pk4 (345 files) C:\DOOM3\Darkmod\tdm_textures_stone_sculpted01.pk4 (424 files) C:\DOOM3\Darkmod\tdm_textures_stone_natural01.pk4 (123 files) C:\DOOM3\Darkmod\tdm_textures_stone_flat01.pk4 (281 files) C:\DOOM3\Darkmod\tdm_textures_stone_cobblestones01.pk4 (214 files) C:\DOOM3\Darkmod\tdm_textures_stone_brick01.pk4 (440 files) C:\DOOM3\Darkmod\tdm_textures_sfx01.pk4 (64 files) C:\DOOM3\Darkmod\tdm_textures_roof01.pk4 (65 files) C:\DOOM3\Darkmod\tdm_textures_plaster01.pk4 (140 files) C:\DOOM3\Darkmod\tdm_textures_paint_paper01.pk4 (42 files) C:\DOOM3\Darkmod\tdm_textures_other01.pk4 (51 files) C:\DOOM3\Darkmod\tdm_textures_nature01.pk4 (256 files) C:\DOOM3\Darkmod\tdm_textures_metal01.pk4 (465 files) C:\DOOM3\Darkmod\tdm_textures_glass01.pk4 (46 files) C:\DOOM3\Darkmod\tdm_textures_fabric01.pk4 (41 files) C:\DOOM3\Darkmod\tdm_textures_door01.pk4 (171 files) C:\DOOM3\Darkmod\tdm_textures_decals01.pk4 (367 files) C:\DOOM3\Darkmod\tdm_textures_carpet01.pk4 (92 files) C:\DOOM3\Darkmod\tdm_textures_base01.pk4 (375 files) C:\DOOM3\Darkmod\tdm_standalone.pk4 (4 files) C:\DOOM3\Darkmod\tdm_sound_vocals_decls01.pk4 (27 files) C:\DOOM3\Darkmod\tdm_sound_vocals07.pk4 (1111 files) C:\DOOM3\Darkmod\tdm_sound_vocals06.pk4 (688 files) C:\DOOM3\Darkmod\tdm_sound_vocals05.pk4 (128 files) C:\DOOM3\Darkmod\tdm_sound_vocals04.pk4 (2854 files) C:\DOOM3\Darkmod\tdm_sound_vocals03.pk4 (743 files) C:\DOOM3\Darkmod\tdm_sound_vocals02.pk4 (1300 files) C:\DOOM3\Darkmod\tdm_sound_vocals01.pk4 (82 files) C:\DOOM3\Darkmod\tdm_sound_sfx02.pk4 (596 files) C:\DOOM3\Darkmod\tdm_sound_sfx01.pk4 (924 files) C:\DOOM3\Darkmod\tdm_sound_ambient_decls01.pk4 (8 files) C:\DOOM3\Darkmod\tdm_sound_ambient03.pk4 (24 files) C:\DOOM3\Darkmod\tdm_sound_ambient02.pk4 (156 files) C:\DOOM3\Darkmod\tdm_sound_ambient01.pk4 (209 files) C:\DOOM3\Darkmod\tdm_prefabs01.pk4 (556 files) C:\DOOM3\Darkmod\tdm_player01.pk4 (125 files) C:\DOOM3\Darkmod\tdm_models_decls01.pk4 (93 files) C:\DOOM3\Darkmod\tdm_models02.pk4 (1836 files) C:\DOOM3\Darkmod\tdm_models01.pk4 (1915 files) C:\DOOM3\Darkmod\tdm_gui_credits01.pk4 (49 files) C:\DOOM3\Darkmod\tdm_gui01.pk4 (673 files) C:\DOOM3\Darkmod\tdm_game02.pk4 (2 files) C:\DOOM3\Darkmod\tdm_game01.pk4 (2 files) C:\DOOM3\Darkmod\tdm_fonts01.pk4 (696 files) C:\DOOM3\Darkmod\tdm_env01.pk4 (98 files) C:\DOOM3\Darkmod\tdm_defs01.pk4 (166 files) C:\DOOM3\Darkmod\tdm_base01.pk4 (155 files) C:\DOOM3\Darkmod\tdm_ai_steambots01.pk4 (24 files) C:\DOOM3\Darkmod\tdm_ai_monsters_spiders01.pk4 (82 files) C:\DOOM3\Darkmod\tdm_ai_humanoid_undead01.pk4 (50 files) C:\DOOM3\Darkmod\tdm_ai_humanoid_townsfolk01.pk4 (95 files) C:\DOOM3\Darkmod\tdm_ai_humanoid_pagans01.pk4 (10 files) C:\DOOM3\Darkmod\tdm_ai_humanoid_nobles01.pk4 (48 files) C:\DOOM3\Darkmod\tdm_ai_humanoid_mages01.pk4 (8 files) C:\DOOM3\Darkmod\tdm_ai_humanoid_heads01.pk4 (96 files) C:\DOOM3\Darkmod\tdm_ai_humanoid_guards01.pk4 (373 files) C:\DOOM3\Darkmod\tdm_ai_humanoid_females01.pk4 (169 files) C:\DOOM3\Darkmod\tdm_ai_humanoid_builders01.pk4 (91 files) C:\DOOM3\Darkmod\tdm_ai_base01.pk4 (8 files) C:\DOOM3\Darkmod\tdm_ai_animals01.pk4 (80 files) File System Initialized. -------------------------------------- ----- Initializing Decls ----- WARNING:file materials/tdm_ghouse_decorative.mtr, line 39: material 'textures/darkmod/stone/flat/smooth/marble_white01_glow' previously defined at materials/ghouse_decorative.mtr:1 WARNING:file materials/tdm_ghouse_decorative.mtr, line 79: material 'textures/darkmod/stone/flat/smooth/marble_black_001_glow' previously defined at materials/ghouse_decorative.mtr:39 WARNING:file materials/tdm_ghouse_decorative.mtr, line 120: material 'textures/darkmod/stone/flat/smooth/marble_tile_green_glow' previously defined at materials/ghouse_decorative.mtr:79 WARNING:file materials/tdm_ghouse_decorative.mtr, line 160: material 'textures/darkmod/metal/flat/gold01_glow' previously defined at materials/ghouse_decorative.mtr:120 WARNING:file materials/tdm_ghouse_stone.mtr, line 49: material 'textures/darkmod/stone/brick/blocks_sepia_grey' previously defined at materials/ghouse_bdude.mtr:1 WARNING:file materials/tdm_ghouse_stone.mtr, line 96: material 'textures/darkmod/stone/brick/blocks_window_sepia_grey' previously defined at materials/ghouse_bdude.mtr:49 WARNING:file materials/tdm_ghouse_stone.mtr, line 143: material 'textures/darkmod/stone/brick/cbrick_single_sepia_grey' previously defined at materials/ghouse_bdude.mtr:96 WARNING:file materials/tdm_ghouse_stone.mtr, line 191: material 'textures/darkmod/stone/brick/cbrick2_sepia_grey' previously defined at materials/ghouse_bdude.mtr:143 WARNING:file materials/tdm_ghouse_stone.mtr, line 238: material 'textures/darkmod/stone/brick/cbrick2_window_sepia_grey' previously defined at materials/ghouse_bdude.mtr:191 WARNING:file materials/tdm_ghouse_stone.mtr, line 284: material 'textures/darkmod/stone/brick/old_blocks_wornsmooth_sepia_grey' previously defined at materials/ghouse_bdude.mtr:238 WARNING:file materials/tdm_ghouse_stone.mtr, line 330: material 'textures/darkmod/stone/natural/rough_grey_dirty_sepia_grey' previously defined at materials/ghouse_bdude.mtr:284 WARNING:file materials/tdm_ghouse_stone.mtr, line 377: material 'textures/darkmod/stone/brick/cbrick2_sepia_grey_window2' previously defined at materials/ghouse_bdude.mtr:377 WARNING:file materials/tdm_ghouse_stone.mtr, line 424: material 'textures/darkmod/stone/brick/cbrick2_sepia_grey_window_slit' previously defined at materials/ghouse_bdude.mtr:424 WARNING:file materials/tdm_ghouse_stone.mtr, line 471: material 'textures/darkmod/stone/natural/lava_static' previously defined at materials/ghouse_bdude.mtr:471 WARNING:file materials/tdm_ghouse_stone.mtr, line 617: material 'textures/darkmod/stone/cobblestones/cobblestones_rounded_brown' previously defined at materials/ghouse_flanders.mtr:1 WARNING:file materials/tdm_ghouse_stone.mtr, line 663: material 'textures/darkmod/stone/cobblestones/cobblestones_rounded_sepia_grey' previously defined at materials/ghouse_flanders.mtr:45 WARNING:file skins/tdm_ai_builder_ghost.skin, line 7: skin 'hammer_invisible' previously defined at skins/builder_ghost.skin:1 WARNING:file skins/tdm_ai_builder_ghost.skin, line 20: skin 'heads/builder_ghost' previously defined at skins/builder_ghost.skin:7 WARNING:file skins/tdm_ai_builder_ghost.skin, line 45: skin 'builder_ghost' previously defined at skins/builder_ghost.skin:20 WARNING:file skins/tdm_decorative_statues.skin, line 6: skin 'statuette_folded_white_glow' previously defined at skins/ghouse.skin:19 WARNING:file skins/tdm_decorative_statues.skin, line 13: skin 'statuette_folded_black_glow' previously defined at skins/ghouse.skin:26 WARNING:file skins/tdm_decorative_statues.skin, line 20: skin 'statuette_folded_green_glow' previously defined at skins/ghouse.skin:33 WARNING:file skins/tdm_decorative_statues.skin, line 27: skin 'statuette_folded_gold_glow' previously defined at skins/ghouse.skin:40 WARNING:file skins/tdm_decorative_statues.skin, line 37: skin 'statue_rough_007' previously defined at skins/ghouse.skin:9 WARNING:file skins/tdm_decorative_statues.skin, line 47: skin 'statue_rough_008' previously defined at skins/ghouse.skin:1 ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1228 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. WARNING:Couldn't load image: guis/assets/splash/launch Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command 'use' Unknown command 'console' Unknown command 'next' Unknown command 'prev' Unknown command 'previous' Unknown command 'next' Unknown command 'crouch' Unknown command 'Lean' Unknown command 'lean' Unknown command 'Readables' Unknown command 'spyglass' Unknown command 'compass' Unknown command 'lantern' Unknown command 'maps' Unknown command 'objectives' Unknown command 'keys' Unknown command 'lockpicks' Unknown command 'lean' Unknown command 'Inventory' Unknown command 'Mantle' Unknown command 'creep' Unknown command 'frob' Unknown command 'inventory' execing Darkmod.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1228 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing Sound System ------ WARNING:LoadLibrary openal32.dll failed. sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded Couldn't find proc address for: wglGetExtensionsStringARB Couldn't find proc address for: wglSwapIntervalEXT Couldn't find proc address for: wglGetPixelFormatAttribivARB Couldn't find proc address for: wglGetPixelFormatAttribfvARB Couldn't find proc address for: wglChoosePixelFormatARB Couldn't find proc address for: wglCreatePbufferARB Couldn't find proc address for: wglGetPbufferDCARB Couldn't find proc address for: wglReleasePbufferDCARB Couldn't find proc address for: wglDestroyPbufferARB Couldn't find proc address for: wglQueryPbufferARB Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ...calling CDS: ok ...created window @ 0,0 (640x480) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 7 selected ...creating GL context: succeeded ...making context current: succeeded Couldn't find proc address for: wglGetExtensionsStringARB Couldn't find proc address for: wglSwapIntervalEXT Couldn't find proc address for: wglGetPixelFormatAttribivARB Couldn't find proc address for: wglGetPixelFormatAttribfvARB Couldn't find proc address for: wglChoosePixelFormatARB Couldn't find proc address for: wglCreatePbufferARB Couldn't find proc address for: wglGetPbufferDCARB Couldn't find proc address for: wglReleasePbufferDCARB Couldn't find proc address for: wglDestroyPbufferARB Couldn't find proc address for: wglQueryPbufferARB Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO Checking portable OpenGL extensions... X - GL_ARB_multitexture not found X - GL_ARB_texture_env_combine not found X - GL_ARB_texture_cube_map not found X - GL_ARB_texture_env_dot3 not found X - GL_ARB_texture_env_add not found X - GL_ARB_texture_non_power_of_two not found X - GL_ARB_texture_compression not found X - GL_EXT_texture_filter_anisotropic not found X - GL_EXT_texture_lod_bias not found X - GL_EXT_texture3D not found X - GL_EXT_stencil_wrap not found X - GL_NV_register_combiners not found X - GL_ATI_fragment_shader not found X - GL_ATI_text_fragment_shader not found X - GL_ARB_vertex_buffer_object not found X - GL_ARB_vertex_program not found X - GL_ARB_fragment_program not found ERROR:The current video card / driver combination does not support the necessary features. -------------------------------------- Error during initialization Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...restoring hardware gamma: success ...shutting down QGL ...unloading OpenGL DLLā€‹
  3. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  4. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  5. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  6. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  7. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      WeĀ“re like a Shalebridge Cradle: what comes in must never leave :)

  8. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  9. I looked but didn't see this video posted in these forums. It's pretty cool.
  10. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  11. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  12. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  13. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  14. @stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?
  15. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  16. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
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