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  1. 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. :-)

  2. 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.
  3. 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.
  4. I found the forum post I did about it here: https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/&do=findComment&comment=459121 I don't think I got a reply, and we were near release time so I just gave up on it. It worked at some point, so was probably something on my end. Regardless, having to use a Perl script hosted on some obscure server that nobody maintains anymore doesn't seem like a robust process. I think you can build the FM from the start to support i18N and not have to use that script. That's the approach that I think I will take for my next FM. Looking at the Wiki page, it's not that clear how to do it so that's what I'll aim to sort out. But then again, unless there are plenty of people waiting in the wings to perform translation work, not sure how motivated FM authors will be to support this.
  5. i have translated "parcel" in italian and I've copied the original pk4 and the translated pk4 in the same directory. i've tried to use the I18n.pl script to extract the text but an error occurred: C:\I18N>perl I18N.pl parcel.pk4 I18N.pl v0.12 - The Dark Mod Fan Mission translation helper. Cannot read 'strings/english.lang': No such file or directory at I18N.pl line 10 48. C:\I18N> . so I tried to launch the script as: C:\I18N>perl I18N.pl --english=parcel.pk4 --italian=parcel_it.pk4 I18N.pl v0.12 - The Dark Mod Fan Mission translation helper. Cannot read 'strings/english.lang': No such file or directory at I18N.pl line 10 48. C:\I18N> in the strings directory there is only the all.lang file What should I do? EDIT: i've renamed the file all.lang in english.lang. now the script works but after the briefing the game show a black screen and i can't go further so I tried to launch the map via console "map parcel.pk4" , didnt worked so i used "dmap parcel.pk4" and"map parcel.pk4" and the map was loaded correctly. However, the map still show a black screen after the briefing if i launch the map from the menu and TDM don't shows the accented letters
  6. 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
  7. 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
  8. (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.
  9. Please help! I did everything according to the instructions. I need to process the original outpost.pk4 file Here is the folder structure: In the command line, I entered these 2 lines: chdir c:\I18N\I18N.pl perl I18N.pl --english outpost.pk4 but no files appeared in the output folder.... I don't know what to do...
  10. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  11. That's in the qconsole.log: log file 'qconsole.log' opened on Thu Jul 2 17:45:58 2020 execing DarkmodKeybinds.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1274 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'OpenAL Soft on Lautsprecher (2- Realtek High Definition Audio)' OpenAL: found device 'OpenAL Soft on Realtek HD Audio 2nd output (2- Realtek High Definition Audio)' OpenAL: using 'OpenAL Soft' OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...created window @ 0,0 (1920x1080) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 2 selected ...creating GL context: core-fc ...making context current: succeeded ...initializing QGL ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ OpenGL vendor: ATI Technologies Inc. OpenGL renderer: ATI Radeon HD 4800 Series OpenGL version: 3.1.11672 Core Profile Forward-Compatible Context compatibility Checking required OpenGL features... v - using GL_VERSION_3_1 v - using GL_EXT_texture_compression_s3tc v - using WGL_VERSION_1_0 v - using WGL_ARB_pixel_format Checking optional OpenGL extensions... Max texture units: 16 Max active textures: 32 Max geometry output vertices: 1024 Max geometry output components: 16384 Max vertex attribs: 29 v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program X - GL_ARB_stencil_texturing not found X - GL_EXT_depth_bounds_test not found v - using GL_ARB_geometry_shader4 v - using GL_ARB_timer_query X - GL_KHR_debug not found v - using GL_ARB_sync v - using GL_ARB_draw_elements_base_vertex X - GL_ARB_texture_swizzle not found X - GL_ARB_buffer_storage not found v - using WGL_EXT_swap_control ----- R_ReloadARBPrograms ----- glprogs/bumpyEnvironment.vfp 3 glprogs/bumpyEnvironment.vfp 4 glprogs/environment.vfp 1 glprogs/environment.vfp 2 glprogs/soft_particle.vfp 5 glprogs/soft_particle.vfp 6 ------------------------------- ---------- 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 shadowMapN ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... WARNING:Compiling shader file interactionMultiLight.fs failed: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated File indexes: 0 - interactionMultiLight.fs WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight. Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... --------------------------------- New buffer size: 12288 kb New buffer size: 12288 kb Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.08/32, win-x86, code revision 8771 Build date: Jun 17 2020 WARNING:file def/tdm_ai_undead_zombie.def, line 1084: entityDef 'atdm:ai_undead_zombie_alt_animations' previously defined at def/tdm_ai_undead_zombie.def:292 WARNING:file materials/tdm_epi_shader_2.mtr, line 485: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:389 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 Initializing event system ...841 event definitions Initializing class hierarchy ...172 classes, 417136 bytes for event callbacks Initializing scripts Compiled 'û': 87.2 ms ---------- Compile stats ---------- Memory usage: Strings: 45, 5552 bytes Statements: 20325, 406500 bytes Functions: 1268, 129304 bytes Variables: 92036 bytes Mem used: 1344984 bytes Static data: 2277600 bytes Allocated: 3047340 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 3 mods in the FM folder. Parsed 0 mission declarations. -------- Initializing Session -------- 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:Couldn't load sound 'sound' using default session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Compiling shader file interactionMultiLight.fs failed: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated File indexes: 0 - interactionMultiLight.fs WARNING:Couldn't load sound 'sound' using default WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight. WARNING:file def/tdm_ai_undead_zombie.def, line 1084: entityDef 'atdm:ai_undead_zombie_alt_animations' previously defined at def/tdm_ai_undead_zombie.def:292 WARNING:file materials/tdm_epi_shader_2.mtr, line 485: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:389 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 WARNING:file sound/tdm_ai_maiden.sndshd, line 1709: sound 'tdm_ai_maiden_request_help' previously defined at sound/tdm_ai_maiden.sndshd:1561 9 warnings Couldn't exec autocommands.cfg - file does not exist. 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 shadowMapN ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... WARNING:Compiling shader file interactionMultiLight.fs failed: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated File indexes: 0 - interactionMultiLight.fs WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight. Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ...
    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.

  12. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  13. Hi, i have trouble running TDM 2.04 on Ubuntu 16.04. I installed the needed 32bit packages (https://wiki.ubuntuusers.de/Spiele/The_Dark_Mod/). Also I enabled the use of 32bit: http://askubuntu.com/questions/454253/how-to-run-32-bit-app-in-ubuntu-64-bit/454254#454254 But I still get this error: andre@linuxhost:~/Spiele/darkmod$ ./thedarkmod.x86 TDM 2.04 #6596 linux-x86 Jul 7 2016 15:43:56found interface lo - loopbackfound interface enp9s0 - 192.168.2.104/255.255.255.0Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOVtdm using generic code for SIMD processing.------ Initializing File System ------Current search path: /home/andre/Spiele/darkmod/ /home/andre/Spiele/darkmod/tdm_textures_wood01.pk4 (317 files) /home/andre/Spiele/darkmod/tdm_textures_window01.pk4 (348 files) /home/andre/Spiele/darkmod/tdm_textures_stone_sculpted01.pk4 (424 files) /home/andre/Spiele/darkmod/tdm_textures_stone_natural01.pk4 (123 files) /home/andre/Spiele/darkmod/tdm_textures_stone_flat01.pk4 (281 files) /home/andre/Spiele/darkmod/tdm_textures_stone_cobblestones01.pk4 (214 files) /home/andre/Spiele/darkmod/tdm_textures_stone_brick01.pk4 (440 files) /home/andre/Spiele/darkmod/tdm_textures_sfx01.pk4 (64 files) /home/andre/Spiele/darkmod/tdm_textures_roof01.pk4 (65 files) /home/andre/Spiele/darkmod/tdm_textures_plaster01.pk4 (140 files) /home/andre/Spiele/darkmod/tdm_textures_paint_paper01.pk4 (42 files) /home/andre/Spiele/darkmod/tdm_textures_other01.pk4 (51 files) /home/andre/Spiele/darkmod/tdm_textures_nature01.pk4 (256 files) /home/andre/Spiele/darkmod/tdm_textures_metal01.pk4 (465 files) /home/andre/Spiele/darkmod/tdm_textures_glass01.pk4 (50 files) /home/andre/Spiele/darkmod/tdm_textures_fabric01.pk4 (41 files) /home/andre/Spiele/darkmod/tdm_textures_door01.pk4 (171 files) /home/andre/Spiele/darkmod/tdm_textures_decals01.pk4 (367 files) /home/andre/Spiele/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/andre/Spiele/darkmod/tdm_textures_base01.pk4 (375 files) /home/andre/Spiele/darkmod/tdm_standalone.pk4 (4 files) /home/andre/Spiele/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/andre/Spiele/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/andre/Spiele/darkmod/tdm_sound_vocals06.pk4 (688 files) /home/andre/Spiele/darkmod/tdm_sound_vocals05.pk4 (128 files) /home/andre/Spiele/darkmod/tdm_sound_vocals04.pk4 (2854 files) /home/andre/Spiele/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/andre/Spiele/darkmod/tdm_sound_vocals02.pk4 (1300 files) /home/andre/Spiele/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/andre/Spiele/darkmod/tdm_sound_sfx02.pk4 (596 files) /home/andre/Spiele/darkmod/tdm_sound_sfx01.pk4 (924 files) /home/andre/Spiele/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/andre/Spiele/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/andre/Spiele/darkmod/tdm_sound_ambient02.pk4 (156 files) /home/andre/Spiele/darkmod/tdm_sound_ambient01.pk4 (209 files) /home/andre/Spiele/darkmod/tdm_prefabs01.pk4 (557 files) /home/andre/Spiele/darkmod/tdm_player01.pk4 (125 files) /home/andre/Spiele/darkmod/tdm_models_decls01.pk4 (93 files) /home/andre/Spiele/darkmod/tdm_models02.pk4 (1836 files) /home/andre/Spiele/darkmod/tdm_models01.pk4 (1916 files) /home/andre/Spiele/darkmod/tdm_gui_credits01.pk4 (49 files) /home/andre/Spiele/darkmod/tdm_gui01.pk4 (679 files) /home/andre/Spiele/darkmod/tdm_game02.pk4 (2 files) /home/andre/Spiele/darkmod/tdm_game01.pk4 (2 files) /home/andre/Spiele/darkmod/tdm_fonts01.pk4 (696 files) /home/andre/Spiele/darkmod/tdm_env01.pk4 (98 files) /home/andre/Spiele/darkmod/tdm_defs01.pk4 (166 files) /home/andre/Spiele/darkmod/tdm_base01.pk4 (156 files) /home/andre/Spiele/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/andre/Spiele/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_heads01.pk4 (96 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_guards01.pk4 (373 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_females01.pk4 (169 files) /home/andre/Spiele/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/andre/Spiele/darkmod/tdm_ai_base01.pk4 (8 files) /home/andre/Spiele/darkmod/tdm_ai_animals01.pk4 (80 files)File System Initialized.------------------------------------------- Initializing Decls ------------------------------------------ Initializing renderSystem --------using ARB renderSystemrenderSystem initialized.--------------------------------------I18N: SetLanguage: 'english'.I18N: Found no character remapping for english.I18N: 1228 strings read from strings/english.langI18N: 'strings/fm/english.lang' not found.WARNING:Couldn't load image: guis/assets/splash/launchCouldn't open journal filesCouldn't exec editor.cfg - file does not exist.execing default.cfgUnknown 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.langI18N: 'strings/fm/english.lang' not found.----- Initializing Sound System ------sound system initialized.------------------------------------------- R_InitOpenGL -----Setup X display connectiondlopen(libGL.so.1)dlopen(libGL.so.1)idRenderSystem::Shutdown()signal caught: Segmentation faultsi_code 1Was in fatal error shutdown: Unable to initialize OpenGLTrying to exit gracefully..About to exit with code 0 Please help me. What should I do?
  14. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  15. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  16. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  17. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  18. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  19. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  20. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
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