Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/importing customs models/' or tags 'forums/importing customs models/q=/tags/forums/importing customs models/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. spoke with my sister and no there is no customs declaration nessesary, you will however have to remove the bios battery from everything which you dont take with you in the cabin as they can be a fire hazard. customs is only for resale but since you are on the plane yourself they wont question if that is the purpose. so weight declaration only :)
  2. There is exactly one - quite overused Wall mounted Oil lamp (in bronze and Rusty bronze oooh). Its an indoor lamp fixture, used outdoors and as its a 'fancy' design - often in areas of lower-economic means too. It just looks 'wrong' in many outdoor places. While I'd believe there is a Guild / Utility monopoly that mandates all same-age electric lamp fixtures to be exactly the 'same'...Mass-produced metal things can be hammered out by any Half-Ape Tinsmith with Metal-Shears and a Hammer, 3 an hour. Just look at these random examples; These are a mixed assortment of 'Whale' Oil , Coal-Oil & Kerosene; Lanterns. They work mostly how you'd expect - except the outdoor models ARE weather-proof, meaning the glass doors need to be open to be affected by water arrows / snuffed-out... Also this; a Gimbal equipped Oil-lamp, could present quite the challenge as even IF it gets knocked over / tips - it stays burning!
  3. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  4. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  5. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  6. I hope I'm not proposing some unfeasible idea that was already imagined before, this stuff is fun to discuss so no loss still. Riding the wave of recent optimizations, I keep thinking what more could be done to reach a round 144 FPS compatible with today's monitors. An intriguing optimization came to mind which I felt I have to share: Could we gain something if we had distance-based LOD for entity updates, encompassing everything visual from models to lights? How it would work: New settings allow you to set a start distance, end distance, and minimum rate. The further an entity gets the lower its individual update rate, slowly decreasing from updating each frame (start distance and closer) to updating at the minimum rate (end distance and further). This means any visual change is preformed with frame skips on any entity: For models such as characters animations are updated at the lower rate, for lights it means shadows are recalculated less often... even changes in the position and rotation of an entity may follow it for consistency, this would especially benefit lights with a moving origin like fireplaces or torches held by guards which recalculate per-frame. Reasoning: Light recalculation even animated models or individual particles can be significant contributors to performance drain. We know the further something is from the camera the less detail it requires, this is why we have a level-of-detail system with lower-polygon LOD models for characters and even mapmodels. Thus we can go even further and extend the concept to visual updates; Similar to how you don't care if a far away guard has a low-poly helmet you won't notice, you won't care if that guard is being animated at 30 FPS out of your maximum of 60, nor if the shadow of a small distant light is being updated at 15 FPS when an AI passes in front of it. This is especially useful if you own a 144 Hz monitor and expect 144 FPS: I want to see a character in front of me move at 144 FPS, but may not even notice if a guard far away is animating at 60 FPS... I want the shadows of the light from the nearby torch to animate smoothly, but can care less if a lamp meters away updates its shadows at 30 FPS instead. The question is if this is easy to implement in a way that offers the full benefit. If we use GPU skinning for instance, the graphics card should be told to animate the model at a lower FPS in order to actually preserve cycles... does OpenGL (and in the future Vulkan) let us do this per individual model? I know the engine has control over light recalculations which would probably yield the biggest benefit. Might add more points later as to not make the post too big, for now what are your thoughts?
  7. I feel like I've seen spinning fans in vents before on maps I've played in the past, but going through the models/prefabs/etc in DarkRadiant, I can't find anything pre-made for it, and searching the Wiki didn't turn up anything I could find. I know Entities can be moved in DR (hence doors, windows, elevators, etc) but what would I need to do to make a fan blade model spin on its axis inside a fan frame?
  8. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  9. Well) There is my story with some log files... Darkmode starts and works on doom3.gpl well, but with some random crashes. All you need for start darkmode - is (slill) original game data from doom3. (*.pk4 files in base directory) Here are some steps I have passed. (it is crappy scenario it maybe, but it works) 1) I have cloned git-repository from https://github.com/TTimo/doom3.gpl to /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/ (this dir figures in logs - so it may be important) 2) After compilation (just compilation - I did not intalled it), I created the ./base directory in .../doom3.gpl/neo directory (there you have doom3.x86 file). After that I put there the original doom3 game data files ( all *.pk4 from original installation installation for example), and created simlink "/usr/local/games/doom3" targered to "/home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/" (directorythere we have doom3.x86 file). 3) it may be you could also need to copy .../doom3.gpl/neo/gamex86-base.so to .../doom3.gpl/base/gamex86.so and create empty .../doom3.gpl/base/default.cfg file 4) so - after that I downloaded darkmod to ~/.doom3/darkmod directory and started tdmlauncher.linux (well, you know - as for me - it starts well and via mod-loading menu from original doom`s gui, but, it may be, I have somethink missed ? ) 5) That`s all, as I remebbered... I was asked for cd-key also but you have it on your Doom3-disk There are some random craches - you can see log for some information. for example this fault : ASSERTION FAILED! cm/CollisionModel_rotate.cpp(1295): 'tw.axis[0] * tw.axis[0] + tw.axis[1] * tw.axis[1] + tw.axis[2] * tw.axis[2] > 0.99f' signal caught: Trace/breakpoint trap si_code 128 Trying to exit gracefully.. I got in training mission when tryed to move up small boxes to clinb to opened window. See full log below. Path to tdmlauncher is /home/localuser/.doom3/darkmod/tdmlauncher.linux Darkmod directory is /home/localuser/.doom3/darkmod/ Darkmod directory after normalisation is /home/localuser/.doom3/darkmod Trying default value for engine executable: /home/localuser/.doom3/doom.x86 Trying default Linux location for engine executable /usr/local/games/doom3/doom.x86 Found engine executable in /usr/local/games/doom3/doom.x86 Engine path after normalisation is /usr/local/games/doom3/doom.x86 Current FM is: training_mission Searching the /proc/ folder for PID files Using the following argument vector: #0: /usr/local/games/doom3/doom.x86 #1: +set #2: fs_game_base #3: darkmod #4: +set #5: fs_game #6: training_mission Trying to launch /usr/local/games/doom3/doom.x86 /usr/local/games/doom3/doom.x86 +set fs_game_base darkmod +set fs_game training_mission DOOM 1.3.1.1304-debug linux-x86 Jan 7 2012 01:12:59 found interface lo - loopback found interface eth0 - 10.1.0.10/255.255.255.0 ------ Initializing File System ------ Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game00.pk4 with checksum 0xf07eb555 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game01.pk4 with checksum 0x51c6981f Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game03.pk4 with checksum 0x5d4230ea Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak000.pk4 with checksum 0x808f9e40 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak001.pk4 with checksum 0x20a36d36 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak002.pk4 with checksum 0x916b20c6 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak003.pk4 with checksum 0x9b62e180 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak004.pk4 with checksum 0x6a4f344 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak006.pk4 with checksum 0x95b65ab Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak007.pk4 with checksum 0x666bdb3c Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak008.pk4 with checksum 0x23ae5993 Loaded pk4 /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/RU.pk4 with checksum 0x85f062f Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_animals01.pk4 with checksum 0xacda2bb Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_base01.pk4 with checksum 0xf42f339d Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_builders01.pk4 with checksum 0xcb2854bf Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_females01.pk4 with checksum 0x1b2a6a31 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_guards01.pk4 with checksum 0x33ca6394 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_heads01.pk4 with checksum 0x5dd21227 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_mages01.pk4 with checksum 0x4fb92e26 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_nobles01.pk4 with checksum 0xe4ff336c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_pagans01.pk4 with checksum 0xa1349247 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_townsfolk01.pk4 with checksum 0x8ddbd904 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_humanoid_undead01.pk4 with checksum 0x2477a779 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_monsters_spiders01.pk4 with checksum 0x792b0ca5 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_ai_steambots01.pk4 with checksum 0x731159a8 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_base01.pk4 with checksum 0xfb74186c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_defs01.pk4 with checksum 0x31417173 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_env01.pk4 with checksum 0x70046471 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_fonts01.pk4 with checksum 0x4d337925 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_game01.pk4 with checksum 0xab7fd2d2 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_game02.pk4 with checksum 0x4a1b32fc Loaded pk4 /home/localuser/.doom3/darkmod/tdm_game03.pk4 with checksum 0x1c4edae4 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_gui01.pk4 with checksum 0x63a09f0e Loaded pk4 /home/localuser/.doom3/darkmod/tdm_gui_credits01.pk4 with checksum 0x5b1d7253 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_models01.pk4 with checksum 0x16c8a70a Loaded pk4 /home/localuser/.doom3/darkmod/tdm_models02.pk4 with checksum 0x3d12c87e Loaded pk4 /home/localuser/.doom3/darkmod/tdm_models_decls01.pk4 with checksum 0x92c43427 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_player01.pk4 with checksum 0xe4d3e6fd Loaded pk4 /home/localuser/.doom3/darkmod/tdm_prefabs01.pk4 with checksum 0x838252d0 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient01.pk4 with checksum 0x40500cb Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient02.pk4 with checksum 0x666b0cac Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient03.pk4 with checksum 0xfa3d0336 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_ambient_decls01.pk4 with checksum 0x1f53dda2 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_sfx01.pk4 with checksum 0x8d3d8fa7 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_sfx02.pk4 with checksum 0x6a7ee5ef Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals01.pk4 with checksum 0x749a24b6 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals02.pk4 with checksum 0x3ce30b71 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals03.pk4 with checksum 0xfbc08dea Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals04.pk4 with checksum 0x6bae7076 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals05.pk4 with checksum 0x8bc0bbe1 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals06.pk4 with checksum 0xe1f2a386 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals07.pk4 with checksum 0xe7d94add Loaded pk4 /home/localuser/.doom3/darkmod/tdm_sound_vocals_decls01.pk4 with checksum 0x1a0de03d Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_base01.pk4 with checksum 0x87f7f590 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_carpet01.pk4 with checksum 0xcc1e2e32 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_decals01.pk4 with checksum 0x7e7ce54e Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_door01.pk4 with checksum 0xda543894 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_fabric01.pk4 with checksum 0x7c12c7ad Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_glass01.pk4 with checksum 0x5fa01a26 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_metal01.pk4 with checksum 0x173ce02a Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_nature01.pk4 with checksum 0x444352b6 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_paint_paper01.pk4 with checksum 0xf4cab8d7 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_plaster01.pk4 with checksum 0xf1b2549c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_roof01.pk4 with checksum 0x2efab03d Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_sfx01.pk4 with checksum 0xff5da4d5 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_brick01.pk4 with checksum 0xe942a997 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_cobblestones01.pk4 with checksum 0xb215367c Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_flat01.pk4 with checksum 0xc063445 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_natural01.pk4 with checksum 0x6cd8c52a Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_stone_sculpted01.pk4 with checksum 0xf225aa20 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_window01.pk4 with checksum 0xdb10db90 Loaded pk4 /home/localuser/.doom3/darkmod/tdm_textures_wood01.pk4 with checksum 0xe96a8d66 Loaded pk4 /home/localuser/.doom3/training_mission/training_mission.pk4 with checksum 0x3d46da04 Current search path: /home/localuser/.doom3/training_mission /home/localuser/.doom3/training_mission/training_mission.pk4 (30 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/training_mission /home/localuser/.doom3/darkmod /home/localuser/.doom3/darkmod/tdm_textures_wood01.pk4 (293 files) /home/localuser/.doom3/darkmod/tdm_textures_window01.pk4 (226 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_sculpted01.pk4 (304 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_natural01.pk4 (99 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_flat01.pk4 (256 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_cobblestones01.pk4 (185 files) /home/localuser/.doom3/darkmod/tdm_textures_stone_brick01.pk4 (350 files) /home/localuser/.doom3/darkmod/tdm_textures_sfx01.pk4 (32 files) /home/localuser/.doom3/darkmod/tdm_textures_roof01.pk4 (65 files) /home/localuser/.doom3/darkmod/tdm_textures_plaster01.pk4 (96 files) /home/localuser/.doom3/darkmod/tdm_textures_paint_paper01.pk4 (22 files) /home/localuser/.doom3/darkmod/tdm_textures_nature01.pk4 (193 files) /home/localuser/.doom3/darkmod/tdm_textures_metal01.pk4 (329 files) /home/localuser/.doom3/darkmod/tdm_textures_glass01.pk4 (30 files) /home/localuser/.doom3/darkmod/tdm_textures_fabric01.pk4 (38 files) /home/localuser/.doom3/darkmod/tdm_textures_door01.pk4 (155 files) /home/localuser/.doom3/darkmod/tdm_textures_decals01.pk4 (226 files) /home/localuser/.doom3/darkmod/tdm_textures_carpet01.pk4 (71 files) /home/localuser/.doom3/darkmod/tdm_textures_base01.pk4 (159 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals_decls01.pk4 (23 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals07.pk4 (1083 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals06.pk4 (661 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals05.pk4 (80 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals04.pk4 (1258 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals03.pk4 (722 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals02.pk4 (1335 files) /home/localuser/.doom3/darkmod/tdm_sound_vocals01.pk4 (66 files) /home/localuser/.doom3/darkmod/tdm_sound_sfx02.pk4 (549 files) /home/localuser/.doom3/darkmod/tdm_sound_sfx01.pk4 (457 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient02.pk4 (148 files) /home/localuser/.doom3/darkmod/tdm_sound_ambient01.pk4 (151 files) /home/localuser/.doom3/darkmod/tdm_prefabs01.pk4 (440 files) /home/localuser/.doom3/darkmod/tdm_player01.pk4 (123 files) /home/localuser/.doom3/darkmod/tdm_models_decls01.pk4 (88 files) /home/localuser/.doom3/darkmod/tdm_models02.pk4 (1770 files) /home/localuser/.doom3/darkmod/tdm_models01.pk4 (1533 files) /home/localuser/.doom3/darkmod/tdm_gui_credits01.pk4 (49 files) /home/localuser/.doom3/darkmod/tdm_gui01.pk4 (661 files) /home/localuser/.doom3/darkmod/tdm_game03.pk4 (2 files) /home/localuser/.doom3/darkmod/tdm_game02.pk4 (2 files) /home/localuser/.doom3/darkmod/tdm_game01.pk4 (2 files) /home/localuser/.doom3/darkmod/tdm_fonts01.pk4 (731 files) /home/localuser/.doom3/darkmod/tdm_env01.pk4 (92 files) /home/localuser/.doom3/darkmod/tdm_defs01.pk4 (147 files) /home/localuser/.doom3/darkmod/tdm_base01.pk4 (125 files) /home/localuser/.doom3/darkmod/tdm_ai_steambots01.pk4 (27 files) /home/localuser/.doom3/darkmod/tdm_ai_monsters_spiders01.pk4 (89 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_undead01.pk4 (29 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (65 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_pagans01.pk4 (8 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_mages01.pk4 (7 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_heads01.pk4 (64 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_guards01.pk4 (286 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_females01.pk4 (138 files) /home/localuser/.doom3/darkmod/tdm_ai_humanoid_builders01.pk4 (84 files) /home/localuser/.doom3/darkmod/tdm_ai_base01.pk4 (8 files) /home/localuser/.doom3/darkmod/tdm_ai_animals01.pk4 (76 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/darkmod /home/localuser/.doom3/base /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/RU.pk4 (199 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak008.pk4 (3 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak007.pk4 (38 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak006.pk4 (48 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak005.pk4 (63 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak004.pk4 (5137 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak003.pk4 (4754 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak002.pk4 (6120 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak001.pk4 (8983 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/pak000.pk4 (2701 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game03.pk4 (2 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game02.pk4 (2 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game01.pk4 (2 files) /home/_data/_setup/_incomings/id_tech_4_src/doom3.gpl/neo/base/game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 1141 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg Unknown command '#' execing DoomConfig.cfg couldn't exec autoexec.cfg 1141 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1024x768 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: Quadro FX 1600M/PCI/SSE2 idCommon::VPrintf: truncated to 4094 characters GL_EXTENSIONS: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer G ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ dlopen(libasound.so.2) asoundlib version: 1.0.24.1 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- R_NV20_Init ---------- --------------------------------- ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: /home/localuser/.doom3/darkmod/tdm_game02.pk4/gamex86.so copy gamex86.so to /home/localuser/.doom3/training_mission/gamex86.so Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV game using generic code for SIMD processing. --------- Initializing Game ---------- The Dark Mod 1.07, code revision 5048 Build date: Nov 23 2011 WARNING: file particles/training_map.prt, line 30: particle 'lantern_glare_simple' previously defined at particles/tdm_light_glares.prt:265 Initializing event system ...780 event definitions Initializing class hierarchy ...166 classes, 761280 bytes for event callbacks Initializing scripts /proc/cpuinfo CPU frequency: 800 MHz Compiled 'rand_osc_light::GetOscOrigin': 420.6 ms ---------- Compile stats ---------- Memory usage: Strings: 42, 6672 bytes Statements: 18129, 362580 bytes Functions: 1128, 115356 bytes Variables: 82736 bytes Mem used: 1034592 bytes Static data: 2277552 bytes Allocated: 2778072 bytes Thread size: 7068 bytes ...5 aas types game initialized. -------------------------------------- Parsing material files WARNING: Cannot find character remapping for language english. 1141 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. I18N: 'strings/fm/english.lang' not found, skipping it. WARNING: Cannot find guis/mainmenu.gui Current language: english Found 0 new mission packages. Found 2 mods in the FM folder. Parsed 2 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: training_mission -------- Initializing Session -------- session initialized -------------------------------------- Opening IP socket: localhost:-1 WARNING: Non-portable: path contains uppercase characters: TypeInfo WARNING: Non-portable: path contains uppercase characters: MayaImport --- Common Initialization Complete --- ------------- Warnings --------------- during DOOM 3 initialization... WARNING: Cannot find character remapping for language english. WARNING: Cannot find guis/mainmenu.gui WARNING: file particles/training_map.prt, line 30: particle 'lantern_glare_simple' previously defined at particles/tdm_light_glares.prt:265 WARNING: Non-portable: path contains uppercase characters: MayaImport WARNING: Non-portable: path contains uppercase characters: TypeInfo 5 warnings terminal support enabled ( use +set in_tty 0 to disabled ) pid: 2997 3920 MB System Memory guessing video ram ( use +set sys_videoRam to force ) .. found XNVCtrl extension 1.27 512 MB Video Memory Async thread started Found 0 new mission packages. Found 2 mods in the FM folder. DisplayBriefingPage: briefingData is maps/training_mission/mission_briefing DisplayBriefingPage: xdata found. DisplayBriefingPage: numPages is 1 DisplayBriefingPage: current page is 1 Objective 1: Parsing success and failure logic Applied 0 objective conditions.--------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/gameover.gui. reloading guis/msg.gui. reloading guis/takeNotes.gui. reloading guis/intro.gui. reloading guis/netmenu.gui. Objective 1: Parsing success and failure logic Applied 0 objective conditions.--------- Map Initialization --------- Map: training_mission glprogs/ambientEnvironment.vfp glprogs/ambientEnvironment.vfp glprogs/heatHazeWithMask.vfp glprogs/heatHazeWithMask.vfp ----------- Game Map Init ------------ collision data: 372 models 43479 vertices (1019 KB) 70510 edges (2478 KB) 27317 polygons (1914 KB) 4567 brushes (623 KB) 22046 nodes (602 KB) 49151 polygon refs (383 KB) 18749 brush refs (146 KB) 26162 internal edges 589 sharp edges 0 contained polygons removed 0 polygons merged 7168 KB total memory used 835 msec to load collision data. map bounds are (4928.0, 5216.0, 3445.0) max clip sector is (308.0, 326.0, 215.3) 3 KB passage memory used to build PVS 4 msec to calculate PVS 49 areas 124 portals 7 areas visible on average 392 bytes PVS data [Load AAS] loading maps/training_mission.aas48 [Load AAS] loading maps/training_mission.aas96 [Load AAS] loading maps/training_mission.aas32 done. [Load AAS] loading maps/training_mission.aas100 [Load AAS] loading maps/training_mission.aas_rat ConversationManager: Found 0 valid conversations. Entering tdm_main() Exiting tdm_main() Spawning entities Compiled '/home/localuser/.doom3/training_mission/maps/training_mission.script': 61.1 ms ---------- Compile stats ---------- Memory usage: Strings: 43, 6768 bytes Statements: 20121, 402420 bytes Functions: 1226, 124052 bytes Variables: 87664 bytes Mem used: 1108392 bytes Static data: 2277552 bytes Allocated: 2812888 bytes Thread size: 7068 bytes loaded collision model models/darkmod/containers/crate02.lwo loaded collision model models/darkmod/architecture/fencing/irongatesegment.ase loaded collision model models/darkmod/nature/bush_small03.lwo loaded collision model models/darkmod/nature/bush_large03.lwo loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/streetlamp1.lwo loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/containers/barrell_med_closed.lwo loaded collision model models/darkmod/architecture/chimneys/chimney_right.lwo loaded collision model models/darkmod/architecture/ladders/ladder_8steps.ase loaded collision model models/darkmod/architecture/windows/windowframe_wood_80x36.ase loaded collision model models/darkmod/architecture/doors/door104x56_2hinge.lwo loaded collision model models/darkmod/architecture/doors/door104x56_3hinge.lwo loaded collision model models/darkmod/architecture/doorframes/door_frame_wood_104x56.ase loaded collision model models/darkmod/furniture/tables/wtable1.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight_outdoor3.lwo loaded collision model models/darkmod/nautical/boat2.lwo loaded collision model models/darkmod/architecture/supports/beam_end01.lwo loaded collision model models/darkmod/architecture/supports/beam_end02.lwo loaded collision model models/darkmod/misc/rope_coil01.lwo loaded collision model models/darkmod/lights/non-extinguishable/hooded_lantern.lwo loaded collision model models/darkmod/lights/non-extinguishable/lantern_oil_hand.ase loaded collision model models/darkmod/mechanical/switches/switch_rotate_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever.ase loaded collision model models/darkmod/architecture/pillars/pillar_rippled.ase loaded collision model models/darkmod/lights/extinguishable/standing_torch01.lwo loaded collision model models/darkmod/containers/crate01.lwo removed 28 degenerate triangles loaded collision model models/darkmod/mechanical/smokestack_tall_wall.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough3.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough1.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough2.ase loaded collision model models/darkmod/architecture/windows/round_stone01_small.lwo loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_hanging.lwo loaded collision model models/darkmod/architecture/doorframes/door_frame_curved_96x48.lwo loaded collision model models/darkmod/hangers/signhanger_simple01.lwo loaded collision model models/darkmod/decorative/signs/sign_square01.ase loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/roundstreetlamp.lwo loaded collision model models/darkmod/nature/growth_small01.lwo loaded collision model models/darkmod/nature/ivy_part01.lwo loaded collision model models/darkmod/nature/ivy_part01b.lwo removed 30 degenerate triangles loaded collision model models/darkmod/nature/plant_bigleafy.ase loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_hanging01.lwo removed 4 degenerate triangles loaded collision model models/darkmod/decorative/statues/statue_gargoyle_small.ase loaded collision model models/darkmod/dungeon/metal_ring.ase loaded collision model models/darkmod/hangers/rack_wooden01.lwo loaded collision model models/darkmod/hangers/signbar_broken_chains.lwo loaded collision model models/darkmod/junk/cartwheel.lwo loaded collision model models/darkmod/junk/horse_dung.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo loaded collision model models/darkmod/mechanical/windlass.lwo loaded collision model models/darkmod/misc/cart_low.lwo loaded collision model models/darkmod/misc/market_stall_small.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo loaded collision model models/darkmod/misc/sagging_rope_long01.lwo loaded collision model models/darkmod/tools/household/wash_bin.ase loaded collision model models/darkmod/tools/wheelbarrow01_empty.lwo loaded collision model models/darkmod/wearables/laundry_hanging02_small.lwo loaded collision model models/darkmod/tools/spade_square.lwo loaded collision model models/darkmod/containers/package_medium.lwo loaded collision model models/darkmod/nature/rocks/smallrock2.lwo loaded collision model models/darkmod/nature/rocks/rubble_pieces_1.ase loaded collision model models/darkmod/containers/bucket_wood.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_simple.lwo loaded collision model models/darkmod/furniture/shelves/wall_shelf_ornate2.lwo glprogs/heatHaze.vfp glprogs/heatHaze.vfp loaded collision model models/darkmod/player_equipment/health_potion.lwo loaded collision model models/darkmod/containers/bag1_small.lwo loaded collision model models/darkmod/containers/keg_tapped_small.lwo loaded collision model models/darkmod/misc/clipmodels/basket_cm.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/kitchen/jar1.lwo loaded collision model models/darkmod/tools/smithyhammer.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/wearables/laundry_hanging02.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/decorative/wall/painting01_m.lwo loaded collision model models/darkmod/misc/clipmodels/empty_flowerpot_cm.lwo loaded collision model models/darkmod/furniture/tables/endtable_square01.lwo loaded collision model models/darkmod/mechanical/generator_big.lwo loaded collision model models/darkmod/mechanical/machine_01_axle.ase loaded collision model models/darkmod/mechanical/pipes/tap1_large.lwo loaded collision model models/darkmod/mechanical/pipes/valve2_xl.ase loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_5_spoke.lwo loaded collision model models/darkmod/door_related/handle_curved_rotate.ase loaded collision model models/darkmod/lights/non-extinguishable/lamp_shaded.lwo loaded collision model models/darkmod/architecture/windows/round_stone01_tall.lwo loaded collision model models/darkmod/furniture/seating/wchair1.lwo loaded collision model models/darkmod/player_equipment/lockpick_snake.lwo loaded collision model models/darkmod/player_equipment/lockpick_triangle.lwo loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/lights/extinguishable/candlestick2_empty.lwo loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/door_related/handle_curved_rotate_double.ase loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/loot/trophy01.ase loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp_hanging.lwo loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/door_related/key_padlock.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase loaded collision model models/darkmod/mechanical/gears/watermill_cogwheel_big.ase loaded collision model models/darkmod/loot/statue_loot.ase loaded collision model models/darkmod/loot/vase_g.lwo loaded collision model models/darkmod/loot/purse_layingdown.lwo loaded collision model models/darkmod/loot/plate_g.lwo loaded collision model models/darkmod/loot/coins/coinsc.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/loot/goblet1.lwo loaded collision model models/darkmod/containers/openable/chest_old_lid.lwo loaded collision model models/darkmod/containers/openable/chest_old_body.lwo loaded collision model models/darkmod/player_equipment/compass_open.lwo loaded collision model models/darkmod/player_equipment/spyglass_closed.lwo loaded collision model models/darkmod/misc/target.ase loaded collision model models/darkmod/nature/plant_05_big.ase loaded collision model models/darkmod/architecture/building_facades/tudor_inn.ase loaded collision model models/darkmod/misc/bell01.ase loaded collision model models/darkmod/lights/non-extinguishable/round_lantern_unattached.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_long.lwo loaded collision model models/darkmod/architecture/chimneys/chimney_left.lwo loaded collision model models/darkmod/nature/trees/tree_dm.lwo loaded collision model models/darkmod/nature/trees/tree_dm02.lwo loaded collision model models/darkmod/decorative/wall/banner2.lwo loaded collision model models/darkmod/weapons/ropearrow.lwo loaded collision model models/archery_ground.ase loaded collision model models/stone_path.ase loaded collision model models/darkmod/nature/plant_03.ase loaded collision model models/darkmod/weapons/waterarrow.lwo loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo loaded collision model models/darkmod/weapons/shortsword.lwo loaded collision model models/darkmod/furniture/seating/bench_wooden01.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo removed 2 degenerate triangles loaded collision model models/darkmod/kitchen/bottle02.lwo glprogs/heatHazeWithMaskAndVertex.vfp glprogs/heatHazeWithMaskAndVertex.vfp loaded collision model models/darkmod/weapons/longswordlow.lwo loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo loaded collision model models/darkmod/weapons/hammer.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo loaded collision model models/darkmod/player_equipment/small_rock.lwo loaded collision model models/darkmod/nature/rocks/smallrock1.lwo loaded collision model models/darkmod/architecture/pillars/groovedpillar01_med.lwo loaded collision model models/darkmod/lights/extinguishable/candle_wide.lwo loaded collision model models/darkmod/lights/extinguishable/standing_oil_lamp.lwo loaded collision model models/darkmod/lights/extinguishable/sq_torch.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp02.lwo loaded collision model models/darkmod/containers/crate03.lwo loaded collision model models/darkmod/lights/extinguishable/brazier.lwo loaded collision model models/darkmod/lights/extinguishable/candle_wide_tall.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_empty.lwo loaded collision model models/darkmod/lights/extinguishable/candle_short.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_round.lwo loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo loaded collision model models/darkmod/lights/extinguishable/candle_tall.lwo loaded collision model models/darkmod/furniture/tables/dining_table_med_01.ase loaded collision model models/darkmod/loot/jewellery/ring_ruby.lwo removed 22 degenerate triangles loaded collision model models/darkmod/loot/jewellery/ring_gem_skull.ase loaded collision model models/darkmod/loot/bottle03.lwo loaded collision model models/darkmod/loot/jewellery/bracelet_jewelled.lwo loaded collision model models/darkmod/loot/coins/coinsa.lwo loaded collision model models/darkmod/player_equipment/flashbomb.lwo loaded collision model models/darkmod/misc/clipmodels/rusticchair_cm.lwo loaded collision model models/darkmod/kitchen/utensils/fork_ornamental.lwo loaded collision model models/darkmod/kitchen/utensils/knife_ornamental.lwo loaded collision model models/darkmod/misc/clipmodels/cheapbeermug_cm.lwo loaded collision model models/darkmod/kitchen/food/pear.lwo loaded collision model models/darkmod/misc/clipmodels/bowl_soupbowl_cm.lwo loaded collision model models/darkmod/kitchen/utensils/smspoon_ornamental.lwo loaded collision model models/darkmod/misc/clipmodels/broadbrim_hat_cm.lwo loaded collision model models/darkmod/weapons/shortbow.lwo loaded collision model models/darkmod/lights/non-extinguishable/wallight1.lwo loaded collision model models/darkmod/misc/wood_pallette.lwo key_guard_1: Fixing inv_category from Keys to #str_02392. key_guard_2: Fixing inv_category from Keys to #str_02392. loaded collision model models/darkmod/furniture/shelves/shelf_standing_small.lwo removed 12 degenerate triangles loaded collision model models/darkmod/weapons/mossarrow.lwo loaded collision model models/darkmod/misc/clipmodels/mug_wooden02_cm.lwo loaded collision model models/darkmod/weapons/blackjack.lwo loaded collision model models/darkmod/misc/clipmodels/stool_round_rough_cm.lwo loaded collision model models/darkmod/tools/metal_hook.lwo loaded collision model models/darkmod/kitchen/sugar_silver.ase key_exit2: Fixing inv_category from Keys to #str_02392. loaded collision model models/darkmod/furniture/desk1.lwo removed 58 degenerate triangles loaded collision model models/darkmod/readables/book_t1.lwo loaded collision model models/darkmod/architecture/windows/warehouse_window_dark.lwo loaded collision model models/darkmod/lights/non-extinguishable/hanging_lantern.lwo loaded collision model models/darkmod/misc/clipmodels/bones_arm_right_cm.ase loaded collision model models/darkmod/containers/barrell_large.lwo loaded collision model models/darkmod/furniture/shelves/shelf_timber.ase loaded collision model models/darkmod/misc/clipmodels/cauldron_small_cm.lwo loaded collision model models/darkmod/misc/clipmodels/cookpot_cm.lwo loaded collision model models/darkmod/tools/pickaxe.lwo loaded collision model models/darkmod/tools/wheelbarrow02.lwo loaded collision model models/darkmod/decorative/statues/hammer_stone_large.lwo StoreRoomKey: Fixing inv_category from Keys to #str_02392. loaded collision model models/darkmod/containers/package_cube.lwo WARNING: aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_1'. ...1651 entities spawned, 0 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Applied 0 objective conditions.[aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0. WARNING: Unknown string id #str_02618 WARNING: Unknown string id #str_02619 WARNING: Unknown string id #str_02048 WARNING: Unknown string id #str_02497 WARNING: Unknown string id #str_04240 WARNING: Unknown string id #str_04240 -------------------------------------- SpawnPlayer: 0 removed 16 degenerate triangles removed 16 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 742 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/wallight2 WARNING: Couldn't load image: extinguishable/wallight_3_unnatached WARNING: Couldn't load image: extinguishable/wallight_outdoor3 WARNING: Couldn't load image: extinguishable/lantern_oil_hand WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/lantern_oil_hand02 WARNING: Couldn't load image: extinguishable/simple_square1_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/simple_square2_unattached WARNING: Couldn't load image: extinguishable/lamp_shaded WARNING: Couldn't load image: _bloomimage WARNING: Couldn't load image: _cookedmath 0 purged from previous 179 kept from previous 931 new loaded all images loaded in 12.9 seconds ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 101326k referenced 6338k purged ---------------------------------------- sound: missing efxs/training_mission.efx ----------------------------------- 28676 msec to load training_mission idRenderWorld::GenerateAllInteractions, msec = 0, staticAllocCount = 0. interactionTable size: 61004 bytes 5 interaction take 560 bytes ------------- Warnings --------------- during training_mission... WARNING: aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_1'. WARNING: Couldn't load image: - WARNING: Couldn't load image: _bloomimage WARNING: Couldn't load image: _cookedmath WARNING: Couldn't load image: extinguishable/lamp_shaded WARNING: Couldn't load image: extinguishable/lantern_oil_hand WARNING: Couldn't load image: extinguishable/lantern_oil_hand02 WARNING: Couldn't load image: extinguishable/round_lantern_sitting WARNING: Couldn't load image: extinguishable/round_lantern_unattached WARNING: Couldn't load image: extinguishable/simple_square1_hanging WARNING: Couldn't load image: extinguishable/simple_square1_unattached WARNING: Couldn't load image: extinguishable/simple_square2_unattached WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02 WARNING: Couldn't load image: extinguishable/wallight2 WARNING: Couldn't load image: extinguishable/wallight_3_unnatached WARNING: Couldn't load image: extinguishable/wallight_outdoor3 WARNING: Unknown string id #str_02048 WARNING: Unknown string id #str_02497 WARNING: Unknown string id #str_02618 WARNING: Unknown string id #str_02619 WARNING: Unknown string id #str_04240 22 warnings Bloom Kernel size is set to: Small Using TDM's enhanced interaction idRenderWorldLocal::ResizeInteractionTable: overflowed interactionTableWidth, dumping ASSERTION FAILED! cm/CollisionModel_rotate.cpp(1295): 'tw.axis[0] * tw.axis[0] + tw.axis[1] * tw.axis[1] + tw.axis[2] * tw.axis[2] > 0.99f' signal caught: Trace/breakpoint trap si_code 128 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING: Door atdm_mover_door_sliding_2 is not within a valid AAS area WARNING: Door treasuredoor is not within a valid AAS area WARNING: Door door_lockpick is not within a valid AAS area WARNING: Door door_climb is not within a valid AAS area WARNING: Door door_lockpick4 is not within a valid AAS area WARNING: Door door_gamma is not within a valid AAS area WARNING: Door door_combat is not within a valid AAS area WARNING: Door door_stealth is not within a valid AAS area WARNING: Door safe_door is not within a valid AAS area WARNING: Door OldChestLid1 is not within a valid AAS area WARNING: Door simpledoor is not within a valid AAS area WARNING: Door mediumdoor is not within a valid AAS area WARNING: Door harddoor is not within a valid AAS area WARNING: Door machineroomdoor is not within a valid AAS area WARNING: Door door_objects is not within a valid AAS area WARNING: Door door_lockpick3 is not within a valid AAS area WARNING: Door door_lockpick6 is not within a valid AAS area WARNING: Door door_lockpick2 is not within a valid AAS area WARNING: Door door_climb3 is not within a valid AAS area WARNING: Door atdm_mover_door_12 is not within a valid AAS area WARNING: Door StoreroomHatch is not within a valid AAS area ModelGenerator memory: No LOD entries. -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. I18N: Current language: english I18N: Move articles to back: Yes Main idLangDict: 128 KB in 1141 entries. Reverse dict : 28 KB in 246 keys, 282 KB in 4484 values. Articles dict : 28 KB in 246 keys, 282 KB in 4484 values. Remapped chars : 0 I18N: Shutdown. Shutdown event system -------------------------------------- shutdown terminal support I hope this information will be usefull for anyone))
  10. Does anyone have the latest version of the md5 import / export scripts for Blender, for both importing and exporting md5mesh and md5anim with the latest Blender release? I last attempted to rig a custom character ages ago, the scripts are long unsupported and I couldn't find new ones. Blender is now at version 3.5.1, do we have md5 scripts for that?
  11. Hidden Hands: The Lost Citadel ============================================================== Title: Hidden Hands: The Lost Citadel Filename : hhtlc.pk4 Authors: Jack Farmer with Amadeus & Joebarnin Date of release: 18.09.2020 Latest version: 5 (released June 2021) EFX: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel ============================================================== Available via the Dark Mod Mission Downloader (Version 4) ============================================================== Jack Farmer: Mapping & drafts Amadeus: Editing and revising of all texts for readables, narration and dialogues, testing of gameplay and gameplay mechanics, all alpha testing & performance optimization joebarnin: Beta testing lead, debugging and debugging reports Beta testers: Krilmar Joebarnin Cambridge Spy manzanita-crow Shadow Voice actors: New Horizon: The educated Builder & Brother Gilbert (Briefing video) Goldchocobo: The naive Builder, guard (A union of its own) Jedi_Wannabe: Two guards (Of monsters and master guards) AndrosTheOxen: Jonus, guard (A union of its own) Boy Lag: Guard (Evolution of the peasants) Malasdair: Narrator (Briefing video & in game comments) Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials - VanishedOne, HMart, Destined, Grayman, Joebarnin, Dragofer, demagogue, AluminumHaste, STRUNK, Geep and ERH+ for patiently answering my questions and solving in-game issues - All voice actors & beta testers for their great support - All others not mentioned here who answered my questions in the Newbie thread or via PM Pilfered items: - Setup for the main menu animation originally developed by Goldwell for "Snowed Inn" - Portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside" - Selected cliff sections originally developed and arranged by Dragofer for "A Perilous Refuge" - The scary, red-eyed Builder ghosts that have been originally developed by Bienie for "Longhorn Lodge" - Floating boat set-up originally developed by Bikerdude for one of his missions Contributors from the Inventor's Guild: - STRUNK created a prefab (S.T.A.R.S) used for various puzzles and mechanical items, he also helped with models - Dragofer supplied the experimental func_mover entity (modified by STRUNK to fit the mission purposes) - Joebarnin provided the script alteration for the mechanical locks - Grayman adjusted the switch/door mechanics for all sliding doors and fixed several AI problems Additional ambient sounds by gigagooga All other new ambient tracks and sound effects produced and mixed by Jack Farmer Explosion sound taken from freesound.org produced by tommccann Drowning man sound taken from freesound.org produced by muses202 Engine room machine sound taken from freesound.org produced by Astounded Electric zap taken from freesound.org produced by Joel_Audio Briefing video by SirSmokeALot "Walk On Roses" (title screen reprise) RC Deickler - Drums & loops R. Recum - Keyboards gigagooga - Additional ambient outtakes This mission is dedicated to all past & present Dark Mod and Dark Radiant contributors - thank you for all of your hard work over the years. ============================================================= Listen to another crazy inventor and learn more about his sick brain! Marvel at the latest inventions from the Inventors Guild! Sneak through long forgotten ruins and face (yes. I know, once again) the unspeakable evil! Show the undead that the living are not to be trifled with! Solve puzzles the complexity of which would even melt the brains of Nobel Prize winners!
  12. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  13. 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
  14. Those assets don't look good against stock TDM assets, they're like from another world. You'd need a complete package or a whole mission made out of these exclusively, to get a coherent style. That's years of work, unfortunately. Second reason is something I saw mentioned a few times in Discord discussions – TDM assets got stolen and repurposed on more than several occasions. I know that there's no way to stop asset flippers from getting those, even from modern games, if they're desperate enough. But since pk4 is basically an open door for such people, it made me reluctant to go on with this initiative. I put way too much work over the years to get to this level of craft (which is still not super pro, but quite decent, I think). From time to time, I still do single models, as requested from FM authors; but over the last few years, all my TDM-related modelling work has been sporadic, and mostly for my own amusement. I lost access to my dropbox folders. I reuploaded those in one zip package and updated the first post.
  15. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  16. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  17. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  18. I have assumed that, although there are models made, it is not a simple copy - paste, independent if it is from these repositories or stolen from other games. Regarding AI, it can be a good tool for certain assets, bad only if it is used as a shortcut to create a game and not just as another design tool. The AI tool listed, although it can be create other things, can be used very well to quickly create textures, for example, saving time in the game developement. AI also can be used to create classical paintings, much used in TDM, without any copyright problems, things like this, and maybe even better adapt to the plot as the same paintings used since several Years now, apart of the one I made for the Black Mage. It is clear that stealing designs from other creators is very ugly and certainly a bad path, which is why I have said that piracy is not necessary, with the free and open-use resources available. You surely have other sources of these, apart from the list What I put.
  19. That's actually quite hilarious — using your credits to openly list all the unlicensed content you stole from other games. I wonder if the modelling section of the credits says "Thanks to ThePirateBay for providing the cracked copy of 3DS Max we used for all our custom models".
  20. @Frost_SalamanderIf it is helpful, I have express permission from Marcel of cgtextures/textures.com that packaging his assets in a .pk4 is acceptable and at the time he was fine with packaging them in TDM projects: Also you mentioned not being able to use your images for just textures - do I take it this means you can use them as textures and within materials in the context of a mod - you just can’t package and release them as only textures correct? Lastly idtech 4 is an engine old enough it’s package files (.pk4s) can be opened with any archive software (would be difficult to mod otherwise). I will include your license information in my documentation if I ever get to release, but is there any special consideration I should give to packaging assets derived from your images in older game engines which lack modern security? The main thing I hope is to just ensure you include his license and that you do not distribute the textures themselves outside of the context of the fm. There is a bit of a slippery slope in that terms on the site have changed a lot over the years. The current licensing model finally seems to state that the photo ref textures are ok to use in "Scenes" for example, but for many years it stated it was only acceptable to use them specially in models. There are many many assets in core which are from this site, which were licensed under these much older terms: https://web.archive.org/web/20100818122748/http://cgtextures.com/content.php?action=license Ultimately if something is licensed, the terms can change. So buyer beware.
  21. I've reached out to them - hopefully they can give us a straight answer. It does say 'VIDEO GAME LEVEL' in that section title, although you're right models are probably the main use case.
  22. It would probably be the best to ask someone from textures.com on that. I couldn't, in all good conscience, call pk4 a package, in the same sense it's used in context of popular game engines, so I ended up not using those audio tracks. Also: That can be a can of worms of all sorts. Does it mean the mission can't be hosted on TDM's servers, or textures and materials can't be used in other TDM FMs? That license is rather specific to 3d models, not video game mods / levels. Maybe that's the most common use case they deal with. Yes, there is. The GPL license is mandatory for game code. You can share your assets under any license you want, copyright included. If you want your assets to make their way to the core mod though, you'll need to share them under CC0 license or similar.
  23. This seems to have been happening since the first time i played The Dark Mod. Basically after playing for a while I notice that weapon models are completely invisible, the only things that are visible are arrows and sure, i can aim good enough even if i dont see the bow, but that kinda ruins the immersion. Moreover loading a previous save doesn't help at all. The only thing that would solve this is quitting the current mission and starting anew (just pressing restart doesnt help) Im on 2.08 btw
  24. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  25. Hi, I thought I should document this discussion here, for future reference, as info on this subject has become quite scattered and out of date. I've been wrestling with MD5s for a while now with no success. Importing works but the meshes and armatures are problematic. I decided to start with an animated model from scratch. Followed a few instructions in videos or tutorials (most recently trying out Sotha's solution http://forums.thedarkmod.com/topic/14970-blender-rig-for-standard-male-npc/?do=findComment&comment=325423 ) but have yet to be able to export successfully. The animation oddly enough is working correctly (on the model viewer, havent gotten into the game yet), but the mesh itself is getting horribly deformed. Im using the io_scene_md5 importer/exporter. Going back to version 2.72 didnt solve it for me. In blender After exporting Any thoughts?
×
×
  • Create New...