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  1. This is caused by DXT1 compression of textures/darkmod/sfx/black_matt.tga. This image has constant color (1, 1, 1) everywhere, i.e. almost black. Previously, the image was compressed by OpenGL driver, so you could get different results depending on vendor. I got (0, 0, 0) everywhere, you probably got the same. But someone else on another vendor could get something else. Now, compression is done by our code, same for everyone. It compresses the color to (0, 1, 0). Obviously, this is a bit closer to (1, 1, 1) than (0, 0, 0) Notice that DXT1 uses 5 bits for red and blue but 6 bits for green. So while it is possible to represent 1/255 value for green, it is not possible to do the same for red and blue. However, this 1 tick adds a bit of green to the overly black picture, and then you apply huge gamma correction (basically take sqrt of all color components) and this green becomes noticeable. Some ways to fix the issue: Use _black texture. It is (0, 0, 0), and I am rather sure it will be compressed to (0, 0, 0) by all implementations. Modify textures/darkmod/sfx/black_matt to be full black (0, 0, 0). Add forceHighQuality to the stage which blends textures/darkmod/sfx/black_matt. Add DDS version of textures/darkmod/sfx/black_matt to core assets. Note that points 1, 2, 4 produce equivalent output, i.e. force texture to (0, 0, 0) color. Point 3 leaves the texture as (1, 1, 1), but there is no way to do this for all materials: the keyword has to be added to each material. Points 1 and 3 look bad because they fix the problem now, but don't stop the problem from happening again in the future.
  2. Sorry to resurrect an old thread, but what is the conclusion here? I'm particularly asking about textures.com, because in my latest FM (WIP) I've used tons of textures from there. When I first looked at it, I had concluded that it was OK to use them, but now I'm second guessing that because of this (also mentioned above): Please note that it is not allowed to release our images under Open Source licenses (even when the materials are modified). If you are working on an game that is released under an Open Source license, you need to release content that has been created using our materials under a closed source license. However, this here make me think it might be OK? From https://www.textures.com/support/faq-license#3d-model CAN I USE THE MATERIALS ON A 3D MODEL OR SCENE OR VIDEO GAME LEVEL WHICH I WILL OFFER OR SELL ON A DIGITAL MARKETPLACE? Regular textures may be bundled with 3D models, scenes or video game levels under the following conditions: you have customized the materials for the 3D model, scene or game level, all materials are actually used on the 3D model, in the scene or game level you are selling the model and materials in one package. In other words: do not use bundling as a loophole to sell a texture or material pack. Please add the following text in the documentation accompanying the model: "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." IMPORTANT: the exception to this is any content in the Special Content categories: 3D Scans, 3D Scans Atlas, 3D Objects, 3D Foliage, Substance, PBR Materials, Decals, HDR Spheres, HDR Skies, Graphic Designs and 3D Ornaments. The materials in these categories may NOT be bundled with 3D models or scenes. This even applies when you modify the materials: modification does not mean you are allowed to bundle these types of materials. Again I'm specifically talking about using these are part of a fan mission, not the core game. To satisfy the conditions above, I will: customisation: all textures have been converted to different formats (.dds and .tga) or resized I won't include any textures in the .pk4 that aren't included in the mission the FM will be bundled into a single .pk4 package (and I'm obviously not selling it). I'm only using the 'regular textures', not PBR or 3D materials. I will include the text 'One ore more textures...' in the FM readme.
  3. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  4. That sort of tone doesn't fly in our forums.
  5. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  6. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  7. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  8. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  9. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  10. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  11. I open DarkRadiant, select Doom3 as a edit platform, select the correct folder, the program runs fine, i can add entities, and create brushes with the default texture, but once i click on a material in the media/textures list i get a segfault. here is the GDB error trace: and here is the content of the log file: the log file doesn't update with any new error message: if you open the log file while the program works, when the program segfaults then log file doesn't update any more, but I post it for checking anyways. in the GDB trace the segfaults happen after all the GTK related messages that happen while the program works.
  12. Thanks as always! Just jotting some down feedback on the skin editor as I go: I like how easy it is to add all materials used by the model to the skin editor with a single button, and that it only adds them to the skinDef if they're changed by the mapper. Some models have a lot of materials though and I suppose mappers usually only want to change one or a handful of them, so maybe it should ask you which materials you want to add? In the material replacements tab there's an asterisk icon, presumably to make it easy to replace all materials at once. Maybe it should be renamed "All materials" in the "Material Replacements" tab to make it more obvious what it does? It'd be nice to have a way of quickly toggling all material replacements so you can see the unskinned model, maybe via a right-click on the material checkboxes or a button next to "Remove Remapping". Selecting a replacement material (instruction: "Click to edit") seems to work the same way as when editing a filter, via a double-click (one to select, another when it's selected), which then makes the button to select a new material from the media browser show up. This would probably be a bit easier to use if the media browser button were always visible for each material.
  13. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  14. 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!
  15. Congrats for the Release --- yoouuu Grazy Bastard and thanks for this hint at the beginning ! That you´ve changed the LOOT ! at first sight I thought it´s a Bug --- but I got distrusted - and checked the beta ! ooohkay - you deleted one of the most difficult --- and you added some new (for Beta-Testers ) that´s why there are 430 Saves , I realy searched every impossible Place But this new one is sooooo grazy !!! (thankfully I love to climb - and couse of your tip i searched for every wooden material ) [ for your Tip : this time i sneaked him several times ] and here is my only displeasure - invisible Platforms Completed = grrrrrr so the only chance - is to do it like intended ! (but I´ll keep the Beta - your rocks are so beautifull to climb ) And to force others !!! Supreme Ghost is possible !!! (easier than on my BetaRun) 1. The Hint 2. Things to bring back 3. Booty at end of happening Thanks I was enjoying (nearly) every minute of it
  16. 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.
  17. Slight necro... What would be useful is a global surface parameter that allows frob to stick to non-solid, invisible surfaces. Then it would be possible to define a material like this: textures/common/nodraw_frobable { description "used to make invisible, nonsolid brushes that nevertheless accepts frobs" qer_editorimage textures/common/nodraw_frobable.tga nonsolid noshadows allowfrob //new global surface param } Then it would be child's play to do all sorts of useful things like: * Make barred gates less irritating by painting the bars with it, so that you don't have to aim pixel-perfect at the visible geometry. Facing the gate, even looking between the bars, will do- and being non-solid you could still shoot projectiles through it. * Less messing about with atdm:target_set_frobable brushes which, let's face it, are finicky and often don't work right. If you want to block a frob, just make a func_static out of the new nodraw_frobable material and then just trigger the func_tastic to remove the frob block. * If you need a frobable shape for an object that differs significantly from its visible shape or collision surface, a frob_peer made of this would be perfect. Regular nodraw doesn't work, and the various clips are pretty gunky for this purpose.
  18. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  19. Sorry for the off topic but nice out of the box thinking thebigh. But IMO doing that light from behind effect, would be best done through the window material using a blend add stage. Or I would use a cheap blend light instead of a real parallel light. (just put the global material keyword 'blendLight' in the light material and do a blend add) Blend lights don't support specular and normal mapping, but for such effect I don't think that matters anyway, but I could be wrong. Plus you can project a texture with blend lights as well and so you could create a blend add (black&white) mask texture that would light the glass parts and not the wood parts of the window, where on real life, light wouldn't never show though.
  20. GAMEPLAY * Frob controls have been reworked completely. Previously players were annoyed by having to do three presses to extinguish a light. Also, some player didn't even know that bodies could be shouldered and were limited with dragging bodies. Now simply clicking the frob button performs the action player needs most of the time, and pressing-and-holding the same button performs alternative actions like dragging bodies and extinguishing candles (thread). * Several aspects of mantling has been improved: overhead mantling has become faster, mantling over low obstacles is allowed while carrying an item or a body. Also it is possible to switch weapon while being on rope/ladder or mantling. Pressing crouch button on rope/ladder now starts slide-down immediately. * Some aspects of gameplay can be further simplified. Auto-search bodies is for players who don't want to waste time searching for keys and purses on guard bodies. Lockpicking "Auto" difficulty now indeed trivializes lockpicking (thread). * Leaning animation has been improved with lower head tilt (thread). * Player footstep sounds have been rebalanced. Metal and water sounds were especially painful previously. * Further improvements of subtitles: revised location and font to avoid overlapping with other GUI elements, added directional cue, better slot allocation. Each subtitle is now displayed for at least one second even if the sound is very short. * More settings to reduce camera bobbing/rolling/shaking, which is good for players who feel motion sickness from default camera animations. * Now several script addons can coexist and work independently (thread). ENGINE * Optimized generation of light-entity interactions in rendering frontend. Also greatly optimized shadow processing, especially for moving lights. Unfortunately, many existing missions are not compatible with these changes, so you might see light leaking through walls (mainly with stencil shadows). Please report all such cases, we'll apply workaround on case by case basis (thread). * The "old" and "new" rendering backends are finally merged into one. It is as nice to program as the new backend, and as old-fashioned and reliable as the old backend. Single-pass shadow maps enabled by default and now respect noselfshadow. * Materials with polygonoffset now interact with lights. So static decals can have bumpmap and specular lighting. Note however: dynamic decals still don't interact with lights. * Revised parallelSky lights and marked shadowing parallel lights as deprecated (thread). * PNG image format now behaves equally to other supported formats. In particular, it is not required to explicitly specify its extension, and it can be referenced directly in GUI code. * Added functions min/max to material expressions, which can be useful for clamping. * Fixed minor culling bugs on animated entities and enabled entity scissors by default. * Reduced color banding for fog with some dithering at tonemapping stage. * Finally our C++ code can compress and decompress all texture formats we use, meaning that we no longer depend on occasionally buggy/slow vendor implementations. BUGS * Now both OGG and WAV sounds work the same way and stop playing while in main menu. * Fixed "gui::startSelect" as a feature that allows to choose player starting location in GUI briefing. * Fixed warnings in newspaper_bridgeport0X core readable GUI. ASSETS * Added automatic turrets, to be combined with security cameras (Thread). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). * New and fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Fixed some issues with moor AI (6345).
  21. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  22. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  23. 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.
  24. In this case for a shadow and physics mesh imo is very easy, just make two extra copies of the lowest LOD, slap the shadow material in one and the collision material on the other and make sure both occupy the same space and are on the same item mesh/layer has the main model. In blender (or any other 3D Tool) you don't need to import any TDM material or texture, you just make a basic material for the shadow and collision mesh and make sure to give each the name of the shadow and collision material respectively (not the .mtr file name the full material name, inside the file), is that easy! bear_statue_example.7z ps- here is a fast example of what I said, sorry for not making it plug&play to TDM. I add too mess with the model because I use Modo and it doesn't open ase files, I add to convert to obj using another tool and also rotate it in Modo to be able to work with it, so now is not a, one to one, to the original model and so shouldn't be used with the LOD's that were provided, this because I assume they will not match, but I didn't tested, plus the material name for the main mesh is not the correct, only for the shadow and collision mesh's are correct (follows doom 3 convention). This should be seen just as a model for anyone to know how a shadow and a collision model should be setup. (for those that don't know) I also used the second LOD counting from the last because the lowest LOD seems to not follow the main model silhouette perfectly, it could very well work at the distance but not for a shadow and collision mesh.
  25. I use nvidia. I ran the game in a console and saw the following: TDM 1.08 #5589 linux-x86 Oct 16 2012 09:58:23 found interface lo - loopback found interface wlan0 - 192.168.1.6/255.255.255.0 Found AMD CPU, features: MMX SSE SSE2 SSE3 3DNow! CMOV doom using generic code for SIMD processing. no 'base' directory in exe path /home/john/.doom3/darkmod, skipping WARNING: using hardcoded default base path WARNING:Attempt to modify read-only fs_mod CVAR failed. no 'base' directory in exe path /home/john/.doom3/darkmod, skipping WARNING: using hardcoded default base path ------ Initializing File System ------ Followed by this: Current search path: /home/john/.doom3/darkmod/fms/deceptiveshadows /home/john/.doom3/darkmod/fms/deceptiveshadows/deceptiveshadows.pk4 (101 files) /home/john/.doom3/darkmod /home/john/.doom3/darkmod/training_demo.pk4 (2 files) /home/john/.doom3/darkmod/tels_tdm_black_light.pk4 (9 files) /home/john/.doom3/darkmod/tdm_textures_wood01.pk4 (293 files) /home/john/.doom3/darkmod/tdm_textures_window01.pk4 (234 files) /home/john/.doom3/darkmod/tdm_textures_stone_sculpted01.pk4 (304 files) /home/john/.doom3/darkmod/tdm_textures_stone_natural01.pk4 (99 files) /home/john/.doom3/darkmod/tdm_textures_stone_flat01.pk4 (260 files) /home/john/.doom3/darkmod/tdm_textures_stone_cobblestones01.pk4 (185 files) /home/john/.doom3/darkmod/tdm_textures_stone_brick01.pk4 (351 files) /home/john/.doom3/darkmod/tdm_textures_sfx01.pk4 (35 files) /home/john/.doom3/darkmod/tdm_textures_roof01.pk4 (65 files) /home/john/.doom3/darkmod/tdm_textures_plaster01.pk4 (96 files) /home/john/.doom3/darkmod/tdm_textures_paint_paper01.pk4 (22 files) /home/john/.doom3/darkmod/tdm_textures_nature01.pk4 (214 files) /home/john/.doom3/darkmod/tdm_textures_metal01.pk4 (329 files) /home/john/.doom3/darkmod/tdm_textures_glass01.pk4 (31 files) /home/john/.doom3/darkmod/tdm_textures_fabric01.pk4 (38 files) /home/john/.doom3/darkmod/tdm_textures_door01.pk4 (154 files) /home/john/.doom3/darkmod/tdm_textures_decals01.pk4 (235 files) /home/john/.doom3/darkmod/tdm_textures_carpet01.pk4 (71 files) /home/john/.doom3/darkmod/tdm_textures_base01.pk4 (264 files) /home/john/.doom3/darkmod/tdm_sound_vocals_decls01.pk4 (24 files) /home/john/.doom3/darkmod/tdm_sound_vocals07.pk4 (1091 files) /home/john/.doom3/darkmod/tdm_sound_vocals06.pk4 (664 files) /home/john/.doom3/darkmod/tdm_sound_vocals05.pk4 (80 files) /home/john/.doom3/darkmod/tdm_sound_vocals04.pk4 (1554 files) /home/john/.doom3/darkmod/tdm_sound_vocals03.pk4 (728 files) /home/john/.doom3/darkmod/tdm_sound_vocals02.pk4 (1679 files) /home/john/.doom3/darkmod/tdm_sound_vocals01.pk4 (80 files) /home/john/.doom3/darkmod/tdm_sound_sfx03.pk4 (7 files) /home/john/.doom3/darkmod/tdm_sound_sfx02.pk4 (576 files) /home/john/.doom3/darkmod/tdm_sound_sfx01.pk4 (768 files) /home/john/.doom3/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/john/.doom3/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/john/.doom3/darkmod/tdm_sound_ambient02.pk4 (148 files) /home/john/.doom3/darkmod/tdm_sound_ambient01.pk4 (170 files) /home/john/.doom3/darkmod/tdm_prefabs01.pk4 (542 files) /home/john/.doom3/darkmod/tdm_player01.pk4 (123 files) /home/john/.doom3/darkmod/tdm_models_decls01.pk4 (89 files) /home/john/.doom3/darkmod/tdm_models02.pk4 (1806 files) /home/john/.doom3/darkmod/tdm_models01.pk4 (1655 files) /home/john/.doom3/darkmod/tdm_gui_credits01.pk4 (49 files) /home/john/.doom3/darkmod/tdm_gui01.pk4 (666 files) /home/john/.doom3/darkmod/tdm_game02.pk4 (2 files) /home/john/.doom3/darkmod/tdm_game01.pk4 (2 files) /home/john/.doom3/darkmod/tdm_fonts01.pk4 (696 files) /home/john/.doom3/darkmod/tdm_env01.pk4 (92 files) /home/john/.doom3/darkmod/tdm_defs01.pk4 (165 files) /home/john/.doom3/darkmod/tdm_base01.pk4 (138 files) /home/john/.doom3/darkmod/tdm_ai_steambots01.pk4 (27 files) /home/john/.doom3/darkmod/tdm_ai_monsters_spiders01.pk4 (91 files) /home/john/.doom3/darkmod/tdm_ai_humanoid_undead01.pk4 (29 files) /home/john/.doom3/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (65 files) /home/john/.doom3/darkmod/tdm_ai_humanoid_pagans01.pk4 (8 files) /home/john/.doom3/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files) /home/john/.doom3/darkmod/tdm_ai_humanoid_mages01.pk4 (7 files) /home/john/.doom3/darkmod/tdm_ai_humanoid_heads01.pk4 (64 files) /home/john/.doom3/darkmod/tdm_ai_humanoid_guards01.pk4 (355 files) /home/john/.doom3/darkmod/tdm_ai_humanoid_females01.pk4 (155 files) /home/john/.doom3/darkmod/tdm_ai_humanoid_builders01.pk4 (88 files) /home/john/.doom3/darkmod/tdm_ai_base01.pk4 (8 files) /home/john/.doom3/darkmod/tdm_ai_animals01.pk4 (76 files) /home/john/.doom3/darkmod/shroom.pk4 (6 files) /home/john/.doom3/darkmod/plaguemask.pk4 (18 files) /home/john/.doom3/darkmod/bellows.pk4 (18 files) /usr/local/games/doom3/darkmod /usr/local/games/doom3/darkmod/training_demo.pk4 (2 files) /usr/local/games/doom3/darkmod/tels_tdm_black_light.pk4 (9 files) /usr/local/games/doom3/darkmod/tdm_textures_wood01.pk4 (293 files) /usr/local/games/doom3/darkmod/tdm_textures_window01.pk4 (234 files) /usr/local/games/doom3/darkmod/tdm_textures_stone_sculpted01.pk4 (304 files) 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/usr/local/games/doom3/darkmod/tdm_sound_ambient02.pk4 (148 files) /usr/local/games/doom3/darkmod/tdm_sound_ambient01.pk4 (170 files) /usr/local/games/doom3/darkmod/tdm_prefabs01.pk4 (542 files) /usr/local/games/doom3/darkmod/tdm_player01.pk4 (123 files) /usr/local/games/doom3/darkmod/tdm_models_decls01.pk4 (89 files) /usr/local/games/doom3/darkmod/tdm_models02.pk4 (1806 files) /usr/local/games/doom3/darkmod/tdm_models01.pk4 (1655 files) /usr/local/games/doom3/darkmod/tdm_gui_credits01.pk4 (49 files) /usr/local/games/doom3/darkmod/tdm_gui01.pk4 (666 files) /usr/local/games/doom3/darkmod/tdm_game02.pk4 (2 files) /usr/local/games/doom3/darkmod/tdm_game01.pk4 (2 files) /usr/local/games/doom3/darkmod/tdm_fonts01.pk4 (696 files) /usr/local/games/doom3/darkmod/tdm_env01.pk4 (92 files) /usr/local/games/doom3/darkmod/tdm_defs01.pk4 (165 files) /usr/local/games/doom3/darkmod/tdm_base01.pk4 (138 files) /usr/local/games/doom3/darkmod/tdm_ai_steambots01.pk4 (27 files) /usr/local/games/doom3/darkmod/tdm_ai_monsters_spiders01.pk4 (91 files) /usr/local/games/doom3/darkmod/tdm_ai_humanoid_undead01.pk4 (29 files) /usr/local/games/doom3/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (65 files) /usr/local/games/doom3/darkmod/tdm_ai_humanoid_pagans01.pk4 (8 files) /usr/local/games/doom3/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files) /usr/local/games/doom3/darkmod/tdm_ai_humanoid_mages01.pk4 (7 files) /usr/local/games/doom3/darkmod/tdm_ai_humanoid_heads01.pk4 (64 files) /usr/local/games/doom3/darkmod/tdm_ai_humanoid_guards01.pk4 (355 files) /usr/local/games/doom3/darkmod/tdm_ai_humanoid_females01.pk4 (155 files) /usr/local/games/doom3/darkmod/tdm_ai_humanoid_builders01.pk4 (88 files) /usr/local/games/doom3/darkmod/tdm_ai_base01.pk4 (8 files) /usr/local/games/doom3/darkmod/tdm_ai_animals01.pk4 (76 files) /usr/local/games/doom3/darkmod/shroom.pk4 (6 files) /usr/local/games/doom3/darkmod/plaguemask.pk4 (18 files) /usr/local/games/doom3/darkmod/bellows.pk4 (18 files) /usr/local/games/doom3/base /usr/local/games/doom3/base/pak008.pk4 (3 files) /usr/local/games/doom3/base/pak007.pk4 (38 files) /usr/local/games/doom3/base/pak006.pk4 (48 files) /usr/local/games/doom3/base/pak005.pk4 (63 files) /usr/local/games/doom3/base/pak004.pk4 (5137 files) /usr/local/games/doom3/base/pak003.pk4 (4676 files) /usr/local/games/doom3/base/pak002.pk4 (6120 files) /usr/local/games/doom3/base/pak001.pk4 (8993 files) /usr/local/games/doom3/base/pak000.pk4 (2698 files) /usr/local/games/doom3/base/game03.pk4 (2 files) /usr/local/games/doom3/base/game02.pk4 (2 files) /usr/local/games/doom3/base/game01.pk4 (2 files) /usr/local/games/doom3/base/game00.pk4 (2 files) File System Initialized. -------------------------------------- ----- Initializing Decls ----- WARNING:file materials/shaderdemo.mtr, line 3: table 'scaleTable' previously defined at materials/lights.mtr:22 WARNING:file materials/sound.mtr, line 18: material 'lights/lightgratelight_snd' previously defined at materials/lights.mtr:220 WARNING:file materials/sound.mtr, line 99: material 'lights/biground1_snd_noflicker' previously defined at materials/lights.mtr:333 WARNING:file materials/tdm_decals_legacy.mtr, line 60: material 'textures/decals/ballburn01' previously defined at materials/decals.mtr:1255 WARNING:file materials/tdm_decals_legacy.mtr, line 73: material 'textures/decals/bloodspray' previously defined at materials/decals.mtr:99 WARNING:file materials/tdm_decals_legacy.mtr, line 86: material 'textures/decals/bulleth02' previously defined at materials/decals.mtr:1318 WARNING:file materials/tdm_decals_legacy.mtr, line 96: material 'textures/decals/stainwall' previously defined at materials/decals.mtr:1870 WARNING:file materials/tdm_decals_legacy.mtr, line 106: material 'textures/decals/stainwallfade' previously defined at materials/decals.mtr:1885 WARNING:file materials/tdm_decals_legacy.mtr, line 116: material 'textures/decals/stainwallred' previously defined at materials/decals.mtr:1908 WARNING:file materials/tdm_decals_legacy.mtr, line 127: material 'textures/decals/stain01' previously defined at materials/decals.mtr:3227 WARNING:file materials/tdm_decals_legacy.mtr, line 138: material 'textures/decals/stain01b' previously defined at materials/decals.mtr:3259 WARNING:file materials/tdm_decals_legacy.mtr, line 149: material 'textures/decals/stain02' previously defined at materials/decals.mtr:3274 WARNING:file materials/tdm_decals_legacy.mtr, line 160: material 'textures/decals/stain03' previously defined at materials/decals.mtr:3243 WARNING:file materials/tdm_decals_legacy.mtr, line 172: material 'textures/decals/stain01bwet' previously defined at materials/decals.mtr:2552 WARNING:file materials/tdm_decals_legacy.mtr, line 186: material 'textures/decals/splat1' previously defined at materials/senetemp.mtr:6649 WARNING:file materials/tdm_decals_legacy.mtr, line 198: material 'textures/decals/splat2' previously defined at materials/senetemp.mtr:6636 WARNING:file materials/tdm_decals_legacy.mtr, line 210: material 'textures/decals/splat3' previously defined at materials/senetemp.mtr:6623 WARNING:file materials/tdm_decals_legacy.mtr, line 222: material 'textures/decals/splat4' previously defined at materials/senetemp.mtr:6610 WARNING:file materials/tdm_decals_legacy.mtr, line 234: material 'textures/decals/splat5' previously defined at materials/senetemp.mtr:6597 WARNING:file materials/tdm_decals_legacy.mtr, line 246: material 'textures/decals/splat6' previously defined at materials/senetemp.mtr:6584 WARNING:file materials/tdm_decals_legacy.mtr, line 258: material 'textures/decals/splat7' previously defined at materials/senetemp.mtr:6570 WARNING:file materials/tdm_decals_legacy.mtr, line 270: material 'textures/decals/splat8' previously defined at materials/senetemp.mtr:6557 WARNING:file materials/tdm_decals_legacy.mtr, line 282: material 'textures/decals/splat9' previously defined at materials/senetemp.mtr:6544 WARNING:file materials/tdm_decals_legacy.mtr, line 294: material 'textures/decals/splat10' previously defined at materials/senetemp.mtr:6531 WARNING:file materials/tdm_decals_legacy.mtr, line 306: material 'textures/decals/splat11' previously defined at materials/senetemp.mtr:6518 WARNING:file materials/tdm_decals_legacy.mtr, line 318: material 'textures/decals/splat12' previously defined at materials/senetemp.mtr:6505 WARNING:file materials/tdm_decals_legacy.mtr, line 330: material 'textures/decals/splat13' previously defined at materials/senetemp.mtr:6492 WARNING:file materials/tdm_decals_legacy.mtr, line 342: material 'textures/decals/splat14' previously defined at materials/senetemp.mtr:6479 WARNING:file materials/tdm_decals_legacy.mtr, line 354: material 'textures/decals/splat15' previously defined at materials/senetemp.mtr:6466 WARNING:file materials/tdm_decals_legacy.mtr, line 366: material 'textures/decals/splat16' previously defined at materials/senetemp.mtr:6453 WARNING:file materials/tdm_decals_legacy.mtr, line 378: material 'textures/decals/splat17' previously defined at materials/senetemp.mtr:6438 WARNING:file materials/tdm_decals_legacy.mtr, line 401: material 'textures/decals/smear01' previously defined at materials/decals.mtr:3155 WARNING:file materials/tdm_decals_legacy.mtr, line 411: material 'textures/decals/handprint01' previously defined at materials/decals.mtr:3173 WARNING:file materials/tdm_decals_legacy.mtr, line 421: material 'textures/decals/handprint02' previously defined at materials/decals.mtr:3139 WARNING:file materials/tdm_decals_legacy.mtr, line 437: material 'textures/decals/footprint01r' previously defined at materials/decals.mtr:3105 WARNING:file materials/tdm_decals_legacy.mtr, line 452: material 'textures/decals/footprint01' previously defined at materials/decals.mtr:3122 WARNING:file materials/tdm_decals_misc.mtr, line 129: table 'tunnelVisionSolidAlpha' previously defined at materials/decals.mtr:717 WARNING:file materials/tdm_fogs.mtr, line 87: material 'fogs/basicFog' previously defined at materials/fogs.mtr:1 WARNING:file materials/tdm_fogs.mtr, line 101: material 'fogs/glare' previously defined at materials/fogs.mtr:85 WARNING:file materials/tdm_fogs.mtr, line 115: material 'fogs/glare2' previously defined at materials/fogs.mtr:72 WARNING:file materials/tdm_fogs.mtr, line 138: material 'fogs/delta1_fog' previously defined at materials/phook.mtr:62 WARNING:file materials/tdm_gui.mtr, line 359: material 'gui/loading/launch' previously defined at materials/patd.mtr:1382 WARNING:file materials/tdm_internal_engine.mtr, line 10: material '_default' previously defined at materials/shaderdemo.mtr:99 WARNING:file materials/tdm_internal_engine.mtr, line 21: material 'splashscreen' previously defined at materials/gfx.mtr:42 WARNING:file materials/tdm_internal_engine.mtr, line 24: material '_tracemodel' previously defined at materials/shaderdemo.mtr:94 WARNING:file materials/tdm_internal_engine.mtr, line 61: material 'textures/REGION' previously defined at materials/gfx.mtr:1 WARNING:file materials/tdm_internal_engine.mtr, line 73: material 'textures/bigchars' previously defined at materials/gfx.mtr:13 WARNING:file materials/tdm_internal_engine.mtr, line 81: material 'console' previously defined at materials/gfx.mtr:25 WARNING:file materials/tdm_internal_engine.mtr, line 94: material 'textures/common/pda_gui' previously defined at materials/invisible.mtr:1 WARNING:file materials/tdm_internal_engine.mtr, line 102: material 'textures/common/entityGui' previously defined at materials/invisible.mtr:19 WARNING:file materials/tdm_internal_engine.mtr, line 110: material 'textures/common/entityGui2' previously defined at materials/invisible.mtr:30 WARNING:file materials/tdm_internal_engine.mtr, line 118: material 'textures/common/entityGui3' previously defined at materials/invisible.mtr:41 WARNING:file materials/tdm_internal_engine.mtr, line 127: material 'textures/editor/visportal' previously defined at materials/invisible.mtr:52 WARNING:file materials/tdm_internal_engine.mtr, line 138: material 'textures/editor/aassolid' previously defined at materials/invisible.mtr:61 WARNING:file materials/tdm_internal_engine.mtr, line 149: material 'textures/editor/aasobstacle' previously defined at materials/invisible.mtr:71 WARNING:file materials/tdm_internal_engine.mtr, line 158: material 'textures/common/caulk' previously defined at materials/invisible.mtr:82 WARNING:file materials/tdm_internal_engine.mtr, line 174: material 'textures/common/nodraw' previously defined at materials/invisible.mtr:97 WARNING:file materials/tdm_internal_engine.mtr, line 182: material 'textures/common/nodrawsolid' previously defined at materials/invisible.mtr:106 WARNING:file materials/tdm_internal_engine.mtr, line 191: material 'textures/common/shadow' previously defined at materials/invisible.mtr:113 WARNING:file materials/tdm_internal_engine.mtr, line 202: material 'textures/common/shadow2' previously defined at materials/invisible.mtr:122 WARNING:file materials/tdm_internal_engine.mtr, line 210: material 'textures/common/trigger' previously defined at materials/invisible.mtr:131 WARNING:file materials/tdm_internal_engine.mtr, line 218: material 'textures/common/trigmulti' previously defined at materials/invisible.mtr:140 WARNING:file materials/tdm_internal_engine.mtr, line 226: material 'textures/common/trigonce' previously defined at materials/invisible.mtr:149 WARNING:file materials/tdm_internal_engine.mtr, line 234: material 'textures/common/trigtimer' previously defined at materials/invisible.mtr:158 WARNING:file materials/tdm_internal_engine.mtr, line 242: material 'textures/common/trigrelay' previously defined at materials/invisible.mtr:167 WARNING:file materials/tdm_internal_engine.mtr, line 250: material 'textures/common/trighurt' previously defined at materials/invisible.mtr:176 WARNING:file materials/tdm_internal_engine.mtr, line 258: material 'textures/common/trigfade' previously defined at materials/invisible.mtr:185 WARNING:file materials/tdm_internal_engine.mtr, line 266: material 'textures/common/triggui' previously defined at materials/invisible.mtr:194 WARNING:file materials/tdm_internal_engine.mtr, line 274: material 'textures/common/trigair' previously defined at materials/invisible.mtr:203 WARNING:file materials/tdm_internal_engine.mtr, line 282: material 'textures/common/trigentityname' previously defined at materials/invisible.mtr:212 WARNING:file materials/tdm_internal_engine.mtr, line 290: material 'textures/common/trigentityname_once' previously defined at materials/invisible.mtr:221 WARNING:file materials/tdm_internal_engine.mtr, line 302: material 'textures/common/nodrop' previously defined at materials/invisible.mtr:230 WARNING:file materials/tdm_internal_engine.mtr, line 314: material 'textures/common/clip' previously defined at materials/invisible.mtr:242 WARNING:file materials/tdm_internal_engine.mtr, line 325: material 'textures/common/trigflashlight' previously defined at materials/invisible.mtr:253 WARNING:file materials/tdm_internal_engine.mtr, line 338: material 'textures/common/clip_plusmovables' previously defined at materials/invisible.mtr:262 WARNING:file materials/tdm_internal_engine.mtr, line 349: material 'textures/common/full_clip' previously defined at materials/invisible.mtr:274 WARNING:file materials/tdm_internal_engine.mtr, line 361: material 'textures/common/player_clip' previously defined at materials/invisible.mtr:284 WARNING:file materials/tdm_internal_engine.mtr, line 371: material 'textures/common/monster_clip' previously defined at materials/invisible.mtr:294 WARNING:file materials/tdm_internal_engine.mtr, line 381: material 'textures/common/moveable_clip' previously defined at materials/invisible.mtr:303 WARNING:file materials/tdm_internal_engine.mtr, line 391: material 'textures/common/ik_clip' previously defined at materials/invisible.mtr:312 WARNING:file materials/tdm_internal_engine.mtr, line 402: material 'textures/common/cushion' previously defined at materials/invisible.mtr:321 WARNING:file materials/tdm_internal_engine.mtr, line 411: material 'textures/common/slick' previously defined at materials/invisible.mtr:333 WARNING:file materials/tdm_internal_engine.mtr, line 420: material 'textures/common/noimpact' previously defined at materials/invisible.mtr:342 WARNING:file materials/tdm_internal_engine.mtr, line 434: material 'textures/common/mirror' previously defined at materials/invisible.mtr:352 WARNING:file materials/tdm_internal_engine.mtr, line 441: material 'invisible' previously defined at materials/invisible.mtr:366 WARNING:file materials/tdm_internal_engine.mtr, line 454: material 'textures/common/ladder' previously defined at materials/invisible.mtr:372 WARNING:file materials/tdm_internal_engine.mtr, line 463: material 'textures/common/collision' previously defined at materials/invisible.mtr:385 WARNING:file materials/tdm_internal_engine.mtr, line 473: material 'textures/common/speaker' previously defined at materials/invisible.mtr:394 WARNING:file materials/tdm_internal_engine.mtr, line 482: material 'textures/common/particle' previously defined at materials/invisible.mtr:402 WARNING:file materials/tdm_internal_engine.mtr, line 494: material 'textures/common/overdrawtest' previously defined at materials/invisible.mtr:409 WARNING:file materials/tdm_internal_engine.mtr, line 500: material 'textures/common/moveableclipmodel' previously defined at materials/invisible.mtr:421 WARNING:file materials/tdm_models_furniture.mtr, line 1445: material 'privacy_screen_body' previously defined at materials/nosslak.mtr:38 WARNING:file materials/tdm_models_furniture.mtr, line 1501: material 'privacy_screen_body_plain' previously defined at materials/nosslak.mtr:77 WARNING:file materials/tdm_models_furniture.mtr, line 1556: material 'privacy_screen_body_wallpaper1' previously defined at materials/nosslak.mtr:117 WARNING:file materials/tdm_models_furniture.mtr, line 1611: material 'privacy_screen_body_wallpaper2' previously defined at materials/nosslak.mtr:157 WARNING:file materials/tdm_models_furniture.mtr, line 1665: material 'privacy_screen_frame' previously defined at materials/nosslak.mtr:197 WARNING:file materials/tdm_models_kitchen.mtr, line 2801: material 'tdm_pumpkin' previously defined at materials/pumpkin.mtr:1 WARNING:file materials/tdm_models_misc_doll.mtr, line 53: material 'dewdrop_doll' previously defined at materials/tdm_models_misc.mtr:835 WARNING:file materials/tdm_models_tools.mtr, line 1050: material 'bellows_fancy' previously defined at materials/nosslak.mtr:236 WARNING:file materials/tdm_models_wearable.mtr, line 882: material 'tdm_plaguemask' previously defined at materials/plague_material.mtr:1 WARNING:file materials/tdm_particles_legacy.mtr, line 58: material 'textures/particles/barrelpoof' previously defined at materials/senetemp.mtr:16769 WARNING:file materials/tdm_particles_legacy.mtr, line 72: material 'textures/particles/pfirebig2' previously defined at materials/sfx.mtr:1553 WARNING:file materials/tdm_particles_legacy.mtr, line 87: material 'textures/particles/pfirebig2_sort10' previously defined at materials/sfx.mtr:1569 WARNING:file materials/tdm_particles_legacy.mtr, line 102: material 'textures/particles/dustcloud' previously defined at materials/senetemp.mtr:16871 WARNING:file materials/tdm_particles_legacy.mtr, line 113: material 'textures/particles/drop2' previously defined at materials/andy.mtr:164 WARNING:file materials/tdm_particles_legacy.mtr, line 124: material 'textures/particles/drop3' previously defined at materials/andy.mtr:180 WARNING:file materials/tdm_particles_legacy.mtr, line 138: material 'textures/particles/s_lightning2_whi' previously defined at materials/andy.mtr:213 WARNING:file materials/tdm_particles_legacy.mtr, line 152: material 'textures/particles/s_lightning_masked' previously defined at materials/senetemp.mtr:16723 WARNING:file materials/tdm_plaster.mtr, line 1407: material 'textures/darkmod/plaster/mortar_sloppy_dark' previously defined at materials/tdm_melan_plaster2.mtr:1 WARNING:file materials/tdm_sfx_legacy.mtr, line 30: material 'textures/particles/boomboom' previously defined at materials/sfx.mtr:541 WARNING:file materials/tdm_sfx_legacy.mtr, line 41: material 'textures/particles/boomboom2' previously defined at materials/sfx.mtr:585 WARNING:file materials/tdm_sfx_legacy.mtr, line 52: material 'textures/particles/boomboom3' previously defined at materials/sfx.mtr:518 WARNING:file materials/tdm_sfx_legacy.mtr, line 66: material 'textures/particles/dust' previously defined at materials/sfx.mtr:1724 WARNING:file materials/tdm_sfx_legacy.mtr, line 77: material 'textures/particles/fbeam' previously defined at materials/sfx.mtr:1459 WARNING:file materials/tdm_sfx_legacy.mtr, line 88: material 'textures/particles/pfirebig' previously defined at materials/sfx.mtr:1605 WARNING:file materials/tdm_sfx_legacy.mtr, line 99: material 'textures/particles/pfiresmall2' previously defined at materials/sfx.mtr:1515 WARNING:file materials/tdm_sfx_legacy.mtr, line 123: material 'textures/particles/plasma' previously defined at materials/sfx.mtr:2610 WARNING:file materials/tdm_sfx_legacy.mtr, line 137: material 'textures/particles/spark3' previously defined at materials/sfx.mtr:2509 WARNING:file materials/tdm_sfx_legacy.mtr, line 150: material 'textures/particles/preamble' previously defined at materials/sfx.mtr:278 WARNING:file materials/tdm_sfx_legacy.mtr, line 159: material 'textures/sfx/flamesparks' previously defined at materials/senetemp.mtr:16289 WARNING:file materials/tdm_sfx_legacy.mtr, line 203: material 'genericDamage' previously defined at materials/decals.mtr:1467 WARNING:file materials/tdm_sfx_legacy.mtr, line 216: material 'textures/sfx/shotgunpuff' previously defined at materials/sfx.mtr:4261 WARNING:file materials/tdm_stone_brick.mtr, line 5318: material 'textures/darkmod/stone/brick/blocks_tealblue_peeling' previously defined at materials/custom.mtr:1 WARNING:file materials/tdm_stone_brick.mtr, line 5414: material 'textures/darkmod/stone/brick/mossy_dull_bricks' previously defined at materials/custom.mtr:48 WARNING:file materials/tdm_stone_brick.mtr, line 5751: material 'textures/darkmod/stone/brick/rough_blocks_limestone' previously defined at materials/custom.mtr:95 WARNING:file materials/tdm_tables.mtr, line 4: table 'sosTable' previously defined at materials/shaderdemo.mtr:1 WARNING:file materials/tdm_tables.mtr, line 5: table 'fadeTable' previously defined at materials/shaderdemo.mtr:3 WARNING:file materials/tdm_tables.mtr, line 6: table 'oneThirdTable' previously defined at materials/shaderdemo.mtr:4 WARNING:file materials/tdm_tables.mtr, line 41: table 'sinTable' previously defined at materials/shaderdemo.mtr:5 WARNING:file materials/tdm_tables.mtr, line 75: table 'cosTable' previously defined at materials/shaderdemo.mtr:40 WARNING:file materials/tdm_tables.mtr, line 85: table 'convexFade' previously defined at materials/shaderdemo.mtr:74 WARNING:file materials/tdm_tables.mtr, line 95: table 'concaveFade' previously defined at materials/shaderdemo.mtr:84 WARNING:file materials/tdm_tables.mtr, line 97: table 'eyestable' previously defined at materials/monsters.mtr:1 WARNING:file materials/tdm_tables.mtr, line 101: table 'decalFade' previously defined at materials/decals.mtr:1 WARNING:file materials/tdm_tables.mtr, line 103: table 'deserttable' previously defined at materials/senetemp.mtr:5618 WARNING:file materials/tdm_tables.mtr, line 105: table 'fireballtable' previously defined at materials/monsters.mtr:4 WARNING:file materials/tdm_tables.mtr, line 109: table 'embertable' previously defined at materials/kentest.mtr:3 WARNING:file materials/test_spirit.mtr, line 41: material 'rev_spirit_bottom' previously defined at materials/rev_spirit.mtr:1 WARNING:file materials/test_spirit.mtr, line 82: material 'rev_spirit_top' previously defined at materials/rev_spirit.mtr:41 WARNING:file materials/vp_materials.mtr, line 206: material 'textures/sfx/vp1' previously defined at materials/tdm_sfx_legacy.mtr:159 WARNING:file materials/vp_materials.mtr, line 224: material 'textures/sfx/vp3' previously defined at materials/tdm_sfx_legacy.mtr:175 WARNING:file materials/washroom.mtr, line 2: table 'blighttable' previously defined at materials/tdm_tables.mtr:97 WARNING:file materials/weapons.mtr, line 1321: material 'textures/particles/blacksmokepuff' previously defined at materials/tdm_particles_legacy.mtr:19 WARNING:file materials/zgraeme.mtr, line 135: material 'textures/particles/smokepuff' previously defined at materials/tdm_particles_legacy.mtr:1 WARNING:file materials/zgraeme.mtr, line 200: material 'textures/particles/smokepuffalpha' previously defined at materials/tdm_particles_legacy.mtr:34 WARNING:file sound/tdm_ambient_environmental02.sndshd, line 99: sound 'weather_thunder04' previously defined at sound/tdm_ambient_environmental.sndshd:660 WARNING:file sound/tdm_ambient_environmental02.sndshd, line 105: sound 'weather_thunder05' previously defined at sound/tdm_ambient_environmental.sndshd:666 ------------------------------ Those warnings repeated 3 different times, each in a different section of TDM loading... I linked the /.doom3/base/ directory into /.doom3/darkmod/ and the majority of those warnings went away. The next post shows the change...
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