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  1. I have quite a few assets from WIPs I'll probably never use elsewhere, so I thought I could share it here. Some of these are older and not necessarily matching the TDM lore, but I hope someone will find use for them. In terms of package format, I'll be creating 7zip packages with just model and/or texture files, so you can place them wherever you like in your project. I'll also include example material or def setup. I'll leave textures in .tga format, so you can make edits on uncompressed source and save as .dds later. So first up is a door/frame/key combo: Temp upload of all assets: https://we.tl/t-BOdrlNEXWJ See readme_notes for design / placement instructions.
  2. Yea, it seems models are going to be a problem. DR doesn't detect gltf or dae. It does detect obj, but crashes as soon as I click the model. I don't know if I can work with lwo or ase in Godot, but I don't even have plugins for that in blender. I've only made one model for TDM once, and it was back in Blender 2.79. As far as textures go, I suppose it's not much of a problem. I could work with tga. It's just that free textures are usually distributed in jpg or png, so working with .tga requires going through the trouble of converting each of them (base texture plus normal map, ao map, rough map, etc).
  3. 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.
  4. Another thing, this time about models. It seems like there are two sections for exporting models, one in File and the other in Scripts. IIUC, the latter is redundant so it can be removed. Second thing is a bit more controversial I guess, but IMO exporting model geometry should be disabled. This way you can use DR to e.g. export .ase to .obj and modify otherwise unchangeable models (ase can be exported, but not imported into any modeling software). Artists have no control over how their assets can be used, and this way they can be spliced, hacked, and bashed by mappers. Even if you copyright or otherwise restrict the usage, you'll have hard time tracking down those who don't give a crap about modellers. This is also related to use of other models, or derivative works from other models. There are many free models that are not entirely CC0, but they're free / allow derivative works, but on a condition of, e.g.: "you may not use the asset in a way that allows others to use or access the asset as a stand-alone" – this is a standard license quote from a popular 3d hosting platform. So having DR as an .ase -> .obj exporter makes such terms impossible to follow. Exporting brushwork or patches is obviously fine, if anyone works this way.
  5. DarkRadiant 3.1.0 is ready for download. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.1.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 3.0.0 Feature: DR doesn't consider wildcards in skins Feature: Reload Images eature: Texture Tool free scale Feature: Add "Show Definition" to all ResourceTreeView instances Fixed: "Reload Defs" doesn't remove entities that have been commented out Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions Fixed: Reload Defs is not sufficient for reloading modelDefs Fixed: Models are reset to origin after reloadDecls Fixed: Skin Chooser doesn't preselect non-matching skins Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader Fixed: Unable to select func_emitter with particle attached Fixed: Particle Editor Preview lacks vertex colours in lighting mode Fixed: Particle effects still visible when hidden via layers or filter Fixed: Entities referring to modelDefs should use the "idle" pose where possible Fixed: DR does not parse materials in def files Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values Improvement: Skin Chooser: show in which .skin file the skin is defined Improvement: Declaration Block Parsing overhauled Improvement: Python Interface for IDeclarationManagerImprovement: leave player start entity selected after placemen Improvement: Let Map Info show materials used by models Improvement: Renaming Declarations causes problems when saving it later Improvement: Light Texture Preview should display editor images if present Improvement: Remove comments about particle generator in .prt files Material Editor: New Material is locked if the default unnamed name is already in use Material Editor: allow to delete materials Material Editor: image browser's "cancel" button rewrites the material source text Material Editor: does not save manual edits to source text Material Editor: should show .mtr the material is defined in Material Editor: after "Reload Images", image previews are only updated when selecting a different material Material Editor: suboptimal preview for cubeMap materials Material Editor: preview object doesn't have smooth shading Material Editor: preview doesn't take "scale" into account in Textured Mode Material Editor: blend add stages are rendered separately in preview in lighting mode Material Editor: test frob highlight button not working Material Editor: doesn't remember settings from previous session Material Editor: image thumbnails use "scale" keyword from previously selected material Material Editor: frob highlight stage not updated correctly when changing diffusemap Material Editor: using Escape to close ignores unsaved changes Material Editor: Global Settings should be preselected Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field Material Editor: new materials always sorted last Material Editor: filter for image browser Material Editor: can't unlock editing on materials in "Other Materials" folder Material Editor: tries to save materials in DarkRadiant folder if no FM is installed Material Editor: allow to change preview backgroun Material Editor: preview renders shadows for noshadows materials 'Export selected as Collision Model' doesn't auto-create path folder and throws error Model exporter: manually enter export origin Model exporter: export origin choice should use a radio button Model exporter: only 1 entity's model is reloaded Model exporter: "Use entity origin as export origin" still uses map origin Model exporter: rename "Center Objects around Origin" The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  6. @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.
  7. @kano It's possible that open source efforts will always lag behind corporate products, but here are some things to consider: You can get datasets such as LAION-5B for free. Whether or not that data has been adequately screened is another story, but all sorts of work are being swapped around for free right now. Just look at what people are doing with Stable Diffusion. Training an LLM/AI requires more resources than running it. If the model leaks, as we have already seen in a few cases, it can be possible to run it at home. That's not "open source" per se, but it might be able to dodge censorship measures if they aren't baked into the model, relying instead on screening the user input and model output server-side. Increasing the parameters and hardware needed to train a model by a factor of 10x doesn't necessarily mean the model will be "10x as good". If large models like GPT-4+ are reaching a plateau of quality, then that could allow smaller players to catch up. There has been research around reducing the number of parameters, since many of them are redundant and could be removed without affecting quality that much. The "little guys" can pool their resources together. You can compare this to hackerspaces with expensive tools that can be used by ordinary people who pay a membership fee. Not only could a few individuals come together and make their own miniature GPU cluster, they could also rent hardware in the cloud, probably saving a lot of money by doing so. Why buy an Nvidia A100 80GB GPU when you can rent 10 of them for the length of time that you need them? Services like Amazon's Bedrock might be helpful, time will tell. Regarding lawsuits or DMCAs, when it comes to software, you can get away with almost anything. It is trivial for power users to anonymously swap files that are hundreds or thousands of gigabytes in size. Even if we're talking about a 100 terabyte blob, that should cost only about $1000 to store on spinning rust, which is well within the means of millions of people. Doing something useful with that may be difficult, but if it's accessible, someone motivated enough will be able to use it. It seems unlikely that we're going to get something self-aware from the current approaches. That battle will be fought a couple decades from now, with much different hardware and more legislative red tape arising out of the current hype fest.
  8. 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:
  9. I also tried to deactivate the inherited water S/R (right-click on it to select that option), but that didn't have any effect. For a workaround, I guess you could apply the S/R to the whole torch and then add a third response to spawn an unlit torch model in it's place.
  10. OK, not seeing too many opportunities to improve things yet. The mission is made of mostly model prefabs so there isn't really any excess triangulation due to brush carving. Most of the portals seem to be doing their job but since it's all model geometry all the open doors and windows pose a challenge to help much. Maybe forcing some func_portal closures at the fogged distance might improve things. Speaking of fog, I am seeing a lot of "double-fogged" surfaces. I believe this is happening due to duplicate geometry or transparent geometry. ( See the bright band in center of the screenshot ) : If you can isolate this extra geometry and make it into entities then you can set those entities with a "noFog" flag to prevent them from fogging. This presumes the geometry is transparent though.
  11. I don't think I've ever seen TDM drop a portal without a .lin file. You sure? Support for OBJ model format was just added in TDM 2.11. You can import the model into DR (File -> Import/Convert Model...) or I think you should just be able to place the model in your FM folder (under models/) and DR should see it I think? If you have DR open you will need to use File -> Reload Models...
  12. Currently the components that make up a LOD-enabled model are usually stored in various different places. Taking the aphrodite statue as an example: - The most detailed model stage is found in darkmod/decorative/statues. - All the other stages are found in darkmod/misc/lod, probably so that the decorative statues folder is less cluttered. - The LOD entity that makes use of all these stages is in a different menu altogether, Create Entity > LOD/decorative/statues. I've seen that a lot of the times, even though a LOD entity is available for a particular model, mappers just use the most detailed stage in a simple func_static, missing out completely on the LOD optimisation. I suppose this is because mappers mainly use the Model Chooser instead of the Entity Chooser for decorating the map and don't realise how the LOD system works/forget to check every time whether a LOD entity exists for any of the models they create. Some possible ways to address this: - Let the Model Chooser check whether there's a LOD entity that makes use of a model the mapper is about to create. If yes, it could create that entity instead of a func_static. - Wellingtoncrab suggested an overhaul by combining the Entity Chooser and Model Chooser into an integrated asset chooser which could show flags for certain models, i.e. LOD. This would also make it easier at a glance to see what's available.
  13. Wasn't it also to do with map file size? if you use a single model and reference it 100 times it will be a smaller/simpler map file than if you duplicate a func_static 100 times. I least I think I read that somewhere...
  14. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  15. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  16. To our modelers: I've created a statue of the Werebeast for my current WIP. It works fine, except if you look at it and start look up, it disappears. Looking down, left or right doesn't cause the problem. What aspect of the model causes this to happen? I suspect I have to increase the size of something, but I don't know what that is. Thanks.
  17. 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))
  18. I'm not having much success with vertex blending a cobblestone path with grass. I've applied it to an .ase model imported from Blender. I followed this tutorial: https://wiki.thedarkmod.com/index.php?title=DrVertexBlend_(tutorial)#Vertex_Painting_Each_Object In DR, my custom material file does show up in the material editor and it seems to be getting applied to the model but incorrectly - it's just a uniform green. In game, the model is greyscale - I think it's getting textured with my vertex-painting, instead of the grass and cobblestone. Here's the mtr file. Have I overlooked anything? textures/darkmod/map_specific/lawn_vertex_blend { surftype15 description "grass" qer_editorimage textures/darkmod/nature/grass/short_dry_grass_dark_ed.jpg { blend diffusemap map textures/darkmod/nature/grass/short_dry_grass_dark vertexColor } { blend bumpmap map textures/darkmod/nature/grass/short_dry_grass_local vertexColor } { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 vertexColor } { if ( parm11 > 0 ) blend add map textures/darkmod/nature/grass/short_dry_grass_dark rgb 0.15 * parm11 vertexColor } { blend diffusemap map textures/darkmod/stone/cobblestones/cobblestones02_square_dark inverseVertexColor } { blend specularmap map textures/darkmod/stone/cobblestones/cobblestones02_square_dark_s inverseVertexColor } { blend bumpmap map textures/darkmod/stone/cobblestones/cobblestones02_square_dark_local inverseVertexColor } { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 inverseVertexColor } { if ( parm11 > 0 ) blend add map textures/darkmod/stone/cobblestones/cobblestones02_square_dark rgb 0.15 * parm11 inverseVertexColor } } "lawn_vertex_blend" is the vertex-blended DDS image file exported from Blender and is also referenced in the .ase file.
  19. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  20. This is true, but the fact is that the viewmodel only consists of a bare arm (animated model), with something bound to it (static model). The depth hack only applies to the arm model itself. If you want to stop the lantern clipping through walls you have to make a new version of the animated arm model that has the lantern integrated into it.
  21. Afaik yes .cm files (means collision model) can be used as a separate collison model, for a ingame entity, I think that there's even a special func entity for that but the fact is, it was hardly used by idsoftware for that purpose, majority of Doom 3 models have the collision surface incorporated in the model itself (like the shadow model) they did it on Maya, 3DS Max and Modo. So motorsep I ask, why would you want to make a separate collision model in DR? Can't you edit the model in Blender for example?
  22. 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.
  23. oh aye that was allways one major problem with prebuilts from those lineups, atleast it is not an old ibm where even the cards where non standard atleast a few of the hp line does take an ordinary PSU but it seems that model is a workstation and uses a pretty non standard PSU so delegating it to development only would indeed be a good idea as an upgrade is pretty hard to come by. i did dig this one up though and it should fit -> Partnumber 913290-001 Description GNRC, PSU 500W, 90% EFF,800 TWR sadly thats about the largest one for that model but should be enough to drive a 1080 ti as that is what the special elitedesk 800 this PSU is from was fitted with. the board is pretty much the same. you can order it here if you want https://parts.hp.com/hpparts/Default.aspx?mscssid= just enter the part number.
  24. 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.
  25. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
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