Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/model/q=/tags/forums/model/' or tags 'forums/model/q=/tags/forums/model/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. When you move/clone brushes that you have converted into func_static, you have to dmap before testing the position in game. When you convert these brushes into a model they behave like any other model and dmap is not required when testing the visuals in game.
  2. Re: "Heather" As I recall, Kingsal was gonna work on a replacement but he hasn't had a chance to work on it yet. We would gladly accept any offers of a replacement asset. I believe the story is that the asset was on an open free model site credited to a personal account. Sadly, this is a risk for any asset we don't create in house.
  3. jaxa

    2016+ CPU/GPU News

    I don't think they aren't delivering better hardware. 8700G is obviously much better than 5700G, Nvidia seems to be pushing top-end by at least 60% per gen. AMD might stagnate with RDNA4 but deliver 4080-ish performance at much lower $400-600 prices. Most of the reviewers are testing without upscaling or are being transparent about where they are using it. It's a must to turn-on only with raytracing it seems. AMD's APUs are clearly kneecapped by the memory bandwidth, and from the leaks we've seen there is no solution in sight for the mainstream APUs (next one is Strix Point). Strix Halo on the other hand will have a doubled memory bus width, but I wouldn't count on a mini PC with it to beat CPU+dGPU combos in price/performance unless we see some really generous pricing. They could work magic with it if they wanted to, particularly a cheaper 8-core model. Strix Halo is presumably using up to 2x 8-core Zen 5 chiplets, so 6/8/12/16 is planned according to leaks. https://videocardz.com/newz/amd-ryzen-8000-zen5-apus-leak-strix-halo-with-rdna3-5-igpu-to-compete-with-up-to-rtx-4070-max-q That leak is almost a year old, but from what I can gather we'll probably see this: 16-core Zen 5, 40 CUs RDNA3.5, 256-bit memory (270 GB/s) 12-core Zen 5, 32 CUs RDNA3.5, 256-bit memory (270 GB/s) 8-core Zen 5, 24/32(?) CUs RDNA3.5, 256-bit memory (270 GB/s) 6-core Zen 5, 20 CUs RDNA3.5, 128-bit memory (135 GB/s) All coming with a 45-50 TOPS XDNA2 AI engine. Sometime in 2025. Those memory bandwidth figures may be assuming around DDR5-8200 to DDR5-8400, not sure. A 7600 XT has 288 GB/s and 6700 XT has 384 GB/s, so there's still starvation but doubling that memory bus should greatly alleviate the problem.
  4. revelator

    solus

    So id recently started dablling with linux derivatives as a main OS again after holding off for years due to some problems running my hardware when i stumbled upon Solus. Solus is a distro that was developed independently from mainstream linux (from the ground up) and uses its own desktop model called budgie (also comes with a plasma gnome and XFCE dektop). Solus uses its own package manager called eopkg and it handles flatpak and snap as well. I been very impressed with it so far as things just worked out of the box for most parts, only real problem i had was getting steam running which turned out to be due to my machine loosing internet connection when it was installing it which left some broken files and after an uninstall / reinstall it worked quite nicely. one warning though Solus comes with a linux steam integration tool which while cool has a rather annoying bug if you try to use the intercept library no games will launch (well alledgedly one will and it was made for that because it wont launch without it on groan...), so do not enable that setting. lutris also works pretty much from the get go though i had to do some reading to find out how to get it to synch up with steam (steam profile must be set to public in pretty much everything). So how does games work on it, well actually rather well proton has made strides in getting even the newest games to run on steam and the only games i so far have not been able to run is the division 1 and 2 but this a'int a problem with steam but with ubisoft connect which crashes and might get fixed in the future (damn launchers...). So far i been plaing baldurs gate 3, callisto protocol, crysis remastered trilogy, DOOM, starfield and a wealth of older games with it and no problems besides having to run baldurs gate in DX11 mode (not really sure why the vulkan driver is not working for this game on linux ???). I might actually step onto the linux platform for good when win10 goes out of support, and ill probably stay with solus since it is less cluttered than most other distros and main packages are built explicitly for it which again means stability as you dont get puckered into installing something which was newer meant for your OS (yeah i f.... up numerous linux distros over the years because you can install pretty much what you like even if it breaks everything, not so with Solus). This does not mean you cant have some nice app you need which was built against say gnome because you sit on a plasma desktop, you absolutely can but they are only avaliable as snap / flatpaks so each of them run in its own sandbox with all the dependencies only avaliable to said program and keept isolated from the system. try it out :) https://getsol.us/download/
  5. I want a potion with holywater properties, but applied to a DR made model that looks more appropriate for my FM (with no crucifix). I've made several objects to grab, put in inventory, then drop at a location to complete objectives before, so that's not a problem. But how do I apply the properties of entityDef atdm:playertools_holywater to a model? One required property is that it can be applied to a waterarrow. I copy/pasted the holywater entitydef to myfm/def subfolder with appropriate name changes, but that didn't work at all... Does anyone know of an FM that has done this, or something similar enough with playertools, so I can copy that procedure?
  6. Clearly not the same model, just HEAVILY inspired by..................... Completely different hair style........
  7. Thanks. Linux user and I play TDM at least weekly: Never noticed any physics issues myself, whatever happened in the FM must be a relatively rare scenario... that's a FM I haven't revisited so I was lucky to miss the bug then. There is in fact a little problem in latest Beta, though it's so small I didn't bother to document it carefully, but I'll share the idea of it at least: If you climb into a tight space between an object and the ceiling and turn on the flashlight, jumping may cause the light to phase through the floor and disappear temporarily. Say you have a crate pressed against a ceiling where you can only climp and go in while crouched... if the surface is high enough to allow a jump but just low to force you to be crouched, you'll see the light source of the lantern disappear temporarily in mid air. Think I saw it in The King Of Diamonds, if it's important I'll boot it up again and noclip to get a viewpos. Just to make sure you've seen my mention: Please check my message a few posts above where I attached a log, we have a crash where killing AI with a broadhead arrow can cause the engine to go down with a "tried to free uncached trace model" error... not even a main menu crash but one to the OS. It's pretty rare but if you fatally shoot AI often enough it will occur eventually.
  8. Thank you. I see two different models: Hearing Impaired (HI) and Hearing Unimpaired (HU). The HI model includes low-hearing, deaf, and players with audio turned off for which all sounds are relevant: Plot (key conversations, special effects such as footsteps upstairs...) Surroundings (generic barks, doors...) Environment (machinery, thunders...) You somehow have to let players know how an event (sound) relates to them and their actions. I understand italics and colors are not available so you probably have to use brackets, in example, for anything that is of no concern to the player (but still relevant). You then have to let players know where sounds are coming from and it seems this is going in a good direction (congrats). A different story is how to make HI players know how much noise they are making... The HU model would be for: Players for whom English is not native Translations for obscure ai dialects or accents Support for bad audio or recordings I think we don't need effects in this model, players can hear effects already. I have a question at this point, what happens if a key conversation and general barks take place at the same time?
  9. Would like to remind of a notable bug that persists in latest beta: Sometimes when you kill AI with a broadhead arrow, TDM will crash instantly or soon after their death. I'm currently replaying King of Diamonds and got a case of that, previously experienced during another FM with one of the dev versions. Here's the qconsole.log once more, hope it's enough to help track down the issue... the one line I believe is relevant: WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) qconsole.log
  10. New version is up. Here's what's new: A high quality version of the intro video Subtitles made by datiswous Kingsals new footstep sounds (from his excellent Volta missions) are included (with his permission) Background image and ambience (music by Gigagooga) in the main menu The climbable vines were made more noticeable Removed the absence markers from all the loot. Guards wont be seemingly randomly alerted anymore Better textures in a few selected places Some model updates/improvements made by Bikerdude 3 new hidden loot items A lot of unnecessary files where removed from the package A lot of smaller fixes
  11. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  12. Also, a more general lesson to draw from these examples is that context is critical to Large Language Model (LLM) algorithms. LLMs are pattern completion algorithms. They function by searching for patterns in the letter-sequence of the text within its memory buffer. It then predicts the most likely sequence of letters to come next. (Or more accurately it randomly selects a block of letters called a token from the predicted probability distribution of possible tokens, but that distinction is mostly academic for the end user.) These models are then trained on effectively the complete written works of humankind to self-generate an obscenely sophisticated prediction model, incorporating literally billions of factors. Context matters because the LLM can only build on patterns already established in the prompts you give it. The less context is given in the prompt, the more the response will tend towards the most common sort of non-specific example in the data set. Conversely the more patterns you establish in a conversation the more the model will want to stick to those patterns, even if they are contradicted by the user's directions or basic logic. In the life is a journey example, once the model has been infected with the idea that "Life is a journey" has four syllables that very simple and powerful meme starts to stick in its "mind". The mistake is to then introduce linkages to syllable counting and even arithmetic without ever directly contradicting that original mistake, which becomes a premise for the entire conversation. In a world where "Life is a journey" has four syllables is an axiom, it is actually correct that 1+1+1+2=4, Incidentally that conversation also demonstrates what I like to call mirroring. Not only does ChatGPT pick up on the content of the prompts you give it, it will also notice and start mimicking text features humans aren’t normally even conscious of: like patterns of writing style, word choice, tone, and formatting. This can be very powerful once you become aware of it, but causes issues when starting off. If you want a specific sort of output, don’t model an opposing mode of conversation in your inputs. If you want the maximize the model's openness to admitting (and embracing) that its previous statements are wrong then you should model open mindedness in your own statements. If you want it to give intelligent responses then talk to it like someone who understands the subject. If you want it to be cooperative and polite, model diplomacy and manners. I actually think it is worthwhile regularly saying please and thank you to the bot. Give it encouragement and respect and it will reciprocate to keep the conversation productive. (Obviously there are also tasks where you might want the opposite, like if you were having the AI write dialogue for a grumpy character. Mirroring is powerful.)
  13. That sort of tone doesn't fly in our forums.
  14. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
  15. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  16. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  17. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  18. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here.
  19. Hello people ! After the mission totally load i can n ot click on attack for start palying on the map, i just directly have that shiet error message Are you ready because its heavy shiet mennnnnnnnnnnn !! .............. And the best shit is yesterday morning everything was fine !!! but now i can n ot play !! Haaa computer .... i love it................. loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo loaded collision model models/darkmod/weapons/longswordlow.lwo loaded collision model models/darkmod/dungeon/metal_ring.ase loaded collision model models/darkmod/weapons/longsword02.lwo loaded collision model models/darkmod/mechanical/furnace_small_round.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo loaded collision model models/darkmod/furniture/tables/table_wood_rough_small.lwo loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/architecture/building_facades/tudor_inn01.lwo loaded collision model models/darkmod/architecture/chimneys/small_stone.lwo loaded collision model models/darkmod/architecture/windows/squarepanels_semi_transparent01.lwo loaded collision model models/darkmod/junk/wbottle01_broken_top.lwo loaded collision model models/darkmod/junk/plank_scrap01_med.lwo loaded collision model models/darkmod/junk/broken_furniture/table_leg01.lwo loaded collision model models/darkmod/junk/generic_shards/ceramicflind01.ase loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short_6.ase loaded collision model models/darkmod/lights/non-extinguishable/squarehanginglamp.lwo loaded collision model models/darkmod/misc/market_stall_small.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_wood_standing_wide.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_standing.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_01_large.lwo loaded collision model models/darkmod/architecture/fencing/irongatesegment.ase loaded collision model models/darkmod/architecture/balconies/covered_balcony01.lwo loaded collision model models/darkmod/architecture/windows/round_stone01.lwo loaded collision model models/darkmod/furniture/tables/rtable1.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_wall_electric_01.ase loaded collision model models/darkmod/misc/marketstall.lwo loaded collision model models/darkmod/decorative/signs/sign_square01.ase loaded collision model models/darkmod/furniture/seating/stool_round_rough.lwo removed 47 degenerate triangles loaded collision model models/darkmod/furniture/seating/stool_square.lwo loaded collision model models/darkmod/containers/keg_tapped.lwo loaded collision model models/darkmod/furniture/shelves/winerack.ase loaded collision model models/darkmod/kitchen/bottle01.lwo loaded collision model models/darkmod/kitchen/cheapbeermug.lwo loaded collision model models/darkmod/kitchen/mug_wooden01.lwo loaded collision model models/darkmod/fireplace/grate.lwo loaded collision model models/darkmod/fireplace/burntwood.lwo loaded collision model models/darkmod/fireplace/fireplace_brick.ase loaded collision model models/darkmod/lights/extinguishable/candle_holder_round.lwo loaded collision model models/darkmod/decorative/wall/mounted_head_wolf02.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo loaded collision model models/darkmod/tools/spade_square.lwo loaded collision model models/darkmod/hangers/hook_curved_simple01_small.lwo loaded collision model models/darkmod/decorative/rug_round_small.lwo loaded collision model models/darkmod/waterworks/faucet_simple.lwo loaded collision model models/darkmod/misc/ink_pot02_corked.lwo loaded collision model models/darkmod/furniture/seating/vic_diningchair1.lwo loaded collision model models/darkmod/furniture/dresser03.lwo removed 75 degenerate triangles removed 58 degenerate triangles loaded collision model models/darkmod/readables/book_t1.lwo loaded collision model models/darkmod/loot/jewellery/ring_gold_bc01.ase removed 75 degenerate triangles loaded collision model models/darkmod/readables/book_red1.lwo loaded collision model models/darkmod/decorative/wall/painting01.lwo loaded collision model models/darkmod/decorative/hourglass.ase loaded collision model models/darkmod/furniture/tables/endtable_square01.lwo loaded collision model models/darkmod/decorative/vases/empty_flowerpot.lwo removed 30 degenerate triangles loaded collision model models/darkmod/nature/flowers/lily_small.ase loaded collision model models/darkmod/hangers/coatrack.ase loaded collision model models/darkmod/furniture/desk_flip_set01.lwo loaded collision model models/darkmod/furniture/desk_flip_set01_door.lwo loaded collision model models/darkmod/furniture/tables/wtable1.lwo loaded collision model models/darkmod/kitchen/utensils/knife_chef.ase loaded collision model models/darkmod/kitchen/bowl01_stew.lwo loaded collision model models/darkmod/kitchen/cookpot.lwo loaded collision model models/darkmod/kitchen/pot_stove01.lwo loaded collision model models/darkmod/junk/carrot_stub.ase loaded collision model models/darkmod/kitchen/food/garlic_long.lwo loaded collision model models/darkmod/containers/package_small.lwo loaded collision model models/darkmod/kitchen/jar1.lwo loaded collision model models/darkmod/misc/clipmodels/pot_stove01_cm.lwo removed 20 degenerate triangles loaded collision model models/darkmod/weapons/axe_rustic.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/kitchen/utensils/spoon_wooden_serving.lwo loaded collision model models/darkmod/misc/clipmodels/jug_clay_small_cm.lwo loaded collision model models/darkmod/containers/keg_tapped_small.lwo loaded collision model models/darkmod/fireplace/ash_round.ase loaded collision model models/darkmod/fireplace/burntlog.lwo loaded collision model models/darkmod/decorative/wall/banner2.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp_hanging.lwo loaded collision model models/darkmod/kitchen/utensils/spoon_wooden.lwo loaded collision model models/darkmod/kitchen/cup01.lwo loaded collision model models/darkmod/containers/barrell_med_closed.lwo loaded collision model models/darkmod/kitchen/food/hanging_goose.ase removed 12 degenerate triangles loaded collision model models/darkmod/furniture/beds/singlebed1.lwo loaded collision model models/darkmod/furniture/wardrobe.lwo loaded collision model models/darkmod/furniture/beds/bed_single_timber.ase loaded collision model models/darkmod/furniture/dresser02.lwo loaded collision model models/darkmod/waterworks/bathtub01.lwo loaded collision model models/darkmod/mechanical/watertank_wood_small.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_straight.lwo loaded collision model models/darkmod/wearables/laundry_hanging02_long.lwo loaded collision model models/darkmod/wearables/shoe01.lwo loaded collision model models/darkmod/furniture/tables/dining_table_small01.lwo loaded collision model models/darkmod/furniture/beds/mattress_straw.lwo loaded collision model models/darkmod/furniture/beds/straw_pile_bed.lwo loaded collision model models/darkmod/junk/wbottle01_broken.lwo loaded collision model models/darkmod/misc/strawbale_small01.lwo loaded collision model models/darkmod/architecture/windows/round_stone01_small.lwo loaded collision model models/darkmod/mechanical/generator1.lwo loaded collision model models/darkmod/door_related/handle_curved_rotate.ase loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/architecture/balconies/roof_gable01.lwo loaded collision model models/darkmod/furniture/seating/stool_rectangle_rough.lwo loaded collision model models/darkmod/architecture/pillars/groovedpillar01_small.lwo loaded collision model models/darkmod/architecture/pillars/pillar01_display.lwo loaded collision model models/darkmod/furniture/beds/mattress.lwo loaded collision model models/darkmod/nature/bush.ase loaded collision model models/darkmod/nature/grass_fuzz.ase loaded collision model models/darkmod/nature/plant_05.ase loaded collision model models/darkmod/nature/plant_fern.ase loaded collision model models/darkmod/mechanical/generator_big.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/furniture/clock_wall.lwo loaded collision model models/darkmod/architecture/pillars/groovedpillar01_med.lwo loaded collision model models/darkmod/nature/plant_03.ase loaded collision model models/darkmod/containers/openable/chest_wood_lid.ase loaded collision model models/darkmod/containers/openable/chest_wood.ase loaded collision model models/darkmod/lights/non-extinguishable/lamp_desk_01.ase loaded collision model models/darkmod/lights/non-extinguishable/grill_light.lwo loaded collision model models/darkmod/furniture/seating/sofa1.lwo loaded collision model models/darkmod/furniture/tables/coffeetable1.lwo loaded collision model models/darkmod/furniture/cabinet_set01_open.lwo loaded collision model models/darkmod/lights/non-extinguishable/electric_wall_fancy_up.lwo loaded collision model models/darkmod/musical/grammo3.ase removed 16 degenerate triangles loaded collision model models/darkmod/loot/chalice.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf_wide01.lwo loaded collision model models/darkmod/waterworks/waterpump.ase loaded collision model models/darkmod/tools/household/wash_board.ase loaded collision model models/darkmod/furniture/shelves/bookshelf1.lwo loaded collision model models/darkmod/mechanical/switches/switch_flip_backplate.ase loaded collision model models/darkmod/wearables/spectacles.lwo loaded collision model models/darkmod/lights/non-extinguishable/chandelier_gas4.lwo loaded collision model models/darkmod/furniture/beds/singlebed_set01.lwo loaded collision model models/darkmod/furniture/tables/endtable_set01.lwo WARNING: unknown token 'models/darkmod/props/textures/privacy_screen_frame' in material 'privacy_screen_frame' loaded collision model models/darkmod/furniture/privacy_screen.ase removed 22 degenerate triangles removed 22 degenerate triangles loaded collision model models/darkmod/furniture/seating/chair_set01.lwo loaded collision model models/darkmod/furniture/seating/sofa2.lwo loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase loaded collision model models/darkmod/containers/openable/chest_metal.ase loaded collision model models/darkmod/lights/non-extinguishable/wall_gas4.lwo loaded collision model models/darkmod/nature/trees/tree_01_smaller.lwo removed 56 degenerate triangles loaded collision model models/darkmod/nature/trees/pine_12.ase removed 2 degenerate triangles loaded collision model models/darkmod/containers/package_flat.lwo loaded collision model models/darkmod/containers/sack_closed.lwo loaded collision model models/darkmod/misc/clipmodels/mug_wooden02_cm.lwo loaded collision model models/darkmod/tools/pickaxe.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/architecture/pier_platform01.lwo loaded collision model models/darkmod/nautical/boat2.lwo loaded collision model models/darkmod/furniture/tables/endtable1.lwo loaded collision model models/darkmod/decorative/wall/curtain01left_short.lwo loaded collision model models/darkmod/decorative/wall/curtain01right_short.lwo loaded collision model models/darkmod/furniture/beds/4posterbed.lwo loaded collision model models/darkmod/furniture/cabinet1.lwo loaded collision model models/darkmod/furniture/seating/chair_simple01.lwo loaded collision model models/darkmod/readables/scroll_rolled_up.lwo loaded collision model models/darkmod/misc/ink_pot02.lwo loaded collision model models/darkmod/misc/clipmodels/bowl01_small_cm.lwo loaded collision model models/darkmod/readables/scroll_tied_up.lwo loaded collision model models/darkmod/loot/purse_p.lwo loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/decorative/wall/antlers.lwo loaded collision model models/darkmod/decorative/wall/wooden_plaque_empty.lwo loaded collision model models/darkmod/misc/clipmodels/orchid_cm.lwo loaded collision model models/darkmod/furniture/seating/bench_set01.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/furniture/seating/armchair1.lwo loaded collision model models/darkmod/furniture/grandfather_clock.lwo removed 6 degenerate triangles loaded collision model models/darkmod/kitchen/stove_small.lwo loaded collision model models/darkmod/kitchen/pitcher01.lwo loaded collision model models/darkmod/kitchen/cup02.lwo loaded collision model models/darkmod/kitchen/beer_stein02_open.lwo loaded collision model models/darkmod/loot/goblet1.lwo loaded collision model models/darkmod/decorative/games/gameboard.lwo loaded collision model models/darkmod/decorative/games/gamepiece2.lwo removed 47 degenerate triangles loaded collision model models/darkmod/readables/book_tome.lwo loaded collision model models/darkmod/decorative/wall/painting01_l.lwo loaded collision model models/darkmod/furniture/tables/ornate_table01_small.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/decorative/personal_items/brush_hand.ase loaded collision model models/darkmod/decorative/vases/vase2_mini.ase loaded collision model models/darkmod/lights/extinguishable/brazier.lwo loaded collision model models/darkmod/furniture/cabinet_set01_leftdoor.lwo loaded collision model models/darkmod/furniture/cabinet_set01_rightdoor.lwo loaded collision model models/darkmod/loot/trophy01.ase loaded collision model models/darkmod/loot/religious_symbol01.lwo loaded collision model models/darkmod/wearables/boot_large.lwo loaded collision model models/darkmod/weapons/shortbow.lwo loaded collision model models/darkmod/wearables/headgear/citywatch_helmet.lwo loaded collision model models/darkmod/lights/extinguishable/gaslight4.lwo loaded collision model models/darkmod/wearables/headgear/cap_rich.lwo loaded collision model models/darkmod/loot/jewellery/ring_ruby.lwo loaded collision model models/darkmod/kitchen/plate_serving.lwo loaded collision model models/darkmod/weapons/halberd.lwo loaded collision model models/darkmod/weapons/waterarrow.lwo loaded collision model models/darkmod/junk/apple_core.lwo loaded collision model models/darkmod/nautical/steering_wheel.lwo loaded collision model models/darkmod/misc/rope_coil01.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo removed 32 degenerate triangles loaded collision model models/darkmod/weapons/handaxe.lwo loaded collision model models/darkmod/weapons/mace.lwo loaded collision model models/darkmod/wearables/armour/ecw_pauldron_r.lwo loaded collision model models/darkmod/decorative/wall/horseshoe.lwo loaded collision model models/darkmod/decorative/vases/pot_ceramic_open.ase loaded collision model models/darkmod/wearables/headgear/nobleman_hat_l.lwo removed 16 degenerate triangles loaded collision model models/darkmod/loot/candlestick_round_ornate.lwo loaded collision model models/darkmod/wearables/headgear/woolen_cap.lwo loaded collision model models/darkmod/kitchen/stove.lwo loaded collision model models/darkmod/player_equipment/health_potion.lwo loaded collision model models/darkmod/furniture/beds/doublebed_simple.lwo loaded collision model models/darkmod/misc/toy_doll.lwo loaded collision model models/darkmod/lights/extinguishable/candle_short.lwo loaded collision model models/darkmod/decorative/personal_items/mirror_hand.ase removed 10 degenerate triangles loaded collision model models/darkmod/furniture/seating/dchair2.lwo loaded collision model models/darkmod/containers/gen_bucket.lwo WARNING: Invalid character in pin pattern - on entity DoorWardrobeA1, using default: 2 loaded collision model models/darkmod/misc/clipmodels/vase_squat_cm.lwo loaded collision model models/darkmod/decorative/games/backgammon.lwo loaded collision model models/darkmod/wearables/headgear/hat_straw.lwo loaded collision model models/darkmod/furniture/dresser_set01.lwo loaded collision model models/darkmod/loot/jewellery/amulet_round_02.lwo loaded collision model models/darkmod/loot/jewellery/bracelet_jewelled.lwo loaded collision model models/darkmod/decorative/vases/urn01.ase loaded collision model models/darkmod/loot/purse_gems.ase loaded collision model models/darkmod/loot/dagger_loot.lwo loaded collision model models/darkmod/loot/jewellery/broach.lwo loaded collision model models/darkmod/loot/coins/coinsc.lwo removed 12 degenerate triangles loaded collision model models/darkmod/weapons/mossarrow.lwo loaded collision model models/darkmod/decorative/wall/shields/shield.lwo loaded collision model models/darkmod/fireplace/fireplace_wooden.ase loaded collision model models/darkmod/furniture/seating/stool_padded.lwo loaded collision model models/darkmod/decorative/statues/bust_01_male.ase loaded collision model models/darkmod/kitchen/creamer_silver.ase loaded collision model models/darkmod/kitchen/sugar_silver.ase loaded collision model models/darkmod/kitchen/wineglass_silver.ase loaded collision model models/darkmod/decorative/statues/statue_aphrodite.ase loaded collision model models/darkmod/decorative/wall/painting01_m.lwo loaded collision model models/darkmod/decorative/statues/bust_02_female.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe01_straight.lwo removed 16 degenerate triangles loaded collision model models/darkmod/fireplace/tools.lwo loaded collision model models/darkmod/loot/exotic/spyglass_fancy.ase loaded collision model models/darkmod/decorative/stoup.ase loaded collision model models/darkmod/waterworks/fountain01_3bowls_large.lwo loaded collision model models/darkmod/kitchen/food/pear.lwo loaded collision model models/darkmod/junk/horse_dung.lwo loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/streetlamp1.lwo loaded collision model models/darkmod/misc/cart01_loaded.lwo loaded collision model models/darkmod/nature/ivy_part01.lwo loaded collision model models/darkmod/architecture/chimneys/chimney_left.lwo loaded collision model models/darkmod/decorative/wall/longbanner_wide.lwo removed 7 degenerate triangles loaded collision model models/darkmod/misc/cart_02_empty.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/laboratory/flask1.ase loaded collision model models/darkmod/loot/coins/coin_pile.lwo removed 5 degenerate triangles loaded collision model models/darkmod/decorative/pagan_orb_01.lwo loaded collision model models/darkmod/weapons/hammer.lwo loaded collision model models/darkmod/misc/clipmodels/dchair2_cm.lwo loaded collision model models/darkmod/loot/ingot_large.ase loaded collision model models/darkmod/player_equipment/compass_open.lwo loaded collision model models/darkmod/lights/non-extinguishable/hooded_lantern.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/weapons/blackjack.lwo loaded collision model models/darkmod/weapons/noisemaker.lwo loaded collision model models/darkmod/misc/clipmodels/cup01_cm.lwo loaded collision model models/darkmod/junk/generic_shards/ceramicflind02.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind03.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind04.ase loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/decorative/games/cards_stack01.lwo loaded collision model models/darkmod/decorative/games/cards_fan.lwo loaded collision model models/darkmod/misc/clipmodels/beer_stein02_open_cm.lwo loaded collision model models/darkmod/kitchen/gen_goblet1.lwo loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo loaded collision model models/darkmod/kitchen/utensils/fork_ornamental.lwo loaded collision model models/darkmod/misc/clipmodels/cheapbeermug_cm.lwo WARNING: Couldn't load sound 'tdm_ai_wench_find_soft_corpse_female.wav' using default WARNING: Couldn't load sound 'tdm_ai_critic_greet_to_noble_male.wav' using default loaded collision model models/darkmod/loot/purse_p_belt.lwo loaded collision model models/darkmod/decorative/vases/vase2_small.ase loaded collision model models/darkmod/decorative/games/cards_stack02.lwo loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.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/tools/wheelbarrow02.lwo WARNING: aas100_flood doesn't include a spawnfunc or spawnclass on 'aas100_flood_1'. loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase loaded collision model models/darkmod/junk/pot_ceramic_broken.ase loaded collision model models/darkmod/decorative/signs/sign_shieldshape01.lwo loaded collision model models/darkmod/player_equipment/flashbomb.lwo loaded collision model models/darkmod/junk/plank_long.lwo loaded collision model models/darkmod/nature/mushrooms_02.lwo loaded collision model models/darkmod/player_equipment/spyglass_closed.lwo loaded collision model models/darkmod/misc/clipmodels/broadbrim_hat_cm.lwo loaded collision model models/darkmod/door_related/key_ornate.lwo loaded collision model models/darkmod/graveyard/bones/bones_spine.ase loaded collision model models/darkmod/graveyard/bones/bones_leg_left.ase loaded collision model models/darkmod/graveyard/bones/skull.lwo loaded collision model models/darkmod/graveyard/bones/bones_leg_right.ase loaded collision model models/darkmod/graveyard/bones/bones_arm_right.ase loaded collision model models/darkmod/misc/clipmodels/wchair1_cm.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_01.lwo WARNING: aas48_flood doesn't include a spawnfunc or spawnclass on 'aas48_flood_1'. loaded collision model models/darkmod/containers/barrell_med.lwo WARNING: aas100_flood doesn't include a spawnfunc or spawnclass on 'aas100_flood_3'. WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_33280' WARNING: Invalid character in pin pattern - on entity atdm_mover_door_16, using default: 2 loaded collision model models/darkmod/architecture/ladders/ladder_16steps.ase loaded collision model models/darkmod/musical/bell_hand.lwo loaded collision model models/darkmod/kitchen/wine_bottle02.lwo removed 23 degenerate triangles loaded collision model models/darkmod/decorative/wall/mounted_head_wolf.lwo loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_hanging.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_wooden01.lwo loaded collision model models/darkmod/decorative/wall/boarhead.lwo removed 22 degenerate triangles loaded collision model models/darkmod/decorative/wall/boarhead_open.lwo ...3371 entities spawned, 0 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Objective 9: Parsing success and failure logic Applied 0 objective conditions.[aas48]: Assigned 0 multistatemover positions to AAS areas and ignored 0. [aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0. [aas100]: 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, 1048 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: flat WARNING: Couldn't load image: models/md5/props/gfclock/gfclock_local WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/electric_wall_fancy_up Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 20 20 1280 720 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door atdm_mover_door_1 is not within a valid AAS area WARNING: Door atdm_door_104x56_3hinge_16 is not within a valid AAS area WARNING: Door MetalChestLid_1 is not within a valid AAS area WARNING: Door atdm_door_104x56_2hinge_12 is not within a valid AAS area WARNING: Door atdm_door_104x56_2hinge_13 is not within a valid AAS area ModelGenerator memory: 11 LOD entries with 68 users using 7402 bytes, memory saved: 37846 bytes. -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. I18N: Current language: french I18N: Move articles to back: Yes Main idLangDict: 128 KB in 1141 entries. Reverse dict : 48 KB in 511 keys, 509 KB in 8093 values. Articles dict : 48 KB in 511 keys, 509 KB in 8093 values. Remapped chars : 0 I18N: Shutdown. Shutdown event system -------------------------------------- malloc failure for 4194312 <<<< WTF ???
  20. All I want to do is import a basic, static model into the editor. The model is in .lwo format, the polygons are all triangles, the UV's are all mapped correctly. I am not a modelling noob. The textures are all square, and in .dds format. The model does not need a collision mesh or a shadow mesh. It is just a small teddy bear. The problem is that I do not know how to associate a material with this custom model in DR. And in the wiki, which is so out of date now, there is a page that specifically deals with this issue but the example images do not load! Does anyone have the example images from this page? https://wiki.thedarkmod.com/index.php?title=Model/Texture_Guidelines Because I see that I need the path info for the model textures to be embedded in the .lwo mesh file, but the example of the path I'm supposed to use does not load in the wiki. Or maybe someone could please just give me a short description of how to import custom models into DR? I am an experienced modeler and texture artist, so no need to ELI5, it's just associating the custom model with a material file in DR that I cannot find any info on. EDIT: Is it something to do with entity .def files? https://wiki.thedarkmod.com/index.php?title=DEF_Files
  21. OK, here you go: [ 30%] Linking CXX shared module libradiantcore.so cd /home/thebigh/Games/DarkRadiant/radiantcore && /usr/bin/cmake -E cmake_link_script CMakeFiles/radiantcore.dir/link.txt --verbose=1 /usr/bin/c++ -fPIC -pthread -O3 -DNDEBUG -Wl,-z,defs -shared -o libradiantcore.so CMakeFiles/radiantcore.dir/brush/Brush.cpp.o CMakeFiles/radiantcore.dir/brush/BrushModule.cpp.o CMakeFiles/radiantcore.dir/brush/BrushNode.cpp.o CMakeFiles/radiantcore.dir/brush/csg/CSG.cpp.o CMakeFiles/radiantcore.dir/brush/export/CollisionModel.cpp.o CMakeFiles/radiantcore.dir/brush/Face.cpp.o CMakeFiles/radiantcore.dir/brush/FaceInstance.cpp.o CMakeFiles/radiantcore.dir/brush/FacePlane.cpp.o CMakeFiles/radiantcore.dir/brush/FixedWinding.cpp.o CMakeFiles/radiantcore.dir/brush/TexDef.cpp.o CMakeFiles/radiantcore.dir/brush/TextureMatrix.cpp.o CMakeFiles/radiantcore.dir/brush/TextureProjection.cpp.o CMakeFiles/radiantcore.dir/brush/Winding.cpp.o CMakeFiles/radiantcore.dir/camera/Camera.cpp.o CMakeFiles/radiantcore.dir/camera/CameraManager.cpp.o CMakeFiles/radiantcore.dir/clipper/BrushByPlaneClipper.cpp.o CMakeFiles/radiantcore.dir/clipper/Clipper.cpp.o CMakeFiles/radiantcore.dir/clipper/ClipPoint.cpp.o CMakeFiles/radiantcore.dir/clipper/SplitAlgorithm.cpp.o CMakeFiles/radiantcore.dir/commandsystem/CommandSystem.cpp.o CMakeFiles/radiantcore.dir/eclass/Doom3EntityClass.cpp.o CMakeFiles/radiantcore.dir/eclass/EClassColourManager.cpp.o CMakeFiles/radiantcore.dir/eclass/EClassManager.cpp.o CMakeFiles/radiantcore.dir/entity/AngleKey.cpp.o CMakeFiles/radiantcore.dir/entity/curve/CurveCatmullRom.cpp.o CMakeFiles/radiantcore.dir/entity/curve/Curve.cpp.o CMakeFiles/radiantcore.dir/entity/curve/CurveEditInstance.cpp.o CMakeFiles/radiantcore.dir/entity/curve/CurveNURBS.cpp.o CMakeFiles/radiantcore.dir/entity/Doom3Entity.cpp.o CMakeFiles/radiantcore.dir/entity/doom3group/Doom3Group.cpp.o CMakeFiles/radiantcore.dir/entity/doom3group/Doom3GroupNode.cpp.o CMakeFiles/radiantcore.dir/entity/eclassmodel/EclassModelNode.cpp.o CMakeFiles/radiantcore.dir/entity/EntityModule.cpp.o CMakeFiles/radiantcore.dir/entity/EntityNode.cpp.o CMakeFiles/radiantcore.dir/entity/EntitySettings.cpp.o CMakeFiles/radiantcore.dir/entity/generic/GenericEntity.cpp.o CMakeFiles/radiantcore.dir/entity/generic/GenericEntityNode.cpp.o CMakeFiles/radiantcore.dir/entity/KeyValue.cpp.o CMakeFiles/radiantcore.dir/entity/KeyValueObserver.cpp.o CMakeFiles/radiantcore.dir/entity/light/Light.cpp.o CMakeFiles/radiantcore.dir/entity/light/LightNode.cpp.o CMakeFiles/radiantcore.dir/entity/light/Renderables.cpp.o CMakeFiles/radiantcore.dir/entity/ModelKey.cpp.o CMakeFiles/radiantcore.dir/entity/NameKeyObserver.cpp.o CMakeFiles/radiantcore.dir/entity/NamespaceManager.cpp.o CMakeFiles/radiantcore.dir/entity/RotationKey.cpp.o CMakeFiles/radiantcore.dir/entity/RotationMatrix.cpp.o CMakeFiles/radiantcore.dir/entity/ShaderParms.cpp.o CMakeFiles/radiantcore.dir/entity/speaker/SpeakerNode.cpp.o CMakeFiles/radiantcore.dir/entity/speaker/SpeakerRenderables.cpp.o CMakeFiles/radiantcore.dir/entity/target/TargetableNode.cpp.o CMakeFiles/radiantcore.dir/entity/target/TargetKeyCollection.cpp.o CMakeFiles/radiantcore.dir/entity/target/TargetKey.cpp.o CMakeFiles/radiantcore.dir/entity/target/TargetLineNode.cpp.o CMakeFiles/radiantcore.dir/entity/target/TargetManager.cpp.o CMakeFiles/radiantcore.dir/filetypes/FileTypeRegistry.cpp.o CMakeFiles/radiantcore.dir/filters/BasicFilterSystem.cpp.o CMakeFiles/radiantcore.dir/filters/XMLFilter.cpp.o CMakeFiles/radiantcore.dir/filters/XmlFilterEventAdapter.cpp.o CMakeFiles/radiantcore.dir/fonts/FontLoader.cpp.o CMakeFiles/radiantcore.dir/fonts/FontManager.cpp.o CMakeFiles/radiantcore.dir/fonts/GlyphInfo.cpp.o CMakeFiles/radiantcore.dir/fonts/GlyphSet.cpp.o CMakeFiles/radiantcore.dir/grid/GridManager.cpp.o CMakeFiles/radiantcore.dir/imagefile/BMPLoader.cpp.o CMakeFiles/radiantcore.dir/imagefile/dds.cpp.o CMakeFiles/radiantcore.dir/imagefile/ddslib.cpp.o CMakeFiles/radiantcore.dir/imagefile/ImageLoader.cpp.o CMakeFiles/radiantcore.dir/imagefile/JPEGLoader.cpp.o CMakeFiles/radiantcore.dir/imagefile/PNGLoader.cpp.o CMakeFiles/radiantcore.dir/imagefile/TGALoader.cpp.o CMakeFiles/radiantcore.dir/layers/LayerInfoFileModule.cpp.o CMakeFiles/radiantcore.dir/layers/LayerManager.cpp.o CMakeFiles/radiantcore.dir/layers/LayerModule.cpp.o CMakeFiles/radiantcore.dir/log/COutRedirector.cpp.o CMakeFiles/radiantcore.dir/log/LogFile.cpp.o CMakeFiles/radiantcore.dir/log/LogStreamBuf.cpp.o CMakeFiles/radiantcore.dir/log/LogStream.cpp.o CMakeFiles/radiantcore.dir/log/LogWriter.cpp.o CMakeFiles/radiantcore.dir/log/StringLogDevice.cpp.o CMakeFiles/radiantcore.dir/map/aas/AasFileManager.cpp.o CMakeFiles/radiantcore.dir/map/aas/Doom3AasFile.cpp.o CMakeFiles/radiantcore.dir/map/aas/Doom3AasFileLoader.cpp.o CMakeFiles/radiantcore.dir/map/aas/Doom3AasFileSettings.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/Export.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/Import.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/MapExporter.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/MapImporter.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/Models.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/Skins.cpp.o CMakeFiles/radiantcore.dir/map/ArchivedMapResource.cpp.o CMakeFiles/radiantcore.dir/map/CounterManager.cpp.o CMakeFiles/radiantcore.dir/map/EditingStopwatch.cpp.o CMakeFiles/radiantcore.dir/map/EditingStopwatchInfoFileModule.cpp.o CMakeFiles/radiantcore.dir/map/format/Doom3MapFormat.cpp.o CMakeFiles/radiantcore.dir/map/format/Doom3MapReader.cpp.o CMakeFiles/radiantcore.dir/map/format/Doom3MapWriter.cpp.o CMakeFiles/radiantcore.dir/map/format/Doom3PrefabFormat.cpp.o CMakeFiles/radiantcore.dir/map/format/MapFormatManager.cpp.o CMakeFiles/radiantcore.dir/map/format/portable/PortableMapFormat.cpp.o CMakeFiles/radiantcore.dir/map/format/portable/PortableMapReader.cpp.o CMakeFiles/radiantcore.dir/map/format/portable/PortableMapWriter.cpp.o CMakeFiles/radiantcore.dir/map/format/primitiveparsers/BrushDef3.cpp.o CMakeFiles/radiantcore.dir/map/format/primitiveparsers/BrushDef.cpp.o CMakeFiles/radiantcore.dir/map/format/primitiveparsers/Patch.cpp.o CMakeFiles/radiantcore.dir/map/format/primitiveparsers/PatchDef2.cpp.o CMakeFiles/radiantcore.dir/map/format/primitiveparsers/PatchDef3.cpp.o CMakeFiles/radiantcore.dir/map/format/Quake3MapFormat.cpp.o CMakeFiles/radiantcore.dir/map/format/Quake3MapReader.cpp.o CMakeFiles/radiantcore.dir/map/format/Quake4MapFormat.cpp.o CMakeFiles/radiantcore.dir/map/format/Quake4MapReader.cpp.o CMakeFiles/radiantcore.dir/map/infofile/InfoFile.cpp.o CMakeFiles/radiantcore.dir/map/infofile/InfoFileExporter.cpp.o CMakeFiles/radiantcore.dir/map/infofile/InfoFileManager.cpp.o CMakeFiles/radiantcore.dir/map/Map.cpp.o CMakeFiles/radiantcore.dir/map/MapFileManager.cpp.o CMakeFiles/radiantcore.dir/map/MapModules.cpp.o CMakeFiles/radiantcore.dir/map/MapPosition.cpp.o CMakeFiles/radiantcore.dir/map/MapPositionManager.cpp.o CMakeFiles/radiantcore.dir/map/MapPropertyInfoFileModule.cpp.o CMakeFiles/radiantcore.dir/map/MapResource.cpp.o CMakeFiles/radiantcore.dir/map/MapResourceLoader.cpp.o CMakeFiles/radiantcore.dir/map/MapResourceManager.cpp.o CMakeFiles/radiantcore.dir/map/mru/MRU.cpp.o CMakeFiles/radiantcore.dir/map/namespace/ComplexName.cpp.o CMakeFiles/radiantcore.dir/map/namespace/Namespace.cpp.o CMakeFiles/radiantcore.dir/map/namespace/NamespaceFactory.cpp.o CMakeFiles/radiantcore.dir/map/PointFile.cpp.o CMakeFiles/radiantcore.dir/map/RegionManager.cpp.o CMakeFiles/radiantcore.dir/map/RootNode.cpp.o CMakeFiles/radiantcore.dir/model/export/AseExporter.cpp.o CMakeFiles/radiantcore.dir/model/export/Lwo2Chunk.cpp.o CMakeFiles/radiantcore.dir/model/export/Lwo2Exporter.cpp.o CMakeFiles/radiantcore.dir/model/export/ModelExporter.cpp.o CMakeFiles/radiantcore.dir/model/export/ModelScalePreserver.cpp.o CMakeFiles/radiantcore.dir/model/export/PatchSurface.cpp.o CMakeFiles/radiantcore.dir/model/export/ScaledModelExporter.cpp.o CMakeFiles/radiantcore.dir/model/export/WavefrontExporter.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5AnimationCache.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5Anim.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5Model.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5ModelLoader.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5ModelNode.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5Module.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5Skeleton.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5Surface.cpp.o CMakeFiles/radiantcore.dir/model/ModelCache.cpp.o CMakeFiles/radiantcore.dir/model/ModelFormatManager.cpp.o CMakeFiles/radiantcore.dir/model/NullModel.cpp.o CMakeFiles/radiantcore.dir/model/NullModelNode.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/PicoModelLoader.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/PicoModelModule.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/StaticModel.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/StaticModelNode.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/StaticModelSurface.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/clip.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/envelope.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/list.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/lwio.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/lwo2.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/lwob.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/pntspols.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/surface.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/vecmath.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/vmap.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/picointernal.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/picomodel.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/picomodules.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_3ds.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_ase.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_fm.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_lwo.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_md2.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_md3.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_mdc.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_ms3d.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_obj.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_terrain.c.o CMakeFiles/radiantcore.dir/modulesystem/ModuleLoader.cpp.o CMakeFiles/radiantcore.dir/modulesystem/ModuleRegistry.cpp.o CMakeFiles/radiantcore.dir/particles/ParticleDef.cpp.o CMakeFiles/radiantcore.dir/particles/ParticleNode.cpp.o CMakeFiles/radiantcore.dir/particles/ParticleParameter.cpp.o CMakeFiles/radiantcore.dir/particles/ParticlesManager.cpp.o CMakeFiles/radiantcore.dir/particles/RenderableParticleBunch.cpp.o CMakeFiles/radiantcore.dir/particles/RenderableParticle.cpp.o CMakeFiles/radiantcore.dir/particles/RenderableParticleStage.cpp.o CMakeFiles/radiantcore.dir/particles/StageDef.cpp.o CMakeFiles/radiantcore.dir/patch/algorithm/General.cpp.o CMakeFiles/radiantcore.dir/patch/algorithm/Prefab.cpp.o CMakeFiles/radiantcore.dir/patch/Patch.cpp.o CMakeFiles/radiantcore.dir/patch/PatchModule.cpp.o CMakeFiles/radiantcore.dir/patch/PatchNode.cpp.o CMakeFiles/radiantcore.dir/patch/PatchRenderables.cpp.o CMakeFiles/radiantcore.dir/patch/PatchTesselation.cpp.o CMakeFiles/radiantcore.dir/precompiled.cpp.o CMakeFiles/radiantcore.dir/Radiant.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/GLProgramFactory.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/glprogram/GenericVFPProgram.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/glprogram/GLSLBumpProgram.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/glprogram/GLSLDepthFillProgram.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/OpenGLShader.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/OpenGLShaderPass.cpp.o CMakeFiles/radiantcore.dir/rendersystem/debug/SpacePartitionRenderer.cpp.o CMakeFiles/radiantcore.dir/rendersystem/GLFont.cpp.o CMakeFiles/radiantcore.dir/rendersystem/OpenGLModule.cpp.o CMakeFiles/radiantcore.dir/rendersystem/OpenGLRenderSystem.cpp.o CMakeFiles/radiantcore.dir/rendersystem/RenderSystemFactory.cpp.o CMakeFiles/radiantcore.dir/rendersystem/SharedOpenGLContextModule.cpp.o CMakeFiles/radiantcore.dir/scenegraph/Octree.cpp.o CMakeFiles/radiantcore.dir/scenegraph/SceneGraph.cpp.o CMakeFiles/radiantcore.dir/scenegraph/SceneGraphFactory.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Curves.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Entity.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/General.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Group.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/GroupCycle.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Patch.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Planes.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Primitives.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Shader.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Transformation.cpp.o CMakeFiles/radiantcore.dir/selection/clipboard/Clipboard.cpp.o CMakeFiles/radiantcore.dir/selection/group/SelectionGroupInfoFileModule.cpp.o CMakeFiles/radiantcore.dir/selection/group/SelectionGroupManager.cpp.o CMakeFiles/radiantcore.dir/selection/group/SelectionGroupModule.cpp.o CMakeFiles/radiantcore.dir/selection/ManipulationPivot.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/DragManipulator.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/ManipulatorBase.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/ManipulatorComponents.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/ModelScaleManipulator.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/RotateManipulator.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/ScaleManipulator.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/TranslateManipulator.cpp.o CMakeFiles/radiantcore.dir/selection/RadiantSelectionSystem.cpp.o CMakeFiles/radiantcore.dir/selection/SelectedNodeList.cpp.o CMakeFiles/radiantcore.dir/selection/selectionset/SelectionSet.cpp.o CMakeFiles/radiantcore.dir/selection/selectionset/SelectionSetInfoFileModule.cpp.o CMakeFiles/radiantcore.dir/selection/selectionset/SelectionSetManager.cpp.o CMakeFiles/radiantcore.dir/selection/selectionset/SelectionSetModule.cpp.o CMakeFiles/radiantcore.dir/selection/SelectionTestWalkers.cpp.o CMakeFiles/radiantcore.dir/selection/shaderclipboard/ClosestTexturableFinder.cpp.o CMakeFiles/radiantcore.dir/selection/shaderclipboard/ShaderClipboard.cpp.o CMakeFiles/radiantcore.dir/selection/shaderclipboard/Texturable.cpp.o CMakeFiles/radiantcore.dir/selection/TransformationVisitors.cpp.o CMakeFiles/radiantcore.dir/settings/ColourScheme.cpp.o CMakeFiles/radiantcore.dir/settings/ColourSchemeManager.cpp.o CMakeFiles/radiantcore.dir/settings/Game.cpp.o CMakeFiles/radiantcore.dir/settings/GameManager.cpp.o CMakeFiles/radiantcore.dir/settings/LanguageManager.cpp.o CMakeFiles/radiantcore.dir/settings/PreferencePage.cpp.o CMakeFiles/radiantcore.dir/settings/PreferenceSystem.cpp.o CMakeFiles/radiantcore.dir/shaders/CameraCubeMapDecl.cpp.o CMakeFiles/radiantcore.dir/shaders/CShader.cpp.o CMakeFiles/radiantcore.dir/shaders/Doom3ShaderLayer.cpp.o CMakeFiles/radiantcore.dir/shaders/Doom3ShaderSystem.cpp.o CMakeFiles/radiantcore.dir/shaders/MapExpression.cpp.o CMakeFiles/radiantcore.dir/shaders/ShaderExpression.cpp.o CMakeFiles/radiantcore.dir/shaders/ShaderLibrary.cpp.o CMakeFiles/radiantcore.dir/shaders/ShaderTemplate.cpp.o CMakeFiles/radiantcore.dir/shaders/TableDefinition.cpp.o CMakeFiles/radiantcore.dir/shaders/textures/GLTextureManager.cpp.o CMakeFiles/radiantcore.dir/shaders/textures/TextureManipulator.cpp.o CMakeFiles/radiantcore.dir/skins/Doom3SkinCache.cpp.o CMakeFiles/radiantcore.dir/undo/UndoSystem.cpp.o CMakeFiles/radiantcore.dir/vfs/DeflatedInputStream.cpp.o CMakeFiles/radiantcore.dir/vfs/DirectoryArchive.cpp.o CMakeFiles/radiantcore.dir/vfs/Doom3FileSystem.cpp.o CMakeFiles/radiantcore.dir/vfs/Doom3FileSystemModule.cpp.o CMakeFiles/radiantcore.dir/vfs/ZipArchive.cpp.o CMakeFiles/radiantcore.dir/xmlregistry/RegistryTree.cpp.o CMakeFiles/radiantcore.dir/xmlregistry/XMLRegistry.cpp.o -Wl,-rpath,/home/thebigh/Games/DarkRadiant/libs/wxutil:/home/thebigh/Games/DarkRadiant/libs/xmlutil:/home/thebigh/Games/DarkRadiant/libs/scene:/home/thebigh/Games/DarkRadiant/libs/math: ../libs/wxutil/libwxutil.so ../libs/module/libmodule.a -ljpeg -lpng12 ../libs/xmlutil/libxmlutil.so -lxml2 ../libs/scene/libscenegraph.so ../libs/math/libmath.so -L/usr/lib/x86_64-linux-gnu -pthread -lwx_baseu-3.0 -lwx_gtk3u_core-3.0 -lwx_gtk3u_stc-3.0 -lwx_gtk3u_adv-3.0 -lwx_gtk3u_gl-3.0 -lwx_gtk3u_xrc-3.0 -lsigc-2.0 -lftgl -lGLEW -lGLU -lGL -ldl /usr/bin/ld: CMakeFiles/radiantcore.dir/vfs/DeflatedInputStream.cpp.o: in function `archive::DeflatedInputStream::~DeflatedInputStream()': DeflatedInputStream.cpp:(.text+0x1b): undefined reference to `inflateEnd' /usr/bin/ld: CMakeFiles/radiantcore.dir/vfs/DeflatedInputStream.cpp.o: in function `archive::DeflatedInputStream::read(unsigned char*, unsigned long)': DeflatedInputStream.cpp:(.text+0xaa): undefined reference to `inflate' /usr/bin/ld: DeflatedInputStream.cpp:(.text+0xca): undefined reference to `inflate' /usr/bin/ld: CMakeFiles/radiantcore.dir/vfs/DeflatedInputStream.cpp.o: in function `archive::DeflatedInputStream::DeflatedInputStream(InputStream&)': DeflatedInputStream.cpp:(.text+0x149): undefined reference to `inflateInit2_' collect2: error: ld returned 1 exit status make[2]: *** [radiantcore/CMakeFiles/radiantcore.dir/build.make:4154: radiantcore/libradiantcore.so] Error 1 make[2]: Leaving directory '/home/thebigh/Games/DarkRadiant' make[1]: *** [CMakeFiles/Makefile2:787: radiantcore/CMakeFiles/radiantcore.dir/all] Error 2 make[1]: Leaving directory '/home/thebigh/Games/DarkRadiant' make: *** [Makefile:130: all] Error 2
  22. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  23. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  24. Hey, guys, Got a low spec machine, let me start by this, but it was able to run 'Return to the City' until my old HD failed. Reinstalled Doom3, patched it to 1.31 and downloaded the newest darkmod version. Everything was fine - very fine! - except when I tryed to run RttC: darkmod crashed while starting the mission, just after the load process, giving me the following (very long) note: loaded collision model models/darkmod/loot/coins/coinsa.lwo loaded collision model models/darkmod/decorative/wall/painting01_m.lwo loaded collision model models/darkmod/misc/clipmodels/chamberpot_cm.lwo loaded collision model models/darkmod/decorative/wall/shields/plain_shield.lwo loaded collision model models/darkmod/wearables/laundry_hanging02_long.lwo loaded collision model models/darkmod/wearables/boot_large.lwo loaded collision model models/darkmod/wearables/headgear/nobleman_hat_l.lwo loaded collision model models/darkmod/misc/clipmodels/orchid_cm.lwo loaded collision model models/darkmod/loot/jewellery/ring_gold_bc01.ase loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/nature/ivy_part01.lwo loaded collision model models/darkmod/nature/small_bush01.lwo loaded collision model models/darkmod/graveyard/grave_fence.lwo loaded collision model models/darkmod/mechanical/gears/watermill_cogwheel_small.ase loaded collision model models/darkmod/decorative/statues/the_hammer_small1.lwo loaded collision model models/darkmod/architecture/supports/support_beam01_tall2.lwo loaded collision model models/darkmod/junk/broken_furniture/chair_plain_3legs.lwo loaded collision model models/darkmod/junk/wbottle01_broken.lwo loaded collision model models/darkmod/fireplace/burntlog.lwo loaded collision model models/darkmod/junk/broken_furniture/table_leg01.lwo loaded collision model models/darkmod/tools/household/wash_board.ase loaded collision model models/darkmod/mechanical/pipes/furnace_pipe02_straight.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/misc/clipmodels/barrell_med_cm.lwo loaded collision model models/darkmod/mechanical/generator1.lwo loaded collision model models/darkmod/graveyard/grave_chain_long.lwo loaded collision model models/darkmod/nature/ivy_part05.lwo loaded collision model models/darkmod/nature/ivy_part08.lwo loaded collision model models/darkmod/nature/ivy_part10.lwo loaded collision model models/darkmod/nature/ivy_part09.lwo loaded collision model models/darkmod/nature/ivy_part02.lwo loaded collision model models/darkmod/loot/bottle03.lwo loaded collision model models/darkmod/loot/goblet1.lwo loaded collision model models/darkmod/readables/scroll_rolled_up.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_small_bent.lwo loaded collision model models/darkmod/architecture/supports/bracket_wooden04.lwo loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough2.ase loaded collision model models/darkmod/architecture/cornerstones/cornerstone_rough1.ase loaded collision model models/darkmod/decorative/wall/verylongbanner.lwo loaded collision model models/darkmod/hangers/signhanger_simple01.lwo loaded collision model models/darkmod/decorative/statues/gargoyle_roof_corner.ase loaded collision model models/darkmod/architecture/supports/support_beam01.lwo loaded collision model models/darkmod/architecture/balconies/balcony_wood2.lwo loaded collision model models/darkmod/architecture/windows/frame_small_stone.lwo loaded collision model models/darkmod/containers/crate02.lwo loaded collision model models/darkmod/containers/package_medium.lwo loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase loaded collision model models/darkmod/containers/openable/footlocker_wood.ase removed 16 degenerate triangles loaded collision model models/darkmod/loot/chalice.lwo loaded collision model models/darkmod/weapons/spear2.lwo loaded collision model models/darkmod/decorative/wall/shields/shield.lwo loaded collision model models/darkmod/furniture/shelves/wall_shelf_ornate1.lwo loaded collision model models/darkmod/door_related/padlock_square.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_round.lwo loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo removed 47 degenerate triangles loaded collision model models/darkmod/misc/clipmodels/stool_square_cm.lwo loaded collision model models/darkmod/misc/clipmodels/bowl01_large_cm.lwo loaded collision model models/darkmod/misc/clipmodels/pitcher01_cm.lwo loaded collision model models/darkmod/misc/clipmodels/bucket_wood_cm.lwo loaded collision model models/darkmod/waterworks/waterpump.ase loaded collision model models/darkmod/containers/crate03.lwo loaded collision model models/darkmod/nature/trees/tree_dm01.lwo loaded collision model models/darkmod/dungeon/metal_ring.ase removed 12 degenerate triangles loaded collision model models/darkmod/furniture/beds/singlebed1.lwo loaded collision model models/darkmod/lights/non-extinguishable/lantern_oil_hand02.lwo loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_single.lwo loaded collision model models/darkmod/loot/plate_g.lwo loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo loaded collision model models/darkmod/misc/clipmodels/basket_small_cm.lwo loaded collision model models/darkmod/misc/straw_pile01.lwo loaded collision model models/darkmod/furniture/shelves/shelf_standing_simple.lwo loaded collision model models/darkmod/containers/package_small.lwo loaded collision model models/darkmod/kitchen/jar1.lwo loaded collision model models/darkmod/misc/clipmodels/pot_stove01_cm.lwo removed 20 degenerate triangles loaded collision model models/darkmod/weapons/axe_rustic.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/kitchen/utensils/spoon_wooden_serving.lwo loaded collision model models/darkmod/containers/bag1_small.lwo loaded collision model models/darkmod/containers/bucket_wood.lwo loaded collision model models/darkmod/containers/keg_tapped_small.lwo loaded collision model models/darkmod/kitchen/food/hanging_goose.ase loaded collision model models/darkmod/kitchen/food/garlic_long.lwo loaded collision model models/darkmod/kitchen/food/garlic.lwo loaded collision model models/darkmod/decorative/wall/wooden_plaque_empty.lwo loaded collision model models/darkmod/kitchen/utensils/knife_chef.ase loaded collision model models/darkmod/kitchen/utensils/knife_butcher.ase loaded collision model models/darkmod/hangers/rack_wooden01.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe01_straight.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe01_bend.lwo loaded collision model models/darkmod/mechanical/furnace_opengrill.lwo loaded collision model models/darkmod/mechanical/machine_01_axle.ase loaded collision model models/darkmod/lights/non-extinguishable/grill_light.lwo loaded collision model models/darkmod/loot/coins/coinsc.lwo loaded collision model models/darkmod/loot/statue_loot.ase loaded collision model models/darkmod/misc/wood_pallette.lwo loaded collision model models/darkmod/architecture/balconies/covered_balcony01.lwo loaded collision model models/darkmod/graveyard/grave_big_1.lwo loaded collision model models/darkmod/misc/bell02.ase loaded collision model models/darkmod/mechanical/gear_clock_hand_1.lwo loaded collision model models/darkmod/mechanical/gear_clock_hand_2.lwo removed 4 degenerate triangles loaded collision model models/darkmod/decorative/statues/statue_gargoyle_medium.ase loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01.lwo loaded collision model models/darkmod/decorative/statues/statue_folded_hands_sml.ase loaded collision model models/darkmod/lights/extinguishable/sq_torch.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_shaded.lwo loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_hanging.lwo loaded collision model models/darkmod/door_related/lock_iron.lwo loaded collision model models/darkmod/furniture/tables/table_wood_rough_small.lwo loaded collision model models/darkmod/furniture/seating/throne_simple.lwo removed 47 degenerate triangles loaded collision model models/darkmod/readables/book_tome.lwo loaded collision model models/darkmod/laboratory/flask1.ase loaded collision model models/darkmod/laboratory/flask2.ase removed 16 degenerate triangles removed 16 degenerate triangles loaded collision model models/darkmod/weapons/firearrow.lwo removed 16 degenerate triangles loaded collision model models/darkmod/fireplace/tools.lwo loaded collision model models/darkmod/lights/extinguishable/candlestick2_empty.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo loaded collision model models/darkmod/kitchen/food/apple.lwo loaded collision model models/darkmod/kitchen/food/pear.lwo loaded collision model models/darkmod/decorative/statues/builder_guard_statuette.lwo loaded collision model models/darkmod/musical/bell_hand.lwo loaded collision model models/darkmod/architecture/ladders/ladder_16steps.ase loaded collision model models/darkmod/tools/smithyhammer.lwo loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_4_spoke.lwo loaded collision model models/darkmod/mechanical/gears/gear_small_hollow_5_spoke.lwo loaded collision model models/darkmod/mechanical/switches/numberwheel_lever.lwo glprogs/heatHazeWithMaskAndVertex.vfp glprogs/heatHazeWithMaskAndVertex.vfp: GL_FRAGMENT_PROGRAM_ARB not available loaded collision model models/darkmod/player_equipment/mine.lwo loaded collision model models/darkmod/mechanical/gear_clock_hand_1_long.lwo loaded collision model models/darkmod/containers/openable/chest_old_body.lwo loaded collision model models/darkmod/lights/non-extinguishable/electric_plain1_unattached.lwo loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short_single.lwo loaded collision model models/darkmod/containers/tray.lwo loaded collision model models/darkmod/decorative/statues/the_hammer_medium1.lwo loaded collision model models/darkmod/furniture/seating/church_pew.lwo loaded collision model models/darkmod/furniture/lectern.lwo loaded collision model models/darkmod/dungeon/chain_straight_med.lwo loaded collision model models/darkmod/misc/cart_low.lwo loaded collision model models/darkmod/decorative/statues/statue_stlucia_broken_body.lwo loaded collision model models/darkmod/containers/package_large.lwo loaded collision model models/darkmod/junk/broken_furniture/table_plank_collapsed.lwo loaded collision model models/darkmod/furniture/cabinet1.lwo loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/hangers/hook_curved_simple01.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo loaded collision model models/darkmod/misc/target.ase loaded collision model models/darkmod/door_related/padlock_square_lock.lwo loaded collision model models/darkmod/misc/clipmodels/chair_simple01_cm.lwo loaded collision model models/darkmod/misc/clipmodels/basket_cm.lwo loaded collision model models/darkmod/mechanical/generator_big.lwo loaded collision model models/darkmod/mechanical/machine_01.ase loaded collision model models/darkmod/decorative/statues/statue_torch_left.ase loaded collision model models/darkmod/weapons/hammer_ornate.lwo loaded collision model models/darkmod/mechanical/switches/switch_flip_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_flip.ase loaded collision model models/darkmod/graveyard/grave_big_3.lwo loaded collision model models/darkmod/door_related/knocker_decorative_lion.lwo loaded collision model models/darkmod/junk/broken_furniture/chair_peasant_leg.lwo loaded collision model models/darkmod/junk/apple_core.lwo loaded collision model models/darkmod/architecture/windows/round_stone01.lwo loaded collision model models/darkmod/mechanical/switches/switch_translate_backplate.ase loaded collision model models/darkmod/mechanical/switches/switch_translate_lever.ase loaded collision model models/darkmod/door_related/lockbox_02.ase removed 8 degenerate triangles loaded collision model models/darkmod/dungeon/torture_rack.lwo loaded collision model models/darkmod/dungeon/chain_highpoly_bent.lwo loaded collision model models/darkmod/dungeon/stock.lwo loaded collision model models/darkmod/furniture/scribe_desk.lwo loaded collision model models/darkmod/weapons/mace.lwo loaded collision model models/darkmod/weapons/hammer.lwo loaded collision model models/darkmod/tools/metal_hook.lwo loaded collision model models/darkmod/loot/vase_g.lwo loaded collision model models/darkmod/door_related/padlock_round.lwo removed 2 degenerate triangles loaded collision model models/darkmod/containers/package_flat.lwo loaded collision model models/darkmod/containers/keg_tapped.lwo loaded collision model models/darkmod/furniture/shelves/winerack.ase loaded collision model models/darkmod/nature/mushrooms_01.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/nature/mushroom_03.lwo loaded collision model models/darkmod/nature/ivy_part01a.lwo loaded collision model models/darkmod/nature/ivy_part11.lwo loaded collision model models/darkmod/lights/non-extinguishable/arclight.lwo loaded collision model models/darkmod/nature/bush_large02.lwo loaded collision model models/darkmod/nature/bush_large03.lwo loaded collision model models/darkmod/architecture/chimneys/square_stone_tall01.lwo loaded collision model models/darkmod/nature/growth_small01.lwo loaded collision model models/darkmod/nature/large_bush01.lwo loaded collision model models/darkmod/nature/bush_small03.lwo loaded collision model models/darkmod/junk/cartwheel.lwo loaded collision model models/darkmod/junk/stoup_broken.ase loaded collision model models/darkmod/loot/religious_symbol01_small.lwo loaded collision model models/darkmod/weapons/longbow.lwo loaded collision model models/darkmod/wearables/quiver_full.lwo WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_11750' 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/weapons/quarterstaff.lwo loaded collision model models/darkmod/misc/ink_pot02_wquill.lwo loaded collision model models/darkmod/containers/openable/chest_old_lid.lwo loaded collision model models/darkmod/decorative/statues/gargoyle_fetus_pose.ase loaded collision model models/darkmod/fireplace/grate.lwo loaded collision model models/darkmod/fireplace/burntwood.lwo loaded collision model models/darkmod/furniture/beds/4posterbed.lwo loaded collision model models/darkmod/lights/extinguishable/standing_oil_lamp.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf1.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/furniture/dresser02.lwo loaded collision model models/darkmod/decorative/personal_items/perfume.lwo removed 30 degenerate triangles loaded collision model models/darkmod/nature/trees/palm_bush_01.lwo loaded collision model models/darkmod/nature/trees/tree_dm_small01.lwo loaded collision model models/darkmod/containers/crate01.lwo loaded collision model models/darkmod/dungeon/spiked_ball_large.lwo loaded collision model models/darkmod/lights/extinguishable/candle_holder_empty.lwo loaded collision model models/darkmod/fireplace/fireplace_stone.ase loaded collision model models/darkmod/misc/clipmodels/armchair1_cm.lwo loaded collision model models/darkmod/misc/clipmodels/stool_padded_cm.lwo loaded collision model models/darkmod/mechanical/generator_small.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_straight.lwo loaded collision model models/darkmod/misc/clipmodels/barrel01_cm.lwo loaded collision model models/darkmod/tools/wheelbarrow01_empty.lwo loaded collision model models/darkmod/decorative/personal_items/mirror_hand.ase loaded collision model models/darkmod/decorative/personal_items/brush_hand.ase loaded collision model models/darkmod/dungeon/chain_highpoly_long_bent.lwo loaded collision model models/darkmod/architecture/doors/door96x48_3hinge.lwo loaded collision model models/darkmod/decorative/vases/vase1.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase loaded collision model models/darkmod/decorative/wall/banner2.lwo loaded collision model models/darkmod/nature/bush_tiny01.lwo loaded collision model models/darkmod/nature/ivy_climbable.lwo loaded collision model models/darkmod/nature/bush_small02.lwo loaded collision model models/darkmod/containers/barrell_med.lwo loaded collision model models/darkmod/decorative/statues/statue_lion_small.ase loaded collision model models/darkmod/mechanical/pipes/furnace_angle_curved.lwo loaded collision model models/darkmod/mechanical/gauges/gauge_square.ase loaded collision model models/darkmod/mechanical/generator2.lwo loaded collision model models/darkmod/mechanical/machine_01_medium.ase loaded collision model models/darkmod/mechanical/watertank_wood_small.ase loaded collision model models/darkmod/mechanical/receiver_antenna.lwo loaded collision model models/darkmod/furniture/seating/chair_simple01.lwo loaded collision model models/darkmod/loot/purse_p.lwo loaded collision model models/darkmod/decorative/statues/statue_stlucia_broken_head.lwo loaded collision model models/darkmod/furniture/tables/endtable1.lwo loaded collision model models/darkmod/furniture/clock_wall.lwo loaded collision model models/darkmod/furniture/seating/sofa1.lwo WARNING: Invalid character in pin pattern - on entity DoorWardrobeA2, using default: 2 WARNING: Invalid character in pin pattern - on entity DoorWardrobeB2, using default: 2 WARNING: Invalid character in pin pattern - on entity DoorWardrobeB1, using default: 2 WARNING: Invalid character in pin pattern - on entity DoorWardrobeA1, using default: 2 loaded collision model models/darkmod/furniture/tables/dining_table1.lwo loaded collision model models/darkmod/furniture/seating/armchair1.lwo loaded collision model models/darkmod/furniture/dresser_set01.lwo loaded collision model models/darkmod/kitchen/wineglass_silver.ase 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/kitchen/utensils/smspoon_ornamental.lwo loaded collision model models/darkmod/kitchen/sugar_silver.ase loaded collision model models/darkmod/kitchen/creamer_silver.ase loaded collision model models/darkmod/kitchen/beer_stein02.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp02.lwo loaded collision model models/darkmod/kitchen/stove.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo removed 28 degenerate triangles loaded collision model models/darkmod/mechanical/smokestack_short_wall.ase loaded collision model models/darkmod/kitchen/pot_stove01.lwo loaded collision model models/darkmod/kitchen/bowl01_large.lwo loaded collision model models/darkmod/waterworks/faucet_simple.lwo WARNING: ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/cauldron_cm.lwo' has bad or missing uv data loaded collision model models/darkmod/misc/clipmodels/cauldron_cm.lwo loaded collision model models/darkmod/mechanical/pipes/tap1.lwo loaded collision model models/darkmod/decorative/statues/bust_02_female.ase loaded collision model models/darkmod/loot/jewellery/necklace_jewelled.ase loaded collision model models/darkmod/kitchen/tea_pot_silver.ase removed 10 degenerate triangles loaded collision model models/darkmod/misc/clipmodels/dchair2_cm.lwo removed 2 degenerate triangles loaded collision model models/darkmod/mechanical/gauges/gauge_needle_square.ase loaded collision model models/darkmod/misc/clipmodels/cup01_cm.lwo loaded collision model models/darkmod/kitchen/food/cheese_wheel.lwo loaded collision model models/darkmod/musical/grammo3.ase loaded collision model models/darkmod/decorative/vases/vase2_small.ase loaded collision model models/darkmod/decorative/vases/vase2_mini.ase loaded collision model models/darkmod/mechanical/pully_wheel_small.lwo loaded collision model models/darkmod/furniture/desk1.lwo removed 22 degenerate triangles removed 22 degenerate triangles loaded collision model models/darkmod/misc/clipmodels/vic_diningchair1_cm.lwo loaded collision model models/darkmod/loot/coins/purse_p_goldspilt.lwo loaded collision model models/darkmod/readables/scroll_tied_up_large.lwo loaded collision model models/darkmod/decorative/statues/statue_aphrodite.ase loaded collision model models/darkmod/tools/tool_kit.lwo loaded collision model models/darkmod/furniture/seating/stool_rectangle_rough.lwo loaded collision model models/darkmod/misc/clipmodels/cookpot_cm.lwo loaded collision model models/darkmod/lights/non-extinguishable/lantern_oil_hand.ase loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/junk/cartwheel_broken.lwo loaded collision model models/darkmod/nature/mushrooms_02.lwo loaded collision model models/darkmod/nature/rocks/smallrock1.lwo loaded collision model models/darkmod/nature/rocks/smallrock2.lwo loaded collision model models/darkmod/mechanical/machine_01_small.ase loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/mechanical/furnace_small_round.lwo removed 28 degenerate triangles loaded collision model models/darkmod/architecture/buildings/small_inn/small_house2.lwo loaded collision model models/darkmod/containers/barrell_large.lwo loaded collision model models/darkmod/junk/broken_furniture/chair_leg01.lwo loaded collision model models/darkmod/junk/broken_furniture/chair_plain_2legs.lwo loaded collision model models/darkmod/kitchen/cup01.lwo WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_29350' loaded collision model models/darkmod/decorative/globe2_frame.ase loaded collision model models/darkmod/decorative/globe2_globe.ase loaded collision model models/darkmod/decorative/wall/deer_skull.lwo loaded collision model models/darkmod/tools/household/bellows.ase loaded collision model models/darkmod/misc/staff_decorative.lwo loaded collision model models/darkmod/lights/extinguishable/candle_short.lwo ...2987 entities spawned, 30 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: 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 48 degenerate triangles removed 8 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/blurx.vfp glprogs/blurx.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/blury.vfp glprogs/blury.vfp: GL_FRAGMENT_PROGRAM_ARB not available glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp: GL_FRAGMENT_PROGRAM_ARB not available ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1370 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: textures/darkmod/metal/detailed/dynamoplaque/brass_plaque_electric_434 WARNING: Couldn't load image: - 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: textures/common/shadow_bak Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 20 20 640 480 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door GardDoor1 is not within a valid AAS area WARNING: Door FootlockerLid_2 is not within a valid AAS area WARNING: Door liondoor2 is not within a valid AAS area WARNING: Door dresser_doorD2 is not within a valid AAS area WARNING: Door dresser_doorB2 is not within a valid AAS area WARNING: Door dresser_doorC2 is not within a valid AAS area WARNING: Door dresser_doorA2 is not within a valid AAS area WARNING: Door door_96x48x3hinge_4 is not within a valid AAS area WARNING: Door DoorWardrobeA2 is not within a valid AAS area WARNING: Door door_104x56x2hinge_4 is not within a valid AAS area WARNING: Door door_96x48x3hinge_3 is not within a valid AAS area ModelGenerator memory: No LOD entries. -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ 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 : 34 KB in 358 keys, 481 KB in 7605 values. Articles dict : 34 KB in 358 keys, 481 KB in 7605 values. Remapped chars : 0 I18N: Shutdown. Shutdown event system -------------------------------------- malloc failure for 4194312 Any suggestions? Thx
  25. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
×
×
  • Create New...