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  1. For those who experience low FPS, or FPS synced to vertical refresh even when set not to, try the following. Before launching TDM for the first time after logging in to your DM of choice, run nvidiasettings and select 'OpenGL Settings'. Move the slider for 'Image Settings' to any position (& back again if you want). Mine is normally set for 'High Quality', but if I move it to any other setting and back again, TDM then starts with full frame rate. I used to have to launch TDM multiple times, over and over, until I got full frame rate. Now it works properly every time as long as I make that adjustment before first launching. This has annoyed me for freaking years. It's the only game I've seen do so, though I haven't launched old doom3 in a long time.
  2. You can set FXAA in the nvidia linux driver settings. Then you have to disable AA in tdm settings. Since it's an nvidia tech, I understand you cannot set it in the amd driver settings.
  3. jaxa

    2016+ CPU/GPU News

    EVGA is out https://www.jonpeddie.com/news/evga-wont-offer-nvidia-next-gen-series https://www.anandtech.com/show/17578/evga-and-nvidia-to-split-evga-wont-make-nextgen-nvidia-cards https://www.guru3d.com/news-story/evga-ends-partnership-with-nvidia-no-more-nvidia-graphics-cards.html
  4. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  5. Nvidia has announced the upcoming launch of its RTX 2080 Ti ($1000-$1200, September 20), RTX 2080 ($700-800, September 20), and RTX 2070 ($500-600, October) GPUs. You didn't read that wrong, the 'R' is for Ray tracing. The key feature they are touting is real-time ray tracing using "dedicated" ray tracing (RT) cores. The tensor cores for machine learning are also used to help ray tracing by denoising. Here is an example of how that can work: Nvidia's keynote presentation at Gamescom 2018 included a demo of the Eidos Montreal game Shadows of the Tomb Raider, using the real-time ray tracing technique, highlighting improvements made to shadows. Earlier in the year, Microsoft announced a DirectX Raytracing API. Similar improvements are being made to Vulkan. There are a lot of questions raised here. How and when will AMD respond, for example? But most importantly, could/will a hybrid ray tracing technique ever be applied to TDM?
  6. Bumping this thread. Similar circumstances; I set key bindings in the game, play for a bit, then quit. When I come back, they're all mixed up in some layout that I've never seen. Here's the diff of the keybinds, before and after starting the game again: # diff DarkmodKeybinds.cfg DarkmodKeybinds\ \(copy\).cfg 5,7d4 < bind "APOSTROPHE" "_impulse44" < bind "w" "_impulse45" < bind "v" "_forward" 18,19c15,16 < bind "SEMICOLON" "_impulse0" < bind "]" "_impulse47" --- > bind "SEMICOLON" "inventory_use '#str_02396'" > bind "]" "_impulse49" 21,30c18,28 < bind "=" "_impulse49" < bind "j" "inventory_hotkey '#str_02397'" < bind "e" "_impulse23" < bind "." "_back" < bind "u" "inventory_cycle_group '#str_02392'" < bind "d" "inventory_hotkey '#str_02397'" < bind "c" "_impulse30" < bind "h" "_impulse23" < bind "t" "_impulse24" < bind "n" "inventory_use '#str_02395'" --- > bind "=" "_impulse47" > bind "x" "_impulse52" > bind "j" "_impulse23" > bind "e" "_back" > bind "." "_forward" > bind "u" "_moveRight" > bind "i" "_impulse30" > bind "d" "_impulse23" > bind "c" "inventory_hotkey '#str_02397'" > bind "h" "inventory_hotkey '#str_02397'" > bind "n" "_impulse46" 32d29 < bind "b" "_impulse46" 34,39c31,40 < bind "l" "_impulse46" < bind "'" "inventory_cycle_group '#str_02389'" < bind "p" "_moveLeft" < bind "g" "_moveRight" < bind "q" "_impulse52" < bind "f" "_impulse24" --- > bind "l" "inventory_use '#str_02395'" > bind "'" "_impulse44" > bind "p" "_impulse46" > bind "o" "_moveLeft" > bind "y" "_impulse24" > bind "k" "_impulse24" > bind "," "_impulse45" > bind "q" "inventory_cycle_group '#str_02389'" > bind "f" "inventory_cycle_group '#str_02392'" > bind ";" "_impulse0" And the qconsole.log: log file 'qconsole.log' opened on Mon Dec 21 14:36:08 2020 execing DarkmodKeybinds.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1274 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' OpenAL: found device 'HDA Intel PCH, ALC257 Analog (CARD=PCH,DEV=0)' OpenAL: found device 'HDA NVidia, HDMI 0 (CARD=NVidia,DEV=3)' OpenAL: found device 'HDA NVidia, HDMI 1 (CARD=NVidia,DEV=7)' OpenAL: found device 'HDA NVidia, HDMI 2 (CARD=NVidia,DEV=8)' OpenAL: found device 'HDA NVidia, HDMI 3 (CARD=NVidia,DEV=9)' OpenAL: found device 'HDA NVidia, HDMI 4 (CARD=NVidia,DEV=10)' OpenAL: found device 'HDA NVidia, HDMI 5 (CARD=NVidia,DEV=11)' OpenAL: using 'OpenAL Soft' OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Setup X display connection Using screen 0 of 0x6553020 display Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1920x1080 Chosen visual: 0x024 ...creating GL context: core-fc ...initializing QGL ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 1660 Ti/PCIe/SSE2 OpenGL version: 3.1.0 NVIDIA 455.38 core Checking required OpenGL features... v - using GL_VERSION_3_1 v - using GL_EXT_texture_compression_s3tc v - using GLX_VERSION_1_4 Checking optional OpenGL extensions... Max texture units: 32 Max active textures: 192 Max geometry output vertices: 1024 Max geometry output components: 1024 Max vertex attribs: 16 v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_geometry_shader4 v - using GL_ARB_timer_query v - using GL_KHR_debug v - using GL_ARB_sync v - using GL_ARB_draw_elements_base_vertex v - using GL_ARB_texture_swizzle v - using GL_ARB_buffer_storage ----- R_ReloadARBPrograms ----- glprogs/bumpyEnvironment.vfp 3 glprogs/bumpyEnvironment.vfp 4 glprogs/environment.vfp 1 glprogs/environment.vfp 2 glprogs/soft_particle.vfp 5 glprogs/soft_particle.vfp 6 ------------------------------- ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program shadowMapN ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... --------------------------------- New buffer size: 12288 kb New buffer size: 12288 kb Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.08/64, linux-x86_64, code revision 8771 Build date: Jun 17 2020 WARNING:file def/tdm_ai_undead_zombie.def, line 1084: entityDef 'atdm:ai_undead_zombie_alt_animations' previously defined at def/tdm_ai_undead_zombie.def:292 WARNING:file def/tdm_shopitems.def, line 342: entityDef 'atdm:map_of' previously defined at def/custom.def:1 WARNING:file def/tdm_shopitems.def, line 353: entityDef 'ShopItem_map_of' previously defined at def/custom.def:12 WARNING:file materials/tdm_epi_shader_2.mtr, line 485: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:389 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 Initializing event system ...841 event definitions Initializing class hierarchy ...172 classes, 1668544 bytes for event callbacks Initializing scripts Compiled 'p': 181.9 ms ---------- Compile stats ---------- Memory usage: Strings: 48, 8152 bytes Statements: 20776, 831040 bytes Functions: 1278, 171392 bytes Variables: 95532 bytes Mem used: 2135448 bytes Static data: 4014424 bytes Allocated: 5150480 bytes Thread size: 7912 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 5 mods in the FM folder. Parsed 5 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: nowandthen -------- Initializing Session -------- WARNING:file /opt/lima/Games/darkmod/fms/nowandthen/nowandthen.pk4/guis/mainmenu_custom_defs.gui, line 432: redefinition of 'MM_INGAME_MENU_SOUND_CMD' Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:Couldn't load image: guis/assets/briefing4 WARNING:Couldn't load image: guis/assets/briefing5 WARNING:Couldn't load image: guis/assets/briefing6 WARNING:Couldn't load sound 'sound' using default session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load image: guis/assets/briefing4 WARNING:Couldn't load image: guis/assets/briefing5 WARNING:Couldn't load image: guis/assets/briefing6 WARNING:Couldn't load sound 'sound' using default WARNING:file /opt/lima/Games/darkmod/fms/nowandthen/nowandthen.pk4/guis/mainmenu_custom_defs.gui, line 432: redefinition of 'MM_INGAME_MENU_SOUND_CMD' WARNING:file def/tdm_ai_undead_zombie.def, line 1084: entityDef 'atdm:ai_undead_zombie_alt_animations' previously defined at def/tdm_ai_undead_zombie.def:292 WARNING:file def/tdm_shopitems.def, line 342: entityDef 'atdm:map_of' previously defined at def/custom.def:1 WARNING:file def/tdm_shopitems.def, line 353: entityDef 'ShopItem_map_of' previously defined at def/custom.def:12 WARNING:file materials/tdm_epi_shader_2.mtr, line 485: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:389 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 WARNING:file skins/tdm_furniture_seating.skin, line 15: skin 'wchair1_red' previously defined at skins/nowandthen.skin:116 WARNING:file skins/tdm_models_architecture_modules.skin, line 310: skin 'ornate_wood' previously defined at skins/nowandthen.skin:1 WARNING:file sound/tdm_ai_maiden.sndshd, line 1709: sound 'tdm_ai_maiden_request_help' previously defined at sound/tdm_ai_maiden.sndshd:1561 WARNING:file sound/tdm_ambient_ambience02.sndshd, line 284: sound 'orb_interval_bells' previously defined at sound/orb_ambient.sndshd:1 WARNING:file sound/tdm_ambient_ambience02.sndshd, line 295: sound 'orb_distant_repose' previously defined at sound/orb_ambient.sndshd:10 17 warnings pid: 74760 Async thread started Couldn't exec autocommands.cfg - file does not exist. Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program shadowMapN ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system --------------------------------------
  7. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  8. 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?
  9. 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.
  10. jaxa

    2016+ CPU/GPU News

    "There are no bad products, only bad prices." Which are not known for RX 7600 (XT) yet. Though it doesn't sound like it will be a fantastic MSRP going by the rumors. GDDR6 costs have fallen from pandemic/shortage highs, but they are different from DRAM and other types. We're all still waiting for cheap HBM, and will be waiting forever potentially. 8 GB of VRAM is going to be enough for many 1080p gamers. Remember that 4-6 GB cards (AMD 6500 XT and Arc A380) are still in the market. Which reminds me, leaks have pointed towards a possible 7500 XT based on the same Navi 33 die instead of a Navi 34, so maybe 8 GB can reach an even lower price point. It's possible that both AMD and Nvidia have plans to leave the low-end GPU market high and dry forever, but for different reasons. AMD is making powerful APUs that will be enough for 1080p gaming if/when they come to the AM5 desktop socket. If Rembrandt and Phoenix aren't enough performance for consistent 1080p60, Strix Point should be. Many people will be able to forgo buying any kind of discrete graphics card in the near future. Nvidia on the other hand is more of an AI company now. Gamers don't bring in the big bucks anymore, although they can be milked effectively with flagships like the RTX 4090 and "mid-tier" cards busting past $700. Based on the waste products of the professional market, of course.
  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. kano

    2016+ CPU/GPU News

    Only having 8GB on the standard RTX4060, half way through 2023, is dog-shit. But hey, you can always pay twice as much to get the card the RTX4060 should have been (with 16GB). Heck, the base RTX4060 even has less memory than the RTX3060 of three years ago does! I am definitely going Intel next time, because they are rapidly catching up to NVidia in Blender, and they have done more for the Blender project in the past two years than AMD ever has. (OIDN, path guiding). You get OIDN and path guiding for free, even if you don't have any Intel hardware at all! 8GB is no longer enough for gamers, and is straight-up laughable for anyone who wants to do anything more with their GPU than play games. NVidia's monopoly is eroding and they're still acting like they can shit on customers from the roof.
  13. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  14. That sort of tone doesn't fly in our forums.
  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. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  19. 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.
  20. I had tried "ALSA Default", with no luck, when I was trying to fix the same issue. I'm pretty sure the device listed as DEV=0 is what is needed, but not the one listed as Loopback. I'm 99% positive that using the following will fix this issue. If not, then try the loopback device.: seta s_device "HD-Audio Generic, ALC1220 Analog (CARD=Generic,DEV=0)" Here's what my condump looks like for openal. Notice the addition of "(ACTIVE)" once the device is working: ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' OpenAL: found device 'HDA NVidia, HDMI 0 (CARD=NVidia,DEV=3)' OpenAL: found device 'HDA NVidia, HDMI 1 (CARD=NVidia,DEV=7)' OpenAL: found device 'HDA NVidia, HDMI 2 (CARD=NVidia,DEV=8)' OpenAL: found device 'HDA NVidia, HDMI 3 (CARD=NVidia,DEV=9)' OpenAL: found device 'HDA NVidia, HDMI 4 (CARD=NVidia,DEV=10)' OpenAL: found device 'HDA NVidia, HDMI 5 (CARD=NVidia,DEV=11)' OpenAL: found device 'HDA NVidia, HDMI 6 (CARD=NVidia,DEV=12)' OpenAL: found device 'HD-Audio Generic, ALC1220 Analog (CARD=Generic,DEV=0)' (A CTIVE) OpenAL: found device 'HD-Audio Generic, ALC1220 Digital (CARD=Generic,DEV=1)' OpenAL: using 'OpenAL Soft' OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- And, yes, it is normal for it to say it is using OpenAL Soft.
  21. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  22. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  23. New motherboard, new audio chip. Again, I cannot use seta s_device "default" and have configured with seta s_device "HD-Audio Generic, ALC1220 Analog (CARD=Generic,DEV=0)" In a previous post I had got audio working by manually editing the .cfg. Now when I do it to use my new audio chip, I get this in the console: OpenAL: found device 'HD-Audio Generic, ALC1220 Analog (CARD=Generic,DEV=0)' (A CTIVE) OpenAL: found device 'HD-Audio Generic, ALC1220 Digital (CARD=Generic,DEV=1)' OpenAL: failed to open device 'HD-Audio Generic, ALC1220 Analog (CARD=Generic,D EV=0)' (0xa004), using default From 'aplay -l' : [john@pranqster Desktop]$ aplay -l **** List of PLAYBACK Hardware Devices **** card 0: NVidia [HDA NVidia], device 3: HDMI 0 [HDMI 0] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: NVidia [HDA NVidia], device 7: HDMI 1 [HDMI 1] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: NVidia [HDA NVidia], device 8: HDMI 2 [HDMI 2] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: NVidia [HDA NVidia], device 9: HDMI 3 [HDMI 3] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: NVidia [HDA NVidia], device 10: HDMI 4 [HDMI 4] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: NVidia [HDA NVidia], device 11: HDMI 5 [HDMI 5] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: NVidia [HDA NVidia], device 12: HDMI 6 [HDMI 6] Subdevices: 1/1 Subdevice #0: subdevice #0 card 1: Generic [HD-Audio Generic], device 0: ALC1220 Analog [ALC1220 Analog] Subdevices: 0/1 Subdevice #0: subdevice #0 card 1: Generic [HD-Audio Generic], device 1: ALC1220 Digital [ALC1220 Digital] Subdevices: 1/1 Subdevice #0: subdevice #0 From 'lspci -v' : 2f:00.4 Audio device: Advanced Micro Devices, Inc. [AMD] Starship/Matisse HD Audio Controller Subsystem: Micro-Star International Co., Ltd. [MSI] Device cc37 Flags: bus master, fast devsel, latency 0, IRQ 66 Memory at f7900000 (32-bit, non-prefetchable) [size=32K] Capabilities: [48] Vendor Specific Information: Len=08 <?> Capabilities: [50] Power Management version 3 Capabilities: [64] Express Endpoint, MSI 00 Capabilities: [a0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [100] Vendor Specific Information: ID=0001 Rev=1 Len=010 <?> Capabilities: [150] Advanced Error Reporting Capabilities: [2a0] Access Control Services Capabilities: [370] Transaction Processing Hints Kernel driver in use: snd_hda_intel Kernel modules: snd_hda_intel
  24. My core i5 6500 with SSD and dual channel 8gb RAM slapped on it barely hit above 80 fps on the dark mod(lowest setting, 768p resolution) , framerate is crazily high on loading screen, sometime it suffers dramatical fps drop on certain spot and freezes for a second and goes back to normal. I have tried playing with all non essential program shut down to minimize background process but to no avail. This applies not limited to the darkmod itself, strange lag spikes also occur when i play decade old games such as far cry 2, splinter cell double agent and SC: conviction, sleeping dogs, hitman absolution and Just cause 2 , all of which could be handled easily by modern intel integrated graphics. I know i have budget to upgrade but i am trying to push my pc to its limit. i borrowed my sister's pc yesterday and tried running latest dark mod on ryzen 3 3200g with 8gb ram and 1GB vram allocated to its IGP , the difference was night and day. Gonna purchase ryzen 5 5xxx with cheapest AMD/Nvidia GPU and this HP elitedesk 800 G3 would be repurposed as my next homelab
  25. Put an nVidia 1060 and an AMD 570 into my work PC. Vendor-specific issues should get resolved faster.

    1. nbohr1more
    2. stgatilov

      stgatilov

      Wow!

      And I have not yet got to the shop to get AMD part...

      Hope to catch up soon =)

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