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  1. 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.
  2. 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
  3. That sort of tone doesn't fly in our forums.
  4. 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?
  5. 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.
  6. Hi, using Debian 8 ("jessie") — current stable release — system setup to all defaults, and a GeForce GTX 660 card using NVIDIA Driver Version 340.96. Using kernel version 3.16.0-4-amd64 and the CPU is an Intel Core i5-3570K CPU @ 3.40GHz. Here is the output: ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) dlopen(libGL.so.1) idRenderSystem::Shutdown() signal caught: Segmentation fault si_code 1 Was in fatal error shutdown: Unable to initialize OpenGL Trying to exit gracefully.. About to exit with code 0
  7. 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.
  8. 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.
  9. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  10. 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!
  11. 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.
  12. Darkmod.cfg seta in_grabmouse "0" seta in_grabkeyboard "0" seta in_nowarp "0" seta in_nograb "0" seta in_dgamouse "0" seta in_mouse "1" seta v_nowmfullscreen "0" seta sys_videoRam "0" seta in_padInverseRY "0" seta in_padInverseRX "0" seta in_padDeadZone "0.15" seta in_padMouseSpeed "2.5" seta sys_lang "english" seta r_useBindlessTextures "1" seta r_useNewBackend "1" seta r_gpuBufferNonpersistentUpdateMode "0" seta r_legacyTangents "1" seta net_serverDlTable "" seta net_serverDlBaseURL "" seta net_serverDownload "0" seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow" seta g_mapCycle "mapcycle" seta g_voteFlags "0" seta g_gameReviewPause "10" seta g_countDown "10" seta g_password "" seta g_rotoscope "0" seta g_testModelHeadJoint "Spine2" seta g_testModelHead "atdm:ai_head_citywatch" seta g_skipViewEffects "0" seta g_fov "90" seta g_showBrass "1" seta g_showProjectilePct "0" seta g_showHud "1" seta g_showPlayerShadow "0" seta pm_air_regainingSpeed "4" seta pm_air "1800" seta pm_modelView "0" seta pm_thirdPersonDeath "0" seta pm_thirdPerson "0" seta pm_thirdPersonClip "1" seta pm_thirdPersonAngle "0" seta pm_thirdPersonHeight "0" seta pm_thirdPersonRange "80" seta pm_bobroll "0.0015" seta pm_bobpitch "0.001" seta pm_bobup "0.03" seta pm_runroll "0.003" seta pm_runpitch "0.001" seta pm_runbob "0.35" seta pm_walkbob "0.3" seta pm_crouchbob "0.2" seta pm_bboxwidth "32" seta pm_crouchrate "0.87" seta pm_deadviewheight "10" seta pm_deadheight "20" seta pm_normalviewheight "68" seta pm_normalheight "74" seta pm_crouchviewheight "34" seta pm_crouchheight "38" seta pm_maxviewpitch "89" seta pm_minviewpitch "-89" seta pm_noclipspeed "200" seta pm_walkspeed "70" seta pm_stepsize "16" seta pm_jumpheight "48" seta g_enablePortalSky "2" seta g_showcamerainfo "0" seta g_damageScale "1" seta g_decals "1" seta g_doubleVision "1" seta g_bloodEffects "1" seta g_projectileLights "1" seta g_muzzleFlash "1" seta gui_CenterY "0.5" seta gui_CenterX "0.5" seta gui_Height "1.0" seta gui_Width "1.0" seta ui_showGun "1" seta ui_autoSwitch "1" seta ui_team "Red" seta ui_skin "skins/characters/player/marine_mp" seta ui_name "Player" seta si_serverURL "" seta si_spectators "1" seta si_usePass "0" seta si_warmup "0" seta si_teamDamage "0" seta si_timeLimit "10" seta si_maxPlayers "4" seta si_map "game/mp/d3dm1" seta si_gameType "singleplayer" seta si_name "DOOM Server" seta tdm_lod_bias "2.0" seta tdm_voice_from_off_volume "0" seta tdm_voice_player_volume "0" seta tdm_music_volume "0" seta tdm_door_auto_open_on_unlock "1" seta tdm_bow_aimer "0" seta tdm_lp_debug_hud "0" seta tdm_lp_pawlow "0" seta tdm_lp_randomize "1" seta tdm_lp_auto_pick "0" seta tdm_lp_autopick_attempts "3" seta tdm_lp_pick_timeout "500" seta tdm_lp_sample_delay "10" seta tdm_lp_base_count "5" seta tdm_empty_model "models/darkmod/misc/system/empty.lwo" seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo" seta tdm_lg_weak "0" seta tdm_lg_interleave_min "40" seta tdm_lg_interleave "1" seta pm_rope_snd_rep_dist "32" seta pm_min_stepsound_interval "200" seta pm_stepvol_crouch_creep "-7" seta pm_stepvol_crouch_run "4" seta pm_stepvol_crouch_walk "-2" seta pm_stepvol_creep "-5" seta pm_stepvol_run "8" seta pm_stepvol_walk "0" seta tdm_underwater_blur "3" seta tdm_rope_pull_force_factor "140" seta gui_objectiveTextSize "1.0" seta gui_barSize "1.0" seta gui_lightgemSize "1.0" seta gui_bigTextSize "1.0" seta gui_smallTextSize "1.0" seta gui_iconSize "1.0" seta tdm_inv_use_visual_feedback "1" seta tdm_door_control "0" seta tdm_inv_use_on_frob "1" seta tdm_inv_loot_sound "frob_loot" seta tdm_inv_hud_pickupmessages "1" seta tdm_hud_hide_lightgem "0" seta tdm_hud_opacity "0.7" seta tdm_invgrid_hud_file "guis/tdm_invgrid_parchment.gui" seta tdm_grabber_reverse_control "0" seta tdm_bounce_sound_min_vel "80" seta tdm_bounce_sound_max_vel "400" seta tdm_throw_max_vel "900" seta tdm_throw_time "1200" seta tdm_throw_max "3500" seta tdm_throw_min "600" seta tdm_phys_show_momentum "0" seta tdm_ai_hearing_hardcore "1.5" seta tdm_ai_hearing_challenging "1.0" seta tdm_ai_hearing_forgiving "0.6" seta tdm_ai_hearing_nearly_deaf "0.2" seta tdm_ai_hearing "2" seta tdm_ai_vision_hardcore "1.005" seta tdm_ai_vision_challenging "0.804" seta tdm_ai_vision_forgiving "0.402" seta tdm_ai_vision_nearly_blind "0.134" seta tdm_ai_vision "1" seta tdm_melee_difficulty "normal" seta tdm_melee_max_particles "10" seta tdm_melee_forbid_auto_parry "0" seta tdm_melee_auto_parry "1" seta tdm_melee_invert_parry "0" seta tdm_melee_invert_attack "0" seta tdm_melee_mouse_thresh_ "0" seta tdm_dragged_item_highlight "1" seta tdm_drag_encumber_max "0.4" seta tdm_drag_encumber_maxmass "55" seta tdm_drag_encumber_minmass "10" seta tdm_drag_jump_masslimit "20" seta tdm_drag_af_free "0" seta tdm_drag_af_ground_timer "800" seta tdm_drag_damping_af "0.4" seta tdm_drag_damping "0.0" seta tdm_drag_stuck_dist "38.0" seta tdm_drag_force_max "100000" seta tdm_drag_limit_force "1" seta tdm_collision_damage_scale_horiz "0.5" seta tdm_collision_damage_scale_vert "1" seta tdm_frobhelper_ignore_size "40.0" seta tdm_frobhelper_fadeout_duration "500" seta tdm_frobhelper_fadein_duration "1500" seta tdm_frobhelper_fadein_delay "500" seta tdm_frobhelper_alpha "1.0" seta tdm_frobhelper_alwaysVisible "0" seta tdm_frobhelper_active "0" seta tdm_frob_fadetime "100" seta tdm_frob_width "10.0" seta tdm_frob_distance_default "63" seta pm_lean_toggle "0" seta pm_lean_door_bounds_exp "8.0" seta pm_lean_door_max "40" seta pm_lean_door_increments "10" seta pm_lean_to_valid_increments "25" seta pm_lean_forward_stretch "15" seta pm_lean_forward_height "0.4" seta pm_lean_forward_time "400.0" seta pm_lean_forward_angle "2" seta pm_lean_stretch "2" seta pm_lean_height "0.4" seta pm_lean_time "400.0" seta pm_lean_angle "15.0" seta pm_shoulderDrop_angleIncrement "22.5" seta pm_shoulderDrop_maxAngle "91.0" seta pm_shoulderAnim_delay_msecs "0.0" seta pm_shoulderAnim_dip_dist "5.0" seta pm_shoulderAnim_rockDist "3.0" seta pm_shoulderAnim_dip_duration "0.5" seta pm_shoulderAnim_msecs "700.0" seta tdm_reattach_delay "100" seta tdm_crouch_toggle_hold_time "400" seta tdm_toggle_crouch "1" seta tdm_footfall_sounds_movetype_specific "1" seta pm_ladderSlide_speedLimit "400.0" seta pm_mantle_cancel_speed "150.0" seta pm_mantle_pullFast_msecs "450" seta pm_mantle_maxLowObstacleHeight "36.0" seta pm_mantle_minflatness "0.707" seta pm_mantle_height "0.2" seta pm_mantle_reach "0.5" seta pm_weightmod "1" seta pm_softhinderance_run "1.0" seta pm_softhinderance_walk "0.5" seta pm_softhinderance_creep "0.2" seta pm_softhinderance_active "1" seta pm_push_max_mass "200" seta pm_push_heavy_threshold "0.15" seta pm_push_accel_time "1000" seta pm_push_start_delay "1000" seta pm_push_maximpulse "300" seta pm_pushmod "0.15" seta pm_swimspeed_frequency "0.8" seta pm_swimspeed_variation "0.6" seta pm_max_swimspeed_mod "1.4" seta pm_crouchmod "0.54" seta pm_running_creepmod "0.22" seta pm_creepmod "0.44" seta pm_runmod "2.12" seta tdm_savegame_compress "1" seta tdm_force_savegame_load "0" seta tdm_mainmenu_confirmquit "1" seta tdm_debug_aastype "aas32" seta tdm_allow_http_access "1" seta tdm_proxy_pass "" seta tdm_proxy_user "" seta tdm_proxy "" seta tdm_fm_restart_delay "0" seta tdm_default_relations_def "atdm:team_relations_default" seta tdm_show_trainer_messages "1" seta tdm_menu_music "1" seta tdm_wideScreenMode "7" seta r_aspectRatio "1" seta r_customHeight "1080" seta r_customWidth "1920" seta tdm_ai_show_aasfuncobstacle_state "0" seta tdm_show_health "0" seta tdm_ai_debug_greetings "0" seta tdm_ai_debug_transition_barks "0" seta tdm_ai_opt_nolipsync "0" seta tdm_ai_opt_update_enemypos_interleave "48" seta tdm_ai_opt_interleavethinkframes "0" seta tdm_ai_opt_interleavethinkskipPVS "0" seta tdm_ai_opt_interleavethinkmaxdist "0" seta tdm_ai_opt_interleavethinkmindist "0" seta tdm_ai_search_type "4" seta tdm_ai_visdist_show "0.0" seta tdm_ai_search_show "0.0" seta tdm_showko "0" seta tdm_showsprop_radius "0" seta tdm_showsprop "0" seta tdm_spr_debug "0" seta tdm_sndprop_disable "0" seta tdm_ai_acuity_L5 "1.5" seta tdm_ai_acuity_L4 "1.3" seta tdm_ai_acuity_L3 "1.1" seta tdm_ai_show_conversationstate "0" seta tdm_ai_show_enemy_visibility "0" seta tdm_ai_sight_scale "1000.0" seta tdm_ai_sight_thresh "1.0" seta tdm_ai_showelevator "0" seta tdm_ai_showdoor "0" seta tdm_ai_debug_blocked "0" seta tdm_ai_showAASarea "0" seta tdm_ai_showgoalpos "0" seta tdm_ai_showdest "0" seta tdm_ai_showalert "0" seta tdm_ai_showtasks "0" seta tdm_ai_showanimstate "0" seta tdm_ai_showko "0" seta tdm_ai_showfov "0" seta tdm_ai_debug "0" seta tdm_ai_bumpobject_impulse "250" seta tdm_ai_tact "20.0" seta tdm_ai_sight_combat_cutoff "20.0" seta tdm_ai_sightmin "15.0" seta tdm_ai_sightmax "40.0" seta tdm_ai_sight_mag "1.0" seta tdm_ai_sight_prob "0.7" seta tdm_ai_showname "0" seta tdm_ai_showbark "0" seta tdm_ai_sndvol "0.0" seta tdm_player_wait_until_ready "1" seta com_automation_port "3879" seta gui_mediumFontLimit "0.30" seta gui_smallFontLimit "0.15" seta s_decompressionLimit "6" seta s_useHRTF "1" seta s_useEAXReverb "1" seta s_numberOfSpeakers "2" seta s_doorDistanceAdd "450" seta s_globalFraction "0.8" seta s_subFraction "0.75" seta s_playDefaultSound "0" seta s_volume_dB "0" seta s_meterTopTime "2000" seta s_reverse "0" seta s_spatializationDecay "2" seta s_maxSoundsPerShader "0" seta s_device "default" seta s_diffractionMax "10" seta r_useParallelAddModels "1" seta r_maxShadowMapLight "1000" seta r_postprocess_sharpness "1" seta r_postprocess_sharpen "1" seta r_postprocess_desaturation "0.00" seta r_postprocess_colorCorrectBias "0.0" seta r_postprocess_colorCorrection "5" seta r_postprocess_colorCurveBias "0.0" seta r_postprocess_brightness "1" seta r_postprocess_gamma "1.2" seta r_glBlacklistExtensions "" seta r_shadowMapSinglePass "0" seta r_shadowMapCullFront "0" seta r_useFenceSync "1" seta r_frameIndexMemory "4096" seta r_frameVertexMemory "4096" seta r_cinematic_legacyRoq "0" seta r_shadowMapSize "1024" seta r_fboDepthBits "24" seta r_fboSRGB "0" seta r_fboColorBits "64" seta r_newFrob "0" seta r_glCoreProfile "2" seta r_useAnonreclaimer "0" seta r_screenshot_format "jpg" seta r_debugArrowStep "120" seta r_debugLineWidth "1" seta r_debugLineDepthTest "0" seta com_smp "1" seta r_forceLoadImages "0" seta r_lightSourceRadius "0" seta r_shadows "2" seta r_shadowPolygonFactor "0" seta r_shadowPolygonOffset "-1" seta r_offsetunits "-0.1" seta r_offsetfactor "-2" seta r_clear "2" seta r_useSoftParticles "1" seta r_skipDepthCapture "0" seta r_skipBump "0" seta r_skipSpecular "0" seta r_ambientGamma "1" seta r_ambientMinLevel "0" seta r_swapInterval "1" seta r_softShadowsRadius "1.0" seta r_softShadowsQuality "24" seta r_fullscreen "1" seta r_multiSamples "4" seta r_glDebugContext "0" seta r_glDebugOutput "0" seta r_tonemap "1" seta image_blockChecksum "0" seta image_downSizeLimit "256" seta image_ignoreHighQuality "0" seta image_downSizeBumpLimit "128" seta image_downSizeSpecularLimit "64" seta image_downSizeBump "0" seta image_downSizeSpecular "0" seta image_usePrecompressedTextures "1" seta image_useNormalCompression "1" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1" seta image_roundDown "1" seta image_forceDownSize "0" seta image_downSize "0" seta image_lodbias "0" seta image_anisotropy "4" seta image_filter "GL_LINEAR_MIPMAP_LINEAR" seta r_debugGLSL "0" seta r_fboResolution "1" seta r_cinematic_checkImmediately "0" seta r_cinematic_log_flush "0" seta r_cinematic_log_ffmpeg "0" seta r_cinematic_log "0" seta r_usePersistentMapping "1" seta r_bloom_blursteps "2" seta r_bloom_downsample_limit "128" seta r_bloom_weight "0.3" seta r_bloom_detailblend "0.5" seta r_bloom_threshold_falloff "8" seta r_bloom_threshold "0.7" seta r_bloom "1" seta r_ssao_edgesharpness "1" seta r_ssao_base "0.1" seta r_ssao_intensity "1.0" seta r_ssao_bias "0.05" seta r_ssao_radius "32" seta r_ssao "3" seta jobs_numThreads "2" seta in_padInvertPitchAxis "0" seta in_padInvertYawAxis "0" seta m_strafeSmooth "4" seta m_smooth "1" seta m_strafeScale "6.25" seta m_yaw "0.022" seta m_pitch "0.022" seta sensitivityMenuOverride "0" seta sensitivityMenu "1.0" seta sensitivity "5" seta in_toggleZoom "0" seta in_toggleCrouch "0" seta in_toggleRun "0" seta in_alwaysRun "0" seta in_freeLook "1" seta in_anglespeedkey "1.5" seta in_pitchspeed "140" seta in_yawspeed "140" seta gui_configServerRate "0" seta com_maxFPS "60" seta com_savegame_preview_format "jpg" seta com_numQuickSaves "2" seta com_guid "" seta com_fixedTic "0" seta decl_stack "1" seta in_padL3HoldWhileDeflected "1" seta in_padTwoButtonMaxTimeMs "50" seta in_padLongPressTimeMs "250" seta com_preloadDemos "0" seta com_compressDemos "1" seta con_legacyFont "0" seta com_product_lang_ext "1" seta logFile "0" seta com_showFPSavg "4" seta com_showFPS "0" seta com_purgeAll "0" seta r_skipDynamicShadows "0" Condump: TDM 2.09/64 #9108 (1435:9108) linux-x86_64 Feb 3 2021 21:16:28 found interface lo - loopback found interface enp59s0 - 192.168.0.6/255.255.255.0 Found Generic CPU, features: SSE SSE2 SSE3 TDM using SSE3 for SIMD processing. no 'darkmod' directory in exe path /home/krovas/Archive/002_apps/thedarkmod, sk ipping WARNING: using hardcoded default base path ------ Initializing File System ------ Current search path: /home/krovas/Archive/002_apps/thedarkmod/fms/black_mage /home/krovas/Archive/002_apps/thedarkmod/fms/black_mage/black_mage.pk4 (355 f iles) /home/krovas/Archive/002_apps/thedarkmod/ /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_wood01.pk4 (376 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_window01.pk4 (389 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_sculpted01.pk4 (4 63 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_natural01.pk4 (13 3 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_flat01.pk4 (302 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_cobblestones01.pk 4 (224 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_sfx01.pk4 (69 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_roof01.pk4 (72 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_plaster01.pk4 (142 file s) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_paint_paper01.pk4 (63 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_other01.pk4 (127 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_nature01.pk4 (286 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_metal01.pk4 (497 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_glass01.pk4 (51 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_fabric01.pk4 (43 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_door01.pk4 (177 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_decals01.pk4 (465 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_carpet01.pk4 (92 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_base01.pk4 (407 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_standalone.pk4 (4 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals_decls01.pk4 (27 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals07.pk4 (1111 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals06.pk4 (696 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals05.pk4 (119 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals04.pk4 (2869 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals03.pk4 (743 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals02.pk4 (1299 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals01.pk4 (82 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_sfx02.pk4 (605 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_sfx01.pk4 (966 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient_decls01.pk4 (8 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient03.pk4 (24 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient02.pk4 (163 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient01.pk4 (220 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_prefabs01.pk4 (961 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_player01.pk4 (125 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_models_decls01.pk4 (103 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_models02.pk4 (2053 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_models01.pk4 (3163 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_gui_credits01.pk4 (49 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_gui01.pk4 (721 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_fonts01.pk4 (696 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_env01.pk4 (152 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_defs01.pk4 (187 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_base01.pk4 (198 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_steambots01.pk4 (24 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_monsters_spiders01.pk4 (80 fi les) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_undead01.pk4 (55 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_pagans01.pk4 (10 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_nobles01.pk4 (48 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_mages01.pk4 (8 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_heads01.pk4 (100 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_guards01.pk4 (378 fi les) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_females01.pk4 (172 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_builders01.pk4 (91 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_beasts02.pk4 (229 fi les) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_beasts01.pk4 (23 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_base01.pk4 (9 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files /proc/cpuinfo CPU processors: 8 /proc/cpuinfo CPU logical cores: 16 ----- Initializing Decls ----- WARNING:file sound/tdm_sfx_world.sndshd, line 773: sound 'chime_hour' previousl y defined at sound/black_mage.sndshd:120 WARNING:file sound/tdm_sfx_world.sndshd, line 787: sound 'chime_15' previously defined at sound/black_mage.sndshd:134 WARNING:file sound/tdm_sfx_world.sndshd, line 801: sound 'chime_30' previously defined at sound/black_mage.sndshd:148 WARNING:file sound/tdm_sfx_world.sndshd, line 815: sound 'chime_45' previously defined at sound/black_mage.sndshd:162 WARNING:file sound/tdm_sfx_world.sndshd, line 829: sound 'chime_60' previously defined at sound/black_mage.sndshd:176 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at so und/black_mage.sndshd:1 ------------------------------ /proc/cpuinfo CPU frequency: 2300 MHz I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 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' [ACTIVE] 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 'sof-hda-dsp, (CARD=sofhdadsp,DEV=0)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=1)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=3)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=4)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=5)' OpenAL: device 'ALSA Default' opened successfully 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 0x60a2c00 display Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1920x1080 Chosen visual: 0x021 ...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: Intel OpenGL renderer: Mesa Intel(R) UHD Graphics (TGL GT1) OpenGL version: 4.6 (Core Profile) Mesa 21.0.3 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc v - using GLX_VERSION_1_4 Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_bindless_texture not found X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 16 Max geometry output vertices: 256 Max geometry output components: 1024 Max vertex attribs: 16 ---------- 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 shadowMapNG ... 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 Linking GLSL program depth ... Linking GLSL program interaction_ambient ... Linking GLSL program interaction_stencil ... Linking GLSL program interaction_shadowmap ... WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed: 0:157(55): warning: `diffuse' used uninitialized 0:159(61): warning: `specular' used uninitialized 0:166(35): warning: `specular' used uninitialized 0:169(41): warning: `specular' used uninitialized 0:174(15): warning: `diffuse' used uninitialized 2:128(2): error: `return' with wrong type int, in function `UseShadowMap' retur ning float 0:229(56): warning: `specular' used uninitialized 0:233(54): warning: `specular' used uninitialized 0:233(66): warning: `diffuse' used uninitialized 0:250(71): warning: `diffuse' used uninitialized 0:262(7): warning: some implementations may not support implicit int -> uint co nversions for `&' operators; consider casting explicitly for portability File indexes: 0 - stages/interaction/manylight.frag.glsl 1 - stages/interaction/manylight.params.glsl 2 - stages/interaction/manylight.shadowmap.glsl WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to progr am manylight. Linking GLSL program manylight ... Linking GLSL program stencil_shadow ... Linking GLSL program shadow_map ... Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.09/64, linux-x86_64, code revision 9108 Build date: Feb 3 2021 Initializing event system ...842 event definitions Initializing class hierarchy ...172 classes, 1670528 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 47, 7920 bytes Statements: 20610, 824400 bytes Functions: 1274, 170724 bytes Variables: 93240 bytes Mem used: 2121016 bytes Static data: 4014424 bytes Allocated: 5142468 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 14 mods in the FM folder. Parsed 14 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: black_mage -------- Initializing Session -------- 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. session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed: 0:157(55): warning: `diffuse' used uninitialized 0:159(61): warning: `specular' used uninitialized 0:166(35): warning: `specular' used uninitialized 0:169(41): warning: `specular' used uninitialized 0:174(15): warning: `diffuse' used uninitialized 2:128(2): error: `return' with wrong type int, in function `UseShadowMap' retur ning float 0:229(56): warning: `specular' used uninitialized 0:233(54): warning: `specular' used uninitialized 0:233(66): warning: `diffuse' used uninitialized 0:250(71): warning: `diffuse' used uninitialized 0:262(7): warning: some implementations may not support implicit int -> uint co nversions for `&' operators; consider casting explicitly for portability File indexes: 0 - stages/interaction/manylight.frag.glsl 1 - stages/interaction/manylight.params.glsl 2 - stages/interaction/manylight.shadowmap.glsl WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to progr am manylight. WARNING:file sound/tdm_sfx_world.sndshd, line 773: sound 'chime_hour' previousl y defined at sound/black_mage.sndshd:120 WARNING:file sound/tdm_sfx_world.sndshd, line 787: sound 'chime_15' previously defined at sound/black_mage.sndshd:134 WARNING:file sound/tdm_sfx_world.sndshd, line 801: sound 'chime_30' previously defined at sound/black_mage.sndshd:148 WARNING:file sound/tdm_sfx_world.sndshd, line 815: sound 'chime_45' previously defined at sound/black_mage.sndshd:162 WARNING:file sound/tdm_sfx_world.sndshd, line 829: sound 'chime_60' previously defined at sound/black_mage.sndshd:176 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at so und/black_mage.sndshd:1 8 warnings pid: 36018 Async thread started Couldn't exec autocommands.cfg - file does not exist. reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. --------- Map Initialization --------- Map: tbm Linking GLSL program ambientEnvironment ... Linking GLSL program HeatHazeWithMaskAndDepth ... ------- Game Map Init SaveGame ------- ---------- Compile stats ---------- Memory usage: Strings: 48, 7960 bytes Statements: 22142, 885680 bytes Functions: 1324, 176644 bytes Variables: 98116 bytes Mem used: 2234368 bytes Static data: 4014424 bytes Allocated: 5194860 bytes Thread size: 7912 bytes collision data: 743 models 89233 vertices (2091 KB) 187358 edges (6586 KB) 96503 polygons (6932 KB) 5170 brushes (762 KB) 35083 nodes (1644 KB) 146356 polygon refs (2286 KB) 28595 brush refs (446 KB) 64253 internal edges 1324 sharp edges 0 contained polygons removed 0 polygons merged 20751 KB total memory used 210 msec to load collision data. map bounds are (10400.0, 8848.0, 5136.0) max clip sector is (325.0, 553.0, 642.0) 24 KB passage memory used to build PVS 2 msec to calculate PVS 122 areas 300 portals 15 areas visible on average 1 KB PVS data [Load AAS] loading maps/tbm.aas48 [Load AAS] loading maps/tbm.aas96 [Load AAS] loading maps/tbm.aas32 done. [Load AAS] loading maps/tbm.aas100 [Load AAS] loading maps/tbm.aas_rat [Load AAS] loading maps/tbm.aas_elemental done. Linking GLSL program heatHazeWithMaskAndDepth ... Linking GLSL program heatHazeWithDepth ... WARNING:Couldn't load sound 'gate_close200' using default [map entity: func_static_5900] [decl: gate_close200 in <implicit file>] [sound: gate_close200] WARNING:Couldn't load sound 'gate_open200' using default [map entity: func_static_5900] [decl: gate_open200 in <implicit file>] [sound: gate_open200] WARNING:Couldn't load sound 'nature_lava' using default [map entity: speaker_28] [decl: nature_lava in <implicit file>] [sound: nature_lava] WARNING:Couldn't load sound 'frob_secret_button' using default [map entity: SecretButton6] [decl: frob_secret_button in <implicit file>] [sound: frob_secret_button] WARNING:Image name "-" is too short WARNING:Couldn't load gui: 'guis/map_of.gui' Unknown token '}' WARNING:Couldn't load model: 'fms/black_mage/models/curved_beam.ase' (nor the f allback to LWO) WARNING:Couldn't load model: 'fms/black_mage/models/curved_beam.ase' (nor the f allback to LWO) No running thread for RestoreScriptObject(), creating new one. -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- New buffer size: 52636 kb New buffer size: 20995 kb Static vertex data ready New buffer size: 52636 kb Static index data ready New buffer size: 20995 kb 0 models purged from previous level, 1601 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s [map entity: func_static_112] [model: models/darkmod/furniture/beds/builder_bed01.lwo] [decl: textures/darkmod/metal/detailed/rivet_strip01 in materials/tdm_metal_d etailed.mtr] [image: textures/darkmod/metal/detailed/rivet_strip01_s] WARNING:Couldn't load image: rope_belt [map entity: Amos] [decl: atdm:ai_builder_guard_rusted in def/tdm_ai_builder_guard.def] [decl: atdm:ai_builder_guard_rusted_unarmed in def/tdm_ai_builder_guard.def] [decl: tdm_ai_rusted_builder01 in def/tdm_ai_builder_guard.def] [model: models/md5/chars/builders/guard/rusted_builder.md5mesh] [decl: rope_belt in <implicit file>] [image: rope_belt] WARNING:Couldn't load image: arms_legs [map entity: Amos] [decl: atdm:ai_builder_guard_rusted in def/tdm_ai_builder_guard.def] [decl: atdm:ai_builder_guard_rusted_unarmed in def/tdm_ai_builder_guard.def] [decl: commoner/poor_dirty_ragged in skins/tdm_ai_townsfolk_commoner.skin] [decl: arms_legs in <implicit file>] [image: arms_legs] WARNING:Couldn't load image: belt [map entity: Amos] [decl: atdm:ai_builder_guard_rusted in def/tdm_ai_builder_guard.def] [decl: atdm:ai_builder_guard_rusted_unarmed in def/tdm_ai_builder_guard.def] [decl: commoner/poor_dirty_ragged in skins/tdm_ai_townsfolk_commoner.skin] [decl: belt in <implicit file>] [image: belt] WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns [map entity: func_static_1225] [decl: mansion_redwood in skins/tdm_models_architecture_modules.skin] [decl: models/darkmod/wood/panels/panel_vase_painted_white_ns in <implicit fi le>] [image: models/darkmod/wood/panels/panel_vase_painted_white_ns] WARNING:Couldn't load image: - [map entity: sausage_cake] [decl: atdm:static_custom_item in def/func.def] [decl: - in <implicit file>] [image: -] WARNING:Couldn't load image: tdm_tongue [map entity: servant_girl] [decl: atdm:ai_townsfolk_female in def/tdm_ai_townsfolk_female.def] [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def ] [decl: female_head02 in def/tdm_ai_heads_springheel.def] [model: models/md5/chars/heads/npcs/female_head02.md5mesh] [decl: tdm_tongue in <implicit file>] [image: tdm_tongue] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: memory_sketch_1] [decl: atdm:map_of in def/tdm_shopitems.def] [decl: guis/assets/game_maps/map_of_icon in <implicit file>] [image: guis/assets/game_maps/map_of_icon] WARNING:Couldn't load image: makealpha( textures/glass/glass2) [map entity: func_static_1954] [model: models/darkmod/wearables/headgear/spectacles.ase] [decl: textures/glass/glass2_nvp in materials/tdm_glass.mtr] [image: makealpha( textures/glass/glass2)] 0 purged from previous 189 kept from previous 1627 new loaded all images loaded in 18.9 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 314267k referenced 14004k purged ---------------------------------------- Loading EAX effect 'infoloc_outside' (#1) Loading EAX effect 'infoloc_courtyard' (#2) WARNING:alEffectf(AL_EAXREVERB_LATE_REVERB_DELAY, 0.360) failed: 0xa003 Loading EAX effect 'infoloc_corridor' (#3) Loading EAX effect 'infoloc_corridor2' (#4) Loading EAX effect 'infoloc_servants' (#5) Loading EAX effect 'infoloc_north_tower1' (#6) Loading EAX effect 'infoloc_gallery' (#7) Loading EAX effect 'infoloc_crypt' (#8) Loading EAX effect 'infoloc_lower_crypt' (#9) Loading EAX effect 'infoloc_north_tower2' (#10) Loading EAX effect 'infoloc_to_crypt' (#11) Loading EAX effect 'infoloc_pantry' (#12) Loading EAX effect 'infoloc_library' (#13) Loading EAX effect 'infoloc_workroom' (#14) Loading EAX effect 'infoloc_bedroom1' (#15) Loading EAX effect 'infoloc_bedroom2' (#16) Loading EAX effect 'infoloc_bath1' (#17) Loading EAX effect 'infoloc_bath2' (#18) Loading EAX effect 'infoloc_bath3' (#19) Loading EAX effect 'infoloc_jail' (#20) Loading EAX effect 'infoloc_barracks' (#21) Loading EAX effect 'infoloc_inside' (#22) Loading EAX effect 'infoloc_closet' (#23) Loading EAX effect 'infoloc_back_stairs' (#24) Loading EAX effect 'infoloc_south_tower4' (#25) Loading EAX effect 'infoloc_hallway2' (#26) Loading EAX effect 'infoloc_attic' (#27) Loading EAX effect 'cave_labyrinth' (#28) Loading EAX effect 'final_cave' (#29) Loading EAX effect 'lava_cave' (#30) Loading EAX effect 'infoloc_sarcophac' (#31) Loading EAX effect 'infoloc_lower_crypt_prison' (#32) Loading EAX effect 'infoloc_lower_crypt_prison2' (#33) Loading EAX effect 'infoloc_courtyard_mine' (#34) Loading EAX effect 'infoloc_courtyard_wall' (#35) Loading EAX effect 'cave_prison_corridor' (#36) Loading EAX effect 'cave_prison' (#37) sound: found efxs/tbm.efx ----------------------------------- 24591 msec to load tbm Interaction table generated: size = 72382/131072 Initial counts: 4334 entities 388 lightDefs 3354 entityDefs ------------- Warnings --------------- during tbm... WARNING:alEffectf(AL_EAXREVERB_LATE_REVERB_DELAY, 0.360) failed: 0xa003 WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:Couldn't load image: - WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon WARNING:Couldn't load image: makealpha( textures/glass/glass2) WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load model: 'fms/black_mage/models/curved_beam.ase' (nor the f allback to LWO) WARNING:Couldn't load sound 'frob_secret_button' using default WARNING:Couldn't load sound 'gate_close200' using default WARNING:Couldn't load sound 'gate_open200' using default WARNING:Couldn't load sound 'nature_lava' using default WARNING:Image name "-" is too short 17 warnings Switching to EFX 'infoloc_outside' (#1) Linking GLSL program ssao ... Linking GLSL program ssao_blur ... Linking GLSL program ssao_depth ... Linking GLSL program ssao_depth_mip ... Linking GLSL program ssao_show ... Linking GLSL program bloom_downsample ... Linking GLSL program bloom_downsample_brightpass ... Linking GLSL program bloom_blur ... Linking GLSL program bloom_upsample ... Linking GLSL program bloom_apply ... Restarting ambient sound snd_grounds'(outside_ambient) with volume 0 ]condump graphics_issue.txt Dumped console text to graphics_issue.txt.
  13. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  14. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  15. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  16. 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
  17. Here's a job on Freelancer.com (formerly Rentacoder.com) where somebody wants a programmer to create a very simple OpenGL demo rendering a single piece of terrain. https://www.freelancer.com/projects/opengl/opengl-tutorial The average bid so far is $522. Consider how long it will take you working at Burger King to save up a spare $522 to spend on a programmer to write code for you. Then consider how much more complicated it is to create an entire mod, vs writing a simple OpenGL tutorial to render a single object. This will give some idea of how much money you would need to save to make this in any way viable. And this is just the bottom dollar bidder on Freelancer.com who will do the least amount of work possible and produce absolute garbage code just to get the lowest bid in. To have the work done properly you'll be looking at one or two orders of magnitude more money.
  18. To everyone who can compile from source: try rev 10211. Also, I would be glad if you actually compare the performance to that of 2.10. Even if this issue was the greatest one, there could be other reasons for slowdown. By the way, GLSL specification says that all function arguments must be copied. Although it is normal to expect from GLSL compiler to inline all function calls, then find def-use relations and not copy read-only data. Maybe AMD had to block this particular case for some reason... Also, I have launched Radeon GPU tools on TDM, and I like it a lot! Yeah, it has a bit of AMD roughness (most recent version crashes, I had to backtrack about 1 year into the past to find working version), but I like how open they are. They just write down all the information they measure, without trying to protect developer from information overload. So much stuff there... One interesting thing is that AMD profiling tool shows everything exclusively in Vulkan terms, nothing related to OpenGL. I wonder whether they merely represent internal driver routines in Vulkan terms, or they internally convert OpenGL into Vulkan completely. I've heard that Intel is converting OpenGL to Vulkan on recent drivers --- I guess that's the trend today.
  19. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  20. Ok, so I cleaned out the drivers and installed the old Win 11 drivers, OpenGL version OpenGL vendor: ATI Technologies Inc. OpenGL renderer: AMD Radeon RX 5700 XT OpenGL version: 3.3.13570 Core Profile Forward-Compatible Context 19.8.1 26.20.13001.29010 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc v - using WGL_VERSION_1_0 v - using WGL_ARB_pixel_format Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding v - using GL_ARB_bindless_texture X - GL_ARB_compatibility not found v - using GL_KHR_debug v - using WGL_EXT_swap_control Max active texture units in fragment shader: 32 Max combined texture units: 160 Max anti-aliasing samples: 8 Max geometry output vertices: 1023 Max geometry output components: 4095 Max vertex attribs: 29 And the problem doesn't happen in TDM. So it's a driver bug, typical AMD bullshit.
  21. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  22. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  23. 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.
  24. I'm opening this topic to summarise the technical changes that have been made to DR's renderer and get some feedback from my fellow coders. I'd love to get a peer review on the code changes, but going through that by looking at a pull request of that renderer branch would be a terrible experience, I assume, so instead I'd like to give an overview over what is done differently now. General things to know about DR's renderer DarkRadiant needs to support three different render views or modes: orthographic view, editor preview (fullbright) and lighting preview. Each of them has very different needs, but the lit preview is the most complex one, since it ideally should resemble what the TDM engine is producing. Apart from the obvious things like brush faces and model geometry, it needs to support drawing editor-specific things like path connection lines, light volumes, manipulators (like the rotation widget) or patch vertices. Nodes can be selected, which makes them appear highlighted: they display a red overlay and a white outline in the camera preview, whereas the orthoview shows selected item using a thicker red dashed line to outline selected items. DarkRadiant cannot specialise its renderer on displaying triangles only. Path lines for instance are using GL_LINE_STRIPs, Single brush faces (windings) are using GL_POLYGON for their outline (triangulation of brush faces in the ortho view or the camera (when selected) introduce a lot of visual noise, we just want the outline), patches want to have their control mesh rendered using GL_QUADS. Model surfaces (like .ASE and .LWO models) on the other hand are using GL_TRIANGLES all the way. Almost every object in DarkRadiant is mutable and can change its appearance as authors are manipulating the scene. CPU-intensive optimisations like generating visportal areas is not a likely option for DR, the scene can fundamentally change between operations. The Renderer before the changes DR's rendering used to work like this: all the visible scene nodes (brushes, patches, entities, models, etc.) were collected. They have been visited and were asked to forward any Renderable object they'd like to display to a provided RenderableCollector. The collector class (as part of the frontend render pass) sorted these renderables into their shaders (materials). So at the end of the front end pass, every shader held a list of objects it needed to display. The back end renderer sorted all the material stages by priority and asked each of them to render the objects that have been collected, by calling their OpenGLRenderable::render() method. After all objects rendered their stuff, the shader objects were emptied for the next frame. Culling of invisible objects has been happening by sorting objects into an Octree (which is a good choice for ortho view culling), some culling has been done in the render methods themselves (both frontend and backend calls). The problems at hand Doing the same work over and over again: it's rare that all the objects in the scene change at once. Usually prefabs are moved around, faces are textured, brushes are clipped. When flying through a map using the camera view, or by shifting the ortho view around, the scene objects are unchanged for quite a number of frames. Separation of concerns: every renderable object in the scene has been implementing its own render() method that invoked the corresponding openGL calls. There were legacy-style glBegin/glEnd rendering (used for path nodes), glDrawElements, glCallList, including state changes like enabling arrays, setting up blend modes or colours. These are render calls that should rather be performed by the back end renderer, and should not be the responsibility of, let's say, a BrushNode. Draw Calls: Since every object has been submitting its own geometry, there has been no way to group the calls. A moderately sized map features more than 50k brush faces, and about half as many patch surfaces. Rendering the whole map can easily add up to about 100k draw calls, with each draw call submitting 4 vertices (using GL_POLYGON). Inconsistent Vertex Data: since each object was doing the rendering on its own, it has been free to choose what format to save its data in. Some stored just the vertex' 3D coordinate, some had been adding colour information, some were using full featured vertices including normal and tangents. State Changes: since every object was handled individually, the openGL state could change back and forth in between a few brush windings. The entity can be influencing the shader passes by altering e.g. the texture matrix, so each renderable of the same material triggered a re-evaluation of the material stage, leading to a massive amount of openGL state changes. Then again, a lot of brushes and patches are worldspawn, which never does anything like this, but optimisation was not possible since the backend knew nothing about that. Lighting mode rendering: Lighting mode had a hard time figuring out which object was actually hit by a single light entity. Also, the object-to-entity relationship was tough to handle by the back end. Seeing how idTech4 or the TDM engine is handling things, DR has been doing it reversed. Lighting mode rendering has been part of the "solid render" mode, which caused quite a few if/else branches in the back end render methods. Lighting mode and fullbright mode are fundamentally different, yet they're using the same frontend and backend methods. The Goals openGL calls moved to the backend: no (frontend) scene object should be bothered with how the object is going to be rendered. Everything in terms of openGL is handled by the back end. Reduced amount of draw calls: so many objects are using the same render setup, they're using the same material, are child of the same parent entity, are even in almost the same 3D location. Windings need to be grouped and submitted in a single draw call wherever possible. Same goes for other geometry. Vertex Data stored in a central memory chunk: provide an infrastructure to store all the objects in a single chunk of memory. This will enable us to transition to store all the render data in one or two large VBOs. Support Object Changes: if everything should be stored in a continuous memory block, how do we go about changing, adding and removing vertex data? Changes to geometry (and also material changes like when texturing brushes) is a common use-case and it must happen fast. Support Oriented Model Surfaces: many map objects are influenced by their parent node's orientation, like a torch model surface that is rotated by the "rotation" spawnarg of its parent entity. A map can feature a lot of instances of the same model, the renderer needs to support that use-case. On the other hand, brush windings and patches are never oriented, they are always using world coordinates. Unified vertex data format: everything that is submitted as renderable geometry to the back end must define its vertex data in the same format. The natural choice would be the ArbitraryMeshVertex type that has been around for a while. All in all, get closer to what the TDM engine is doing: by doing all of the above, we put ourselves in the position to port more engine render features over to DR, maybe even add a shadow implementation at some point.
  25. @duzenkoTwo problems, first I did have my folders named darkmod in succession so I renamed to tdm and darkmod respectively. But the asset issue was fixed cause I forgot to run the flippin launcher... LOL So the engine boots up however... @stgatilovThe first time running, it decompressed textures but the game wouldn't start. Launched a second time and I get a fullscreen window, but it hangs on a black screen, last item in terminal is "Async thread started". When I run "thedarkmod.custom.debug" I get an ELF Exec error like it's compiled for wrong architecture, however a 'file' shows it is an aarch64 ARM executable. My terminal output below: EDIT: I noticed below the line "Unknown command '#'", I do know one project I was compiling on required me to modify a C file and change the # hashtags to // double forward slashes as ARM assembly uses // for comments. *Shrug* wooty@wootylx2k-ubn:~/build/tdm/darkmod$ ./thedarkmod.custom TDM 2.10/64 #9574 (1435:9574M) linux-aarch64 Aug 23 2021 01:34:57 failed parsing /proc/cpuinfo measured CPU frequency: 1000.1 MHz 1000 MHz unsupported CPU found interface lo - loopback found interface enx00249b1e62ae - 151.151.88.220/255.255.0.0 found interface virbr0 - 192.168.122.1/255.255.255.0 Found Unsupported CPU, features: TDM using Generic for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: /home/wooty/build/tdm/darkmod/ /home/wooty/build/tdm/darkmod/tdm_textures_wood01.pk4 (376 files) /home/wooty/build/tdm/darkmod/tdm_textures_window01.pk4 (389 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_natural01.pk4 (133 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_flat01.pk4 (302 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/wooty/build/tdm/darkmod/tdm_textures_sfx01.pk4 (69 files) /home/wooty/build/tdm/darkmod/tdm_textures_roof01.pk4 (72 files) /home/wooty/build/tdm/darkmod/tdm_textures_plaster01.pk4 (142 files) /home/wooty/build/tdm/darkmod/tdm_textures_paint_paper01.pk4 (63 files) /home/wooty/build/tdm/darkmod/tdm_textures_other01.pk4 (127 files) /home/wooty/build/tdm/darkmod/tdm_textures_nature01.pk4 (286 files) /home/wooty/build/tdm/darkmod/tdm_textures_metal01.pk4 (497 files) /home/wooty/build/tdm/darkmod/tdm_textures_glass01.pk4 (51 files) /home/wooty/build/tdm/darkmod/tdm_textures_fabric01.pk4 (43 files) /home/wooty/build/tdm/darkmod/tdm_textures_door01.pk4 (177 files) /home/wooty/build/tdm/darkmod/tdm_textures_decals01.pk4 (465 files) /home/wooty/build/tdm/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/wooty/build/tdm/darkmod/tdm_textures_base01.pk4 (407 files) /home/wooty/build/tdm/darkmod/tdm_standalone.pk4 (4 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals06.pk4 (696 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals05.pk4 (119 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals04.pk4 (2869 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals02.pk4 (1299 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/wooty/build/tdm/darkmod/tdm_sound_sfx02.pk4 (605 files) /home/wooty/build/tdm/darkmod/tdm_sound_sfx01.pk4 (966 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient02.pk4 (163 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient01.pk4 (220 files) /home/wooty/build/tdm/darkmod/tdm_prefabs01.pk4 (961 files) /home/wooty/build/tdm/darkmod/tdm_player01.pk4 (125 files) /home/wooty/build/tdm/darkmod/tdm_models_decls01.pk4 (103 files) /home/wooty/build/tdm/darkmod/tdm_models02.pk4 (2053 files) /home/wooty/build/tdm/darkmod/tdm_models01.pk4 (3163 files) /home/wooty/build/tdm/darkmod/tdm_gui_credits01.pk4 (49 files) /home/wooty/build/tdm/darkmod/tdm_gui01.pk4 (721 files) /home/wooty/build/tdm/darkmod/tdm_fonts01.pk4 (696 files) /home/wooty/build/tdm/darkmod/tdm_env01.pk4 (152 files) /home/wooty/build/tdm/darkmod/tdm_defs01.pk4 (187 files) /home/wooty/build/tdm/darkmod/tdm_base01.pk4 (198 files) /home/wooty/build/tdm/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/wooty/build/tdm/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_guards01.pk4 (378 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_females01.pk4 (172 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files) /home/wooty/build/tdm/darkmod/tdm_ai_base01.pk4 (9 files) /home/wooty/build/tdm/darkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files failed parsing /proc/cpuinfo alternative method used /proc/cpuinfo CPU processors: 16 /proc/cpuinfo CPU logical cores: 16 ----- Initializing Decls ----- ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command '#' Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL: found device 'SB Omni Surround 5.1 Analog Stereo' [ACTIVE] OpenAL: found device 'Kensington SD4700P Dual Video Dock Digital Stereo (IEC958)' [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL: device 'SB Omni Surround 5.1 Analog Stereo' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display Borderless fullscreen - using current video mode for monitor 0: 3440 x 1440 ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: AMD OpenGL renderer: AMD Radeon (TM) Pro WX 4100 (POLARIS11, DRM 3.40.0, 5.11.0-31-generic, LLVM 12.0.1) OpenGL version: 4.6 (Core Profile) Mesa 21.3.0-devel (git-2b4b310 2021-08-21 hirsute-oibaf-ppa) core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding v - using GL_ARB_bindless_texture X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 8 Max geometry output vertices: 256 Max geometry output components: 4095 Max vertex attribs: 16 ---------- 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 shadowMapNG ... 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 ... Linking GLSL program gaussian_blur ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.10/64, linux-aarch64, code revision 9574 Build date: Aug 23 2021 Initializing event system ...852 event definitions Initializing class hierarchy ...172 classes, 1690368 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 45, 7160 bytes Statements: 20303, 812120 bytes Functions: 1278, 166124 bytes Variables: 91948 bytes Mem used: 2019680 bytes Static data: 3989840 bytes Allocated: 5034004 bytes Thread size: 7904 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 3 mods in the FM folder. Parsed 0 mission declarations, no mission database file present. -------- Initializing Session -------- session initialized -------------------------------------- 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. --- Common Initialization Complete --- WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 4706 Async thread started Killed
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