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  1. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  2. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  3. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  4. 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 --------------------------------------
  5. Thanks! Looks like the driver isn't fully OpenGL 3.2 compliant? Strange as I thought even older cards had OpenGL 4.x support.
  6. Same problem with the new build BUT here's the catch: With MESA OpenGL->D3D12 ( https://github.com/pal1000/mesa-dist-win/releases/tag/22.3.0-rc1 ) TDM works like a charm! OpenGL (RX 570 RS 22.10.2 waiting for the november release) - can't go over 15 FPS MESA OGL->D3D12 - 70 FPS Please, fix! The OGL driver is good enough, it's something in the engine
  7. i would say as long as i dont need special equipment to play it that is the minimum requirement for me not meaning wrappers for older directx or opengl bungles though the casual user might have some trouble getting things to run that i have had running for years. visually im more than satisfied with how system shock 2 looked the interface however can be a bit daunting for players of today. strangely atleast some older games can rival modern games in fidelity one example being timeshift which ran on the saber engine (yes the same engine powering the newer halo offerings). Try it in 4k and be amazed at the detail . the game itself is not widely known as it came out at the same time half-life 2 came out so it was overshadowed which is a shame as it is actually rather fun to play as a protagonist with a suit that is actually a working time machine. The story is newer fleshed out all that much but in essence you were a scientist working on the suit you wear when one of the other scientists jacks an older prototype to change history and tries to murder everyone in the lab your fiance included (well actually succeding atleast untill you get to take him down and travel back to just before the bomb went off), but theres a catch the suit does not allow paradoxes so it yanks you away from your own time after saving everybody. I guess the followup would have shed some light on how to get back to your own time again but the game flopped due to not having the big exposure the devs hoped for so it newer came to pass.
  8. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  9. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  10. That's in the qconsole.log: log file 'qconsole.log' opened on Thu Jul 2 17:45:58 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 'OpenAL Soft on Lautsprecher (2- Realtek High Definition Audio)' OpenAL: found device 'OpenAL Soft on Realtek HD Audio 2nd output (2- Realtek High Definition Audio)' 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 ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...created window @ 0,0 (1920x1080) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 2 selected ...creating GL context: core-fc ...making context current: succeeded ...initializing QGL ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ OpenGL vendor: ATI Technologies Inc. OpenGL renderer: ATI Radeon HD 4800 Series OpenGL version: 3.1.11672 Core Profile Forward-Compatible Context compatibility Checking required OpenGL features... v - using GL_VERSION_3_1 v - using GL_EXT_texture_compression_s3tc v - using WGL_VERSION_1_0 v - using WGL_ARB_pixel_format Checking optional OpenGL extensions... Max texture units: 16 Max active textures: 32 Max geometry output vertices: 1024 Max geometry output components: 16384 Max vertex attribs: 29 v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program X - GL_ARB_stencil_texturing not found X - GL_EXT_depth_bounds_test not found v - using GL_ARB_geometry_shader4 v - using GL_ARB_timer_query X - GL_KHR_debug not found v - using GL_ARB_sync v - using GL_ARB_draw_elements_base_vertex X - GL_ARB_texture_swizzle not found X - GL_ARB_buffer_storage not found v - using WGL_EXT_swap_control ----- 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 ... WARNING:Compiling shader file interactionMultiLight.fs failed: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated File indexes: 0 - interactionMultiLight.fs WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight. 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 2.08/32, win-x86, 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 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, 417136 bytes for event callbacks Initializing scripts Compiled 'û': 87.2 ms ---------- Compile stats ---------- Memory usage: Strings: 45, 5552 bytes Statements: 20325, 406500 bytes Functions: 1268, 129304 bytes Variables: 92036 bytes Mem used: 1344984 bytes Static data: 2277600 bytes Allocated: 3047340 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 3 mods in the FM folder. Parsed 0 mission declarations. -------- 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. WARNING:Couldn't load sound 'sound' using default session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Compiling shader file interactionMultiLight.fs failed: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated File indexes: 0 - interactionMultiLight.fs WARNING:Couldn't load sound 'sound' using default WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight. 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 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 sound/tdm_ai_maiden.sndshd, line 1709: sound 'tdm_ai_maiden_request_help' previously defined at sound/tdm_ai_maiden.sndshd:1561 9 warnings 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 ... WARNING:Compiling shader file interactionMultiLight.fs failed: Fragment shader failed to compile with the following errors: ERROR: 0:1: error(#106) Version number not supported by GL2 ERROR: error(#273) 1 compilation errors. No code generated File indexes: 0 - interactionMultiLight.fs WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight. Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ...
  11. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  12. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  13. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  14. Not trying to start a flame war or a fanboyish debate here but IMO that is a really huge exaggeration, AMD drivers aren't THAT bad, specially when I have a AMD GPU and know how good or bad it is, in general in D3D and Vulkan games, it works perfectly, in OpenGL games is hit or miss, so yes their OpenGL support could be better or at lest comparable to Nvidia but going from, not that good OpenGL support, to "Absolutely Miserable Drivers corporation" is a really big jump. And not trying to imply anything here, but I just have to say and I swear for my mother life that I love very much that the AMD drivers I have used in the last 5 years, have been fine in pretty much all games I play, apart from a single recent feature on TDM, Bindless Textures, hell I work in my spare time, on Dhewm 3 engine, a idtech 4, OpenGL based engine, like TDM, as you know and it "just works", even other OpenGL games like the ones from Frictional Games, work well, no obvious broken graphical features (perhaps they don't use BT's?), this on windows, don't know about Linux. Again I'm not implying anyone is doing a bad job in TDM engine I hope that is clear. /// And about FSR, I have tried it on this game demo and it worked just fine, when playing a 1440p or higher, in quality or ultra quality FSR level, unfortunately playing in 1080p (the rez that I play the most), even at ultra FSR quality, was obviously inferior to the native 1080p image (it is essentially upscaling a 720p image to 1080p, the information is just not there).
  15. @stgatilov I have this problem too with TDM 2.09/2.10 and ATI Radeon HD 4650, Linux 5.4.0-107 OpenGL vendor string: X.Org OpenGL renderer string: AMD RV730 (DRM 2.50.0 / 5.4.0-107-generic, LLVM 12.0.0) OpenGL core profile version string: 3.3 (Core Profile) Mesa 21.2.6 Until a fix is rolled out I suggest to put the manual fix into the FAQ Driver Issues.
  16. morgannr@HERB1:~$ apt-get install libopenal1 E: Could not open lock file /var/lib/dpkg/lock-frontend - open (13: Permission denied) E: Unable to acquire the dpkg frontend lock (/var/lib/dpkg/lock-frontend), are you root? morgannr@HERB1:~$ sudo apt-get install libopenal1 [sudo] password for morgannr: Reading package lists... Done Building dependency tree Reading state information... Done The following package was automatically installed and is no longer required: libqt5multimedia5 Use 'sudo apt autoremove' to remove it. The following additional packages will be installed: libopenal-data libsndio6.1 Suggested packages: libportaudio2 sndiod The following NEW packages will be installed: libopenal-data libopenal1 libsndio6.1 0 upgraded, 3 newly installed, 0 to remove and 33 not upgraded. Need to get 391 kB of archives. After this operation, 924 kB of additional disk space will be used. Do you want to continue? [Y/n] y Get:1 http://archive.linux.duke.edu/ubuntu bionic/universe amd64 libopenal-data all 1:1.18.2-2 [102 kB] Get:2 http://archive.linux.duke.edu/ubuntu bionic/universe amd64 libsndio6.1 amd64 1.1.0-3 [23.4 kB] Get:3 http://archive.linux.duke.edu/ubuntu bionic/universe amd64 libopenal1 amd64 1:1.18.2-2 [266 kB] Fetched 391 kB in 3s (147 kB/s) Selecting previously unselected package libopenal-data. (Reading database ... 271271 files and directories currently installed.) Preparing to unpack .../libopenal-data_1%3a1.18.2-2_all.deb ... Unpacking libopenal-data (1:1.18.2-2) ... Selecting previously unselected package libsndio6.1:amd64. Preparing to unpack .../libsndio6.1_1.1.0-3_amd64.deb ... Unpacking libsndio6.1:amd64 (1.1.0-3) ... Selecting previously unselected package libopenal1:amd64. Preparing to unpack .../libopenal1_1%3a1.18.2-2_amd64.deb ... Unpacking libopenal1:amd64 (1:1.18.2-2) ... Setting up libopenal-data (1:1.18.2-2) ... Processing triggers for libc-bin (2.27-3ubuntu1) ... Setting up libsndio6.1:amd64 (1.1.0-3) ... Setting up libopenal1:amd64 (1:1.18.2-2) ... Processing triggers for libc-bin (2.27-3ubuntu1) ... morgannr@HERB1:~$ cd darkmod morgannr@HERB1:~/darkmod$ ./thedarkmod.x64 TDM 2.07/64 #7932 (7932) linux-x86_64 Jan 27 2019 14:09:10 found interface lo - loopback found interface enp24s0 - 192.168.0.15/255.255.255.0 Found Generic CPU, features: MMX SSE SSE2 SSE3 tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. ------ Initializing File System ------ Current search path: /home/morgannr/darkmod/ /home/morgannr/darkmod/tdm_textures_wood01.pk4 (376 files) /home/morgannr/darkmod/tdm_textures_window01.pk4 (389 files) /home/morgannr/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /home/morgannr/darkmod/tdm_textures_stone_natural01.pk4 (130 files) /home/morgannr/darkmod/tdm_textures_stone_flat01.pk4 (295 files) /home/morgannr/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /home/morgannr/darkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/morgannr/darkmod/tdm_textures_sfx01.pk4 (69 files) /home/morgannr/darkmod/tdm_textures_roof01.pk4 (72 files) /home/morgannr/darkmod/tdm_textures_plaster01.pk4 (142 files) /home/morgannr/darkmod/tdm_textures_paint_paper01.pk4 (63 files) /home/morgannr/darkmod/tdm_textures_other01.pk4 (127 files) /home/morgannr/darkmod/tdm_textures_nature01.pk4 (281 files) /home/morgannr/darkmod/tdm_textures_metal01.pk4 (496 files) /home/morgannr/darkmod/tdm_textures_glass01.pk4 (51 files) /home/morgannr/darkmod/tdm_textures_fabric01.pk4 (43 files) /home/morgannr/darkmod/tdm_textures_door01.pk4 (177 files) /home/morgannr/darkmod/tdm_textures_decals01.pk4 (461 files) /home/morgannr/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/morgannr/darkmod/tdm_textures_base01.pk4 (395 files) /home/morgannr/darkmod/tdm_standalone.pk4 (4 files) /home/morgannr/darkmod/tdm_sound_vocals_decls01.pk4 (28 files) /home/morgannr/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/morgannr/darkmod/tdm_sound_vocals06.pk4 (696 files) /home/morgannr/darkmod/tdm_sound_vocals05.pk4 (128 files) /home/morgannr/darkmod/tdm_sound_vocals04.pk4 (2870 files) /home/morgannr/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/morgannr/darkmod/tdm_sound_vocals02.pk4 (1299 files) /home/morgannr/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/morgannr/darkmod/tdm_sound_sfx02.pk4 (605 files) /home/morgannr/darkmod/tdm_sound_sfx01.pk4 (948 files) /home/morgannr/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/morgannr/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/morgannr/darkmod/tdm_sound_ambient02.pk4 (163 files) /home/morgannr/darkmod/tdm_sound_ambient01.pk4 (220 files) /home/morgannr/darkmod/tdm_prefabs01.pk4 (960 files) /home/morgannr/darkmod/tdm_player01.pk4 (125 files) /home/morgannr/darkmod/tdm_models_decls01.pk4 (103 files) /home/morgannr/darkmod/tdm_models02.pk4 (2020 files) /home/morgannr/darkmod/tdm_models01.pk4 (3043 files) /home/morgannr/darkmod/tdm_gui_credits01.pk4 (49 files) /home/morgannr/darkmod/tdm_gui01.pk4 (715 files) /home/morgannr/darkmod/tdm_fonts01.pk4 (696 files) /home/morgannr/darkmod/tdm_env01.pk4 (152 files) /home/morgannr/darkmod/tdm_defs01.pk4 (179 files) /home/morgannr/darkmod/tdm_base01.pk4 (197 files) /home/morgannr/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/morgannr/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /home/morgannr/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /home/morgannr/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /home/morgannr/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/morgannr/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/morgannr/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/morgannr/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /home/morgannr/darkmod/tdm_ai_humanoid_guards01.pk4 (379 files) /home/morgannr/darkmod/tdm_ai_humanoid_females01.pk4 (172 files) /home/morgannr/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/morgannr/darkmod/tdm_ai_base01.pk4 (8 files) /home/morgannr/darkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 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 ------------------------------ /proc/cpuinfo CPU frequency: 1977.46 MHz I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1259 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 Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1259 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'Family 17h (Models 00h-0fh) HD Audio Controller Analog Stereo' OpenAL: found device 'GP104 High Definition Audio Controller Digital Stereo (HDMI 2)' OpenAL: using 'OpenAL Soft' OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.18.2 OpenAL: found EFX extension OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 800x600 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: GeForce GTX 1070 Ti/PCIe/SSE2 GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage 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GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum XF86DGA not available, forcing DGA mouse off ------- 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 1070 Ti/PCIe/SSE2 OpenGL version: 4.6.0 NVIDIA 390.77 v - using GL version 2.0 (core) Checking portable OpenGL extensions... Max texture coords: 8 Max texture units: 32 Max active textures: 192 v - using GL_EXT_texture_compression_s3tc (ext) v - using GL_ARB_texture_compression_rgtc (core+ext) v - using GL_EXT_texture_filter_anisotropic (ext) maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias (ext) v - using GL_EXT_stencil_wrap (ext) v - using GL_ARB_map_buffer_range (core+ext) v - using GL_ARB_vertex_program (ext) v - using GL_ARB_fragment_program (ext) v - using GL_EXT_depth_bounds_test (ext) v - using GL_ARB_framebuffer_object (core+ext) v - using GL_ARB_geometry_shader4 (ext) v - using GL_ARB_pixel_buffer_object (ext) v - using GL_ARB_timer_query (core+ext) v - using GL_KHR_debug (ext) v - using GL_ARB_sync (core+ext) GL fence sync available Max geometry output vertices: 1024 Max geometry output components: 1024 Max vertex attribs: 16 Max env parameters: 256 ----- R_ReloadARBPrograms ----- glprogs/test.vfp 8 glprogs/test.vfp 9 glprogs/interaction.vfp 1 glprogs/interaction.vfp 2 glprogs/bumpyEnvironment.vfp 5 glprogs/bumpyEnvironment.vfp 6 glprogs/ambientLight.vfp 10 glprogs/ambientLight.vfp 11 glprogs/shadow.vp 7 glprogs/environment.vfp 3 glprogs/environment.vfp 4 glprogs/test_direct.vfp 12 glprogs/test_direct.vfp 13 glprogs/interaction_direct.vfp 14 glprogs/interaction_direct.vfp 15 glprogs/soft_particle.vfp 16 glprogs/soft_particle.vfp 17 glprogs/cubic_light_point.vfp 18 glprogs/cubic_light_point.vfp 19 glprogs/cubic_light_proj.vfp 20 glprogs/cubic_light_proj.vfp 21 glprogs/test_cubic_light_point.vfp 22 glprogs/test_cubic_light_point.vfp 23 glprogs/test_cubic_light_proj.vfp 24 glprogs/test_cubic_light_proj.vfp 25 glprogs/ambient_cubic_light.vfp 26 glprogs/ambient_cubic_light.vfp 27 glprogs/cookMath_pass1.vfp 28 glprogs/cookMath_pass1.vfp 29 glprogs/cookMath_pass2.vfp 30 glprogs/cookMath_pass2.vfp 31 glprogs/brightPass_opt.vfp 32 glprogs/brightPass_opt.vfp 33 glprogs/blurx.vfp 34 glprogs/blurx.vfp 35 glprogs/blury.vfp 36 glprogs/blury.vfp 37 glprogs/finalScenePass_opt.vfp 38 glprogs/finalScenePass_opt.vfp 39 ------------------------------- ---------- R_ReloadGLSLPrograms_f ----------- interaction VF ambientInteraction VF stencilShadow VF oldStage VF depthAlpha VF fog VF blend VF cubeMap VF interactionA VF interactionN VF shadowMapA VGF shadowMapN VGF --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.07/64, linux-x86_64, code revision 7932 Build date: Jan 27 2019 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 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 ...842 event definitions Initializing class hierarchy ...171 classes, 1657056 bytes for event callbacks Initializing scripts Compiled 'tdm_ai_lanternbot::startAlarmWhistle': 140.8 ms ---------- Compile stats ---------- Memory usage: Strings: 44, 7352 bytes Statements: 20264, 810560 bytes Functions: 1267, 169756 bytes Variables: 91900 bytes Mem used: 1827840 bytes Static data: 4014424 bytes Allocated: 4862948 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 3 mods in the FM folder. Parsed 0 mission declarations, no mission database file present. -------- 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. WARNING:Couldn't load sound 'sound' using default session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load sound 'sound' using default WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 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 5 warnings WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 2296 Async thread started Couldn't exec autocommands.cfg - file does not exist. r_customWidth|Height = 800x600 => widescreenmode = 23, r_aspectRatio = 0 Found 0 new mission packages. Found 3 mods in the FM folder. ============= ReloadEngine start ============= Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- ------ Initializing File System ------ Current search path: /home/morgannr/darkmod/fms/training_mission /home/morgannr/darkmod/fms/training_mission/training_mission.pk4 (97 files) /home/morgannr/darkmod/ /home/morgannr/darkmod/tdm_textures_wood01.pk4 (376 files) /home/morgannr/darkmod/tdm_textures_window01.pk4 (389 files) /home/morgannr/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /home/morgannr/darkmod/tdm_textures_stone_natural01.pk4 (130 files) /home/morgannr/darkmod/tdm_textures_stone_flat01.pk4 (295 files) /home/morgannr/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /home/morgannr/darkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/morgannr/darkmod/tdm_textures_sfx01.pk4 (69 files) /home/morgannr/darkmod/tdm_textures_roof01.pk4 (72 files) /home/morgannr/darkmod/tdm_textures_plaster01.pk4 (142 files) /home/morgannr/darkmod/tdm_textures_paint_paper01.pk4 (63 files) /home/morgannr/darkmod/tdm_textures_other01.pk4 (127 files) /home/morgannr/darkmod/tdm_textures_nature01.pk4 (281 files) /home/morgannr/darkmod/tdm_textures_metal01.pk4 (496 files) /home/morgannr/darkmod/tdm_textures_glass01.pk4 (51 files) /home/morgannr/darkmod/tdm_textures_fabric01.pk4 (43 files) /home/morgannr/darkmod/tdm_textures_door01.pk4 (177 files) /home/morgannr/darkmod/tdm_textures_decals01.pk4 (461 files) /home/morgannr/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/morgannr/darkmod/tdm_textures_base01.pk4 (395 files) /home/morgannr/darkmod/tdm_standalone.pk4 (4 files) /home/morgannr/darkmod/tdm_sound_vocals_decls01.pk4 (28 files) /home/morgannr/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/morgannr/darkmod/tdm_sound_vocals06.pk4 (696 files) /home/morgannr/darkmod/tdm_sound_vocals05.pk4 (128 files) /home/morgannr/darkmod/tdm_sound_vocals04.pk4 (2870 files) /home/morgannr/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/morgannr/darkmod/tdm_sound_vocals02.pk4 (1299 files) /home/morgannr/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/morgannr/darkmod/tdm_sound_sfx02.pk4 (605 files) /home/morgannr/darkmod/tdm_sound_sfx01.pk4 (948 files) /home/morgannr/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/morgannr/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/morgannr/darkmod/tdm_sound_ambient02.pk4 (163 files) /home/morgannr/darkmod/tdm_sound_ambient01.pk4 (220 files) /home/morgannr/darkmod/tdm_prefabs01.pk4 (960 files) /home/morgannr/darkmod/tdm_player01.pk4 (125 files) /home/morgannr/darkmod/tdm_models_decls01.pk4 (103 files) /home/morgannr/darkmod/tdm_models02.pk4 (2020 files) /home/morgannr/darkmod/tdm_models01.pk4 (3043 files) /home/morgannr/darkmod/tdm_gui_credits01.pk4 (49 files) /home/morgannr/darkmod/tdm_gui01.pk4 (715 files) /home/morgannr/darkmod/tdm_fonts01.pk4 (696 files) /home/morgannr/darkmod/tdm_env01.pk4 (152 files) /home/morgannr/darkmod/tdm_defs01.pk4 (179 files) /home/morgannr/darkmod/tdm_base01.pk4 (197 files) /home/morgannr/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/morgannr/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /home/morgannr/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /home/morgannr/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /home/morgannr/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/morgannr/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/morgannr/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/morgannr/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /home/morgannr/darkmod/tdm_ai_humanoid_guards01.pk4 (379 files) /home/morgannr/darkmod/tdm_ai_humanoid_females01.pk4 (172 files) /home/morgannr/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/morgannr/darkmod/tdm_ai_base01.pk4 (8 files) /home/morgannr/darkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- background thread already running Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 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 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1259 strings read from strings/english.lang I18N: 145 strings read from strings/fm/english.lang Couldn't exec editor.cfg - file does not exist. execing default.cfg execing Darkmod.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1259 strings read from strings/english.lang I18N: 145 strings read from strings/fm/english.lang ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'Family 17h (Models 00h-0fh) HD Audio Controller Analog Stereo' OpenAL: found device 'GP104 High Definition Audio Controller Digital Stereo (HDMI 2)' OpenAL: using 'OpenAL Soft' OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.18.2 OpenAL: found EFX extension OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 800x600 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: GeForce GTX 1070 Ti/PCIe/SSE2 GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum ------- 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 1070 Ti/PCIe/SSE2 OpenGL version: 4.6.0 NVIDIA 390.77 v - using GL version 2.0 (core) Checking portable OpenGL extensions... Max texture coords: 8 Max texture units: 32 Max active textures: 192 v - using GL_EXT_texture_compression_s3tc (ext) v - using GL_ARB_texture_compression_rgtc (core+ext) v - using GL_EXT_texture_filter_anisotropic (ext) maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias (ext) v - using GL_EXT_stencil_wrap (ext) v - using GL_ARB_map_buffer_range (core+ext) v - using GL_ARB_vertex_program (ext) v - using GL_ARB_fragment_program (ext) v - using GL_EXT_depth_bounds_test (ext) v - using GL_ARB_framebuffer_object (core+ext) v - using GL_ARB_geometry_shader4 (ext) v - using GL_ARB_pixel_buffer_object (ext) v - using GL_ARB_timer_query (core+ext) v - using GL_KHR_debug (ext) v - using GL_ARB_sync (core+ext) GL fence sync available Max geometry output vertices: 1024 Max geometry output components: 1024 Max vertex attribs: 16 Max env parameters: 256 ----- R_ReloadARBPrograms ----- glprogs/test.vfp 8 glprogs/test.vfp 9 glprogs/interaction.vfp 1 glprogs/interaction.vfp 2 glprogs/bumpyEnvironment.vfp 5 glprogs/bumpyEnvironment.vfp 6 glprogs/ambientLight.vfp 10 glprogs/ambientLight.vfp 11 glprogs/shadow.vp 7 glprogs/environment.vfp 3 glprogs/environment.vfp 4 glprogs/test_direct.vfp 12 glprogs/test_direct.vfp 13 glprogs/interaction_direct.vfp 14 glprogs/interaction_direct.vfp 15 glprogs/soft_particle.vfp 16 glprogs/soft_particle.vfp 17 glprogs/cubic_light_point.vfp 18 glprogs/cubic_light_point.vfp 19 glprogs/cubic_light_proj.vfp 20 glprogs/cubic_light_proj.vfp 21 glprogs/test_cubic_light_point.vfp 22 glprogs/test_cubic_light_point.vfp 23 glprogs/test_cubic_light_proj.vfp 24 glprogs/test_cubic_light_proj.vfp 25 glprogs/ambient_cubic_light.vfp 26 glprogs/ambient_cubic_light.vfp 27 glprogs/cookMath_pass1.vfp 28 glprogs/cookMath_pass1.vfp 29 glprogs/cookMath_pass2.vfp 30 glprogs/cookMath_pass2.vfp 31 glprogs/brightPass_opt.vfp 32 glprogs/brightPass_opt.vfp 33 glprogs/blurx.vfp 34 glprogs/blurx.vfp 35 glprogs/blury.vfp 36 glprogs/blury.vfp 37 glprogs/finalScenePass_opt.vfp 38 glprogs/finalScenePass_opt.vfp 39 ------------------------------- ---------- R_ReloadGLSLPrograms_f ----------- interaction VF ambientInteraction VF stencilShadow VF oldStage VF depthAlpha VF fog VF blend VF cubeMap VF interactionA VF interactionN VF shadowMapA VGF shadowMapN VGF --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.07/64, linux-x86_64, code revision 7932 Build date: Jan 27 2019 WARNING:file particles/tdm_cauldron_steam.prt, line 31: particle 'tdm_cauldron_steam_small' previously defined at particles/tdm_bikerdude.prt:55 WARNING:file particles/tdm_cauldron_steam.prt, line 162: particle 'tdm_cauldron_steam' previously defined at particles/tdm_bikerdude.prt:84 WARNING:file particles/tdm_ceiling_dust_falling.prt, line 50: particle 'tdm_ceiling_dust' previously defined at particles/tdm_bikerdude.prt:212 WARNING:file particles/tdm_chimney_smoke.prt, line 30: particle 'tdm_chimney_smoke' previously defined at particles/tdm_bikerdude.prt:259 WARNING:file particles/tdm_chimney_smoke.prt, line 60: particle 'tdm_chimney_smoke_medium' previously defined at particles/tdm_bikerdude.prt:286 WARNING:file particles/tdm_chimney_smoke.prt, line 90: particle 'tdm_chimney_smoke_small' previously defined at particles/tdm_bikerdude.prt:313 WARNING:file particles/tdm_chimney_smoke_medium.prt, line 30: particle 'tdm_chimney_smoke_medium' previously defined at particles/tdm_bikerdude.prt:286 WARNING:file particles/tdm_chimney_smoke_small.prt, line 30: particle 'tdm_chimney_smoke_small' previously defined at particles/tdm_bikerdude.prt:313 WARNING:file particles/tdm_cookingpot_steam.prt, line 31: particle 'tdm_cookingpot_steam' previously defined at particles/tdm_bikerdude.prt:340 WARNING:file particles/tdm_fireflames_small_nosmoke.prt, line 54: particle 'tdm_fire_flames_small_nosmoke' previously defined at particles/tdm_bikerdude.prt:368 WARNING:file particles/tdm_floating_dust.prt, line 30: particle 'tdm_floating_dust' previously defined at particles/tdm_bikerdude.prt:419 WARNING:file particles/tdm_floating_moon_dust.prt, line 31: particle 'tdm_floating_moon_dust' previously defined at particles/tdm_bikerdude.prt:444 WARNING:file particles/tdm_floating_moon_dust.prt, line 67: particle 'tdm_floating_mood_dust_small' previously defined at particles/tdm_bikerdude.prt:27 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 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 ...842 event definitions Initializing class hierarchy ...171 classes, 3314112 bytes for event callbacks Initializing scripts Compiled 'tdm_ai_lanternbot::startAlarmWhistle': 136.6 ms ---------- Compile stats ---------- Memory usage: Strings: 44, 7352 bytes Statements: 20264, 810560 bytes Functions: 1267, 169756 bytes Variables: 91900 bytes Mem used: 1827840 bytes Static data: 4014424 bytes Allocated: 4862948 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 3 mods in the FM folder. Parsed 3 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: training_mission -------- 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. WARNING:Couldn't load sound 'sound' using default session initialized -------------------------------------- ============= ReloadEngine end =============== Couldn't exec autocommands.cfg - file does not exist. Found 0 new mission packages. Found 3 mods in the FM folder. [swscaler @ 0x12d38f40] deprecated pixel format used, make sure you did set range correctly [swscaler @ 0x12d38f40] deprecated pixel format used, make sure you did set range correctly DisplayBriefingPage: briefingData is maps/training_mission/mission_briefing DisplayBriefingPage: xdata found. DisplayBriefingPage: numPages is 1 DisplayBriefingPage: current page is 1 Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Applied 0 objective conditions. reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. [swscaler @ 0x12d38f40] deprecated pixel format used, make sure you did set range correctly r_customWidth|Height = 800x600 => widescreenmode = 23, r_aspectRatio = 0 --------- Map Initialization --------- Map: training_mission glprogs/ambientEnvironment.vfp 79 glprogs/ambientEnvironment.vfp 80 glprogs/heatHazeWithMaskAndBlur.vfp 81 glprogs/heatHazeWithMaskAndBlur.vfp 82 glprogs/HeatHazeWithMaskAndDepth.vfp 83 glprogs/HeatHazeWithMaskAndDepth.vfp 84 ----------- Game Map Init ------------ collision data: 637 models 67370 vertices (1578 KB) 112391 edges (3951 KB) 45783 polygons (3380 KB) 6022 brushes (849 KB) 23595 nodes (1106 KB) 68211 polygon refs (1065 KB) 20190 brush refs (315 KB) 35872 internal edges 1148 sharp edges 0 contained polygons removed 0 polygons merged 12247 KB total memory used 281 msec to load collision data. map bounds are (5688.0, 4448.0, 2816.0) max clip sector is (177.8, 278.0, 352.0) 6 KB passage memory used to build PVS 2 msec to calculate PVS 76 areas 182 portals 9 areas visible on average 912 bytes PVS data [Load AAS] loading maps/training_mission.aas48 [Load AAS] loading maps/training_mission.aas96 [Load AAS] loading maps/training_mission.aas32 done. [Load AAS] loading maps/training_mission.aas100 [Load AAS] loading maps/training_mission.aas_rat done. [Load AAS] loading maps/training_mission.aas_elemental ConversationManager: Found 0 valid conversations. Entering tdm_main() Exiting tdm_main() Spawning entities Compiled '/home/morgannr/darkmod/maps/training_mission.script': 11.4 ms ---------- Compile stats ---------- Memory usage: Strings: 45, 7456 bytes Statements: 21206, 848240 bytes Functions: 1316, 175604 bytes Variables: 95652 bytes Mem used: 1893568 bytes Static data: 4014424 bytes Allocated: 4891356 bytes Thread size: 7912 bytes WARNING:unknown model type '_prelight_light_187.2' WARNING:file def/tdm_prop_items.def, line 507: 'replace_anim_idle_sit_tap01' already defined key_guard_3: Fixing inv_category from Keys to #str_02392. key_guard_4: Fixing inv_category from Keys to #str_02392. key_exit1: Fixing inv_category from Keys to #str_02392. StoreRoomKey1: Fixing inv_category from Keys to #str_02392. WARNING:Image name "-" is too short OldChestKey_2: Fixing inv_category from Keys to #str_02392. glprogs/heatHazeWithDepth.vfp 85 glprogs/heatHazeWithDepth.vfp 86 WARNING:idFileSystem::OSPathToRelativePath failed on WARNING:aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_1'. ... 2795 entities spawned, 0 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Applied 0 objective conditions. [aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0. [aas_rat]: Assigned 0 multistatemover positions to AAS areas and ignored 0. -------------------------------------- SpawnPlayer: 0 WARNING:Couldn't load sound 'player_sounds_doublevision' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic' using default WARNING:Couldn't load sound 'player_sounds_guienter' using default WARNING:Couldn't load sound 'player_sounds_guiexit' using default WARNING:Couldn't load sound 'player_sounds_hitarmor' using default WARNING:Couldn't load sound 'player_sounds_hitflesh' using default WARNING:Couldn't load sound 'player_sounds_teleportexit' using default WARNING:Couldn't load sound 'player_sounds_teleportstart' using default ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1209 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: textures/darkmod/nature/straw/straw02_loose_patch WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour_poor_ed WARNING:Couldn't load image: layer3s WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: belt WARNING:Couldn't load image: sleeve_frill WARNING:Couldn't load image: sleeve WARNING:Couldn't load image: models/md5/chars/nobles/noblewoman/wench_hands WARNING:Couldn't load image: - WARNING:Couldn't load image: extinguishable/buoy_light01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbase 0 purged from previous 201 kept from previous 1274 new loaded all images loaded in 17.8 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 268013k referenced 6336k purged ---------------------------------------- sound: missing efxs/training_mission.efx ----------------------------------- 23105 msec to load training_mission interactionTable generated of size: 32 entries ------------- Warnings --------------- during training_mission... WARNING:aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_1'. WARNING:Couldn't load image: - WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: extinguishable/buoy_light01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbase WARNING:Couldn't load image: layer3s WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour_poor_ed WARNING:Couldn't load image: models/md5/chars/nobles/noblewoman/wench_hands WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: sleeve WARNING:Couldn't load image: sleeve_frill WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/nature/straw/straw02_loose_patch WARNING:Couldn't load sound 'player_sounds_doublevision' using default WARNING:Couldn't load sound 'player_sounds_guienter' using default WARNING:Couldn't load sound 'player_sounds_guiexit' using default WARNING:Couldn't load sound 'player_sounds_hitarmor' using default WARNING:Couldn't load sound 'player_sounds_hitflesh' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic' using default WARNING:Couldn't load sound 'player_sounds_teleportexit' using default WARNING:Couldn't load sound 'player_sounds_teleportstart' using default WARNING:file def/tdm_prop_items.def, line 507: 'replace_anim_idle_sit_tap01' already defined WARNING:idFileSystem::OSPathToRelativePath failed on WARNING:Image name "-" is too short WARNING:unknown model type '_prelight_light_187.2' 27 warnings VertexCache static vertex buffer uploaded, memory used: 18312 kb VertexCache static index buffer uploaded, memory used: 3256 kb Generated framebuffer DEPTH_STENCIL attachment: 800x600 Generated framebuffer COLOR attachment: 800x600 Generated render buffers for COLOR & DEPTH/STENCIL: 800x600x0 speaker_zone_ambient::init() called Color read from main ambient light 'ambient_world': 0.08 0.08 0.08 Changed location from '' to 'snd_hub'. The ambient 'snd_hub' (city_silentnight) for location 'snd_hub' is now playing. --------- Game Map Shutdown ---------- WARNING:Door atdm_mover_door_23 is not within a valid AAS area WARNING:Door door_96x48x2hinge_1 is not within a valid AAS area ModelGenerator memory: 15 LOD entries with 3 users using 1950 bytes, memory saved: 840 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 morgannr@HERB1:~/darkmod$ Thank you for all the help TDM is running now. Does everything appear ok?
  17. Looking at the source code and the core pk4 asset files, I don't see any changes that would make a difference. Does this happen with a single FM? Does the FM pk4 file include an "autoexec.cfg" file? From the source code, here's the load order of config files. exec default.cfg exec Darkmod.cfg exec DarkmodKeyboard.cfg exec DarkmodPadbinds.cfg ==> exec autoexec.cfg <load language> <exec command-line arguments> <init input> <init sound> <init OpenGL> <init ui> <load DLL> <init session> ==> exec autocommands.cfg Details about the addition of "autocommands.cfg" are at https://bugs.thedarkmod.com/view.php?id=3199 I thought "autocommands.cfg" was the right way to do it, because that is what I've read on the forums. It seems that "autocommands.cfg" was originally designed for one use case: running "dmap". However, maybe over time "autocommands.cfg" became the de facto config file for user commands and "autoexec.cfg" became the config file for FM authors to use. I don't know. Does anyone know for a fact whether or not this is the case?
  18. I've owned amd cards and Nvidia cards throughout a few generations. On the amd side: Hd4670, Hd6950, Hd7970, R9 290. On the Nvidia side: Gtx 460, Gtx 780, Gtx 980 (current). The one sticking point that pushes me towards Nvidia is opengl performance. It's been a problem for as long as I can remember and I'm not sure Amd has actually done anything about it beyond a few placating words to gamers. The most recent game I had trouble with was Trine Enchanted Edition, which I believe runs on Opengl much like the dark mod. Going from the R9 290 to the Gtx 980 was a night and day difference, far more than the average difference in fps in Directx games. It basically went from an unplayable 30 fps at lowest settings on the R9 to nearly 60fps on high settings on the Gtx980. All the while the improvement in other games was marginal at best. I haven't played the Dark mod in awhile (Thief fm backlog), so I'm curious to hear the experience of other users with Amd cards. I think the last time I played tdm was with the Hd7970, and I had to turn down a few settings (mainly AA) to get a smooth 40+ fps, I seem to remember maxing it out on the Gtx 460 back in the day. Let's get a discussion going here and if I'm not crazy/other people are having similar issues, maybe we can sticky it this time to let Amd know it isn't appreciated.
  19. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  20. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  21. Well, the engine is not very accurate regarding first frames of anything, given that it has SMP and other things. I'd suggest trying to disable com_smp, maybe the issue will go away. When SMP is on, we render previous frame while we model gameplay for the next one. It might be a texture rendered specifically for X-ray, or some frontend data which is gathered for X-ray, etc. In order to find the issue, I'd recommend using apitrace to capture OpenGL replay (on a smaller map). It is not nice to use, but unlike RenderDoc, it captures every frame, so you can later find the glitchy one and see what's wrong in OpenGL calls. After you understand what causes this issue, a proper fix would probably be adding some kind of delay to X-ray visualization, or some kind of clear when X-ray is disabled/enabled.
  22. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  23. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
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