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  1. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  2. I have been working on a map for many days now. All of a sudden however, TDM crashes when I compile it via dmap from its console. All I did was to cut a few brushes and add a few new entities. Here is the console log: mircea@linux-qz0r:~/Games/Quake/TheDarkMod/darkmod>./thedarkmod.x86 TDM 2.03 #6455 linux-x86 Jan 28 2015 20:03:48 found interface lo - loopback found interface eth0 - 192.168.134.178/255.255.255.0 Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV tdm using generic code for SIMD processing. ------ Initializing File System ------ Current search path: /home/mircea/Games/Quake/TheDarkMod/darkmod/fms/map_first.pk4dir /home/mircea/Games/Quake/TheDarkMod/darkmod/ /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_wood01.pk4 (317 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_window01.pk4 (345 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_stone_sculpted01.pk4 (424 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_stone_natural01.pk4 (123 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_stone_flat01.pk4 (281 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_stone_cobblestones01.pk4 (214 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_stone_brick01.pk4 (440 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_sfx01.pk4 (64 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_roof01.pk4 (65 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_plaster01.pk4 (140 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_paint_paper01.pk4 (42 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_other01.pk4 (51 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_nature01.pk4 (256 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_metal01.pk4 (465 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_glass01.pk4 (46 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_fabric01.pk4 (41 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_door01.pk4 (171 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_decals01.pk4 (367 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_textures_base01.pk4 (375 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_standalone.pk4 (4 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_vocals06.pk4 (688 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_vocals05.pk4 (128 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_vocals04.pk4 (2854 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_vocals02.pk4 (1300 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_sfx02.pk4 (596 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_sfx01.pk4 (924 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_ambient02.pk4 (156 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_sound_ambient01.pk4 (209 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_prefabs01.pk4 (556 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_player01.pk4 (125 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_models_decls01.pk4 (93 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_models02.pk4 (1836 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_models01.pk4 (1915 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui_credits01.pk4 (49 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4 (673 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_game02.pk4 (2 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_game01.pk4 (2 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_fonts01.pk4 (696 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_env01.pk4 (98 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_defs01.pk4 (166 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4 (155 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_humanoid_heads01.pk4 (96 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_humanoid_guards01.pk4 (373 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_humanoid_females01.pk4 (169 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_base01.pk4 (8 files) /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_ai_animals01.pk4 (80 files) File System Initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1228 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. WARNING:Couldn't load image: guis/assets/splash/launch Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command 'use' Unknown command 'console' Unknown command 'next' Unknown command 'prev' Unknown command 'previous' Unknown command 'next' Unknown command 'crouch' Unknown command 'Lean' Unknown command 'lean' Unknown command 'Readables' Unknown command 'spyglass' Unknown command 'compass' Unknown command 'lantern' Unknown command 'maps' Unknown command 'objectives' Unknown command 'keys' Unknown command 'lockpicks' Unknown command 'lean' Unknown command 'Inventory' Unknown command 'Mantle' Unknown command 'creep' Unknown command 'frob' Unknown command 'inventory' execing Darkmod.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1228 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1920x1080 ATTENTION: default value of option allow_glsl_extension_directive_midshader overridden by environment. Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: Gallium 0.4 on AMD BARTS GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_NV_fog_distance GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_ATI_texture_compression_3dc GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_ATI_texture_mirror_once GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_compression_latc GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_texture_compression_bptc GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_NV_vdpau_interop GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_base_instance GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_clear_buffer_object GL_ARB_explicit_uniform_location GL_ARB_invalidate_subdata GL_ARB_stencil_texturing GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_vertex_attrib_binding GL_KHR_debug GL_ARB_buffer_storage GL_ARB_multi_bind GL_ARB_seamless_cubemap_per_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_ARB_derivative_control GL_ARB_texture_barrier ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ dlopen(libasound.so.2) asoundlib version: 1.0.28 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device plughw:2 for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- Checking portable OpenGL extensions... v - using GL_ARB_multitexture v - using GL_ARB_texture_env_combine v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_env_dot3 v - using GL_ARB_texture_env_add v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression v - using GL_EXT_texture_compression_s3tc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_texture3D v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate X - GL_NV_register_combiners not found X - GL_ATI_fragment_shader not found X - GL_ATI_text_fragment_shader not found v - using GL_ARB_vertex_buffer_object v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program X - EXT_depth_bounds_test not found ---------- R_NV20_Init ---------- Not available. ----------- R200_Init ----------- Not available. ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/test_direct.vfp glprogs/test_direct.vfp glprogs/interaction_direct.vfp glprogs/interaction_direct.vfp glprogs/soft_particle.vfp glprogs/soft_particle.vfp ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem Font fonts/english/stone in size 12 not found, using size 24 instead. gamex86 - Found SO in EXE path with timestamp of 1422902260 - /home/mircea/Games/Quake/TheDarkMod/darkmod/gamex86.so gamex86 - Found SO in pak file with timestamp of 1422902260 - /home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_game02.pk4/gamex86.so gamex86 - SO in EXE path is newer, ignoring SO in pak file Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV game using generic code for SIMD processing. --------- Initializing Game ---------- The Dark Mod 2.03, code revision 6470 Build date: Feb 2 2015 WARNING:file def/tdm_ai_heads_springheel.def, line 840: model 'head03_citywatch' previously defined at def/tdm_ai_heads_springheel.def:825 WARNING:file particles/tdm_bikerdude.prt, line 421: particle 'tdm_dry_ice' previously defined at particles/tdm_bikerdude.prt:28 WARNING:file particles/tdm_bikerdude.prt, line 554: particle 'tdm_floating_mood_dust_small' previously defined at particles/tdm_bikerdude.prt:54 WARNING:file particles/tdm_bikerdude.prt, line 581: particle 'tdm_glare_chandelier_02' previously defined at particles/tdm_bikerdude.prt:1 Initializing event system ...830 event definitions Initializing class hierarchy ...169 classes, 810080 bytes for event callbacks Initializing scripts WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script /proc/cpuinfo CPU frequency: 2660 MHz Compiled 'tdm_ai_lanternbot::startAlarmWhistle': 148.5 ms ---------- Compile stats ---------- Memory usage: Strings: 40, 6352 bytes Statements: 19182, 383640 bytes Functions: 1227, 124848 bytes Variables: 88564 bytes Mem used: 1086700 bytes Static data: 2277552 bytes Allocated: 2810692 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 79 mods in the FM folder. Parsed 85 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: map_first.pk4dir -------- Initializing Session -------- WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis 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:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis session initialized -------------------------------------- WARNING:Non-portable: path contains uppercase characters: engine_SVN WARNING:Non-portable: path contains uppercase characters: engine_SVN WARNING:Non-portable: path contains uppercase characters: engine_SVN --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load image: guis/assets/splash/launch WARNING:file def/tdm_ai_heads_springheel.def, line 840: model 'head03_citywatch' previously defined at def/tdm_ai_heads_springheel.def:825 WARNING:file particles/tdm_bikerdude.prt, line 421: particle 'tdm_dry_ice' previously defined at particles/tdm_bikerdude.prt:28 WARNING:file particles/tdm_bikerdude.prt, line 554: particle 'tdm_floating_mood_dust_small' previously defined at particles/tdm_bikerdude.prt:54 WARNING:file particles/tdm_bikerdude.prt, line 581: particle 'tdm_glare_chandelier_02' previously defined at particles/tdm_bikerdude.prt:1 WARNING:Non-portable: path contains uppercase characters: engine_SVN WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_base01.pk4/script/script WARNING:Non-portable: path contains uppercase characters: map_first.pk4dir/home/mircea/Games/Quake/TheDarkMod/darkmod/tdm_gui01.pk4/guis/guis 12 warnings terminal support enabled ( use +set in_tty 0 to disabled ) pid: 14386 9008 MB System Memory 512 MB Video Memory Async thread started Couldn't exec autocommands.cfg - file does not exist. Widescreenmode was set to: 7 (1920x1080) ]dmap first.map.map ---- dmap ---- --- LoadDMapFile --- loading maps/first.map glprogs/ambientEnvironment.vfp glprogs/ambientEnvironment.vfp glprogs/heatHazeWithMaskAndBlur.vfp glprogs/heatHazeWithMaskAndBlur.vfp glprogs/heatHaze.vfp glprogs/heatHaze.vfp 788 total world brushes 163 total world triSurfs 287 patches 1560 entities 2164 planes 52 areaportals size: -12544,-12544,-1168 to 12544,12544, 4352 ############### entity 0 ############### --- FaceBSP --- 4293 faces 10345 leafs 0.1 seconds faceBsp ----- MakeTreePortals ----- ----- FilterBrushesIntoTree ----- 788 total brushes 6880 cluster references --- FloodEntities --- 4435 flooded leafs --- FillOutside --- 3442 solid leafs 2468 leafs filled 4435 inside leafs ----- ClipSidesByTree ----- --- FloodAreas --- WARNING:brush has multiple area portal sides at 956 -1156.8 684 WARNING:brush has multiple area portal sides at -132.8 -68 684 WARNING:brush has multiple area portal sides at 251.2 -444 1004 WARNING:brush has multiple area portal sides at 1668.8 -444 684 WARNING:brush has multiple area portal sides at 580 -772.8 1004 WARNING:brush has multiple area portal sides at 956 644.8 684 WARNING:brush has multiple area portal sides at 956 260.8 1004 WARNING:brush has multiple area portal sides at 1284.8 -444 1004 area 0 has 3481 leafs area 1 has 51 leafs area 2 has 103 leafs area 3 has 169 leafs area 4 has 1 leafs area 5 has 1 leafs area 6 has 46 leafs area 7 has 97 leafs area 8 has 136 leafs area 9 has 5 leafs area 10 has 4 leafs area 11 has 6 leafs area 12 has 4 leafs area 13 has 8 leafs area 14 has 3 leafs area 15 has 4 leafs area 16 has 6 leafs area 17 has 5 leafs area 18 has 8 leafs area 19 has 12 leafs area 20 has 6 leafs area 21 has 10 leafs area 22 has 7 leafs area 23 has 3 leafs area 24 has 5 leafs area 25 has 252 leafs area 26 has 1 leafs area 27 has 1 leafs 28 areas ----- PutPrimitivesInAreas ----- ----- BuildLightShadows ----- ----- CreateLightShadow 0xd2f2e30 ----- ----- CreateLightShadow 0xd3057b8 ----- ----- CreateLightShadow 0xd305d50 ----- ----- CreateLightShadow 0xd306628 ----- ----- CreateLightShadow 0xd319480 ----- ----- CreateLightShadow 0xd319fc0 ----- ----- OptimizeAreaGroups Results ----- 54 tris in 42 tris after edge removal optimization 42 tris after final t junction fixing ----- CreateLightShadow 0xd31a620 ----- ----- OptimizeAreaGroups Results ----- 67 tris in 47 tris after edge removal optimization 49 tris after final t junction fixing ----- CreateLightShadow 0xd31ae58 ----- ----- OptimizeAreaGroups Results ----- 52 tris in 42 tris after edge removal optimization 44 tris after final t junction fixing ----- CreateLightShadow 0xd31b690 ----- ----- OptimizeAreaGroups Results ----- 72 tris in 48 tris after edge removal optimization 50 tris after final t junction fixing 0.4 seconds for BuildLightShadows ----- OptimizeEntity ----- WARNING: backwards triangle in input! WARNING: backwards triangle in input! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! WARNING: backwards triangle generated! ----- OptimizeAreaGroups Results ----- 18163 tris in 10490 tris after edge removal optimization 11035 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 388 tris in 249 tris after edge removal optimization 266 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 5370 tris in 4595 tris after edge removal optimization 4742 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 1668 tris in 1223 tris after edge removal optimization 1335 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 32 tris in 32 tris after edge removal optimization 56 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 10 tris in 10 tris after edge removal optimization 10 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 578 tris in 439 tris after edge removal optimization 674 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 2810 tris in 2194 tris after edge removal optimization 2339 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 6718 tris in 4724 tris after edge removal optimization 4786 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 64 tris in 50 tris after edge removal optimization 58 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 62 tris in 48 tris after edge removal optimization 54 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 76 tris in 48 tris after edge removal optimization 52 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 60 tris in 50 tris after edge removal optimization 58 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 48 tris in 36 tris after edge removal optimization 48 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 26 tris in 20 tris after edge removal optimization 24 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 60 tris in 50 tris after edge removal optimization 58 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 70 tris in 48 tris after edge removal optimization 54 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 36 tris in 44 tris after edge removal optimization 60 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 172 tris in 130 tris after edge removal optimization 130 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 59 tris in 42 tris after edge removal optimization 48 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 40 tris in 44 tris after edge removal optimization 60 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 100 tris in 48 tris after edge removal optimization 54 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 44 tris in 36 tris after edge removal optimization 48 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 26 tris in 20 tris after edge removal optimization 24 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 64 tris in 50 tris after edge removal optimization 58 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 3988 tris in 2804 tris after edge removal optimization 3160 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 10 tris in 10 tris after edge removal optimization 10 tris after final t junction fixing ----- OptimizeAreaGroups Results ----- 10 tris in 10 tris after edge removal optimization 10 tris after final t junction fixing ----- FixGlobalTjunctions ----- WARNING:idFileSystem::OSPathToRelativePath failed on removed 24 degenerate triangles WARNING:idFileSystem::OSPathToRelativePath failed on removed 24 degenerate triangles removed 2 degenerate triangles removed 68 degenerate triangles removed 30 degenerate triangles removed 49 degenerate triangles removed 144 degenerate triangles removed 144 degenerate triangles WARNING:idFileSystem::OSPathToRelativePath failed on WARNING:Couldn't load image: textures/darkmod/window/diamond_pattern_andbars01_local WARNING:Couldn't load image: textures/darkmod/window/diamond_pattern_andbars01_local removed 54 degenerate triangles WARNING:Unknown general material parameter 'tile' in 'tdm_balcony_sp_ceramic01' removed 199 degenerate triangles removed 225 degenerate triangles removed 50 degenerate triangles removed 6 degenerate triangles removed 159 degenerate triangles removed 88 degenerate triangles Regenerated world, staticAllocCount = 0. Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() signal caught: Segmentation fault si_code 1 Was in fatal error shutdown: malloc failure for 65512 Trying to exit gracefully.. shutdown terminal support About to exit with code 0 ModelGenerator memory: No LOD entries. mircea@linux-qz0r:~/Games/Quake/TheDarkMod/darkmod>
  3. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  4. Have updated the script in Shadows of Northdale. Thank you brother!
  5. Written In Stone: X-Ray Glasses Script Update I have fixed & simplified the "Magic Glasses" (or X-Ray Glasses) script for "Written in Stone" (current official version) by @Dragofer, @Amadeus, @B1k3rdude. 1) With the glasses on, if we use the inventory grid we currently get: I have changed: overlayHandle = $player1.createOverlay(getKey("gui"), ZOOM_GUI_LAYER); with: overlayHandle = $player1.createOverlay(getKey("gui"), -1); And now the inventory grid shows up in the proper layer: 2) There's a "Cooldown period" going on when you use the glasses that prevents players from getting the glasses on and off instantly. I personally find it a little unnerving that I am forced to wait when, in example, I put on or remove the glasses by mistake. I understand the reasons why this was done but it isn't well executed (lack of graphical context) and I find it at times a little frustrating and I have removed all references to "xrayGlassesCooldown". For this to work I also had to edit written_misc.script. 3) There's a "loot_loop()" method that prevents the glasses from moving away from the inventory while (wearing the glasses and) picking up items. Once again, I understand the reasons why this was done and while this script is better than the one found in "Iris" it has its problems: if you pick up an item (other than loot) while wearing the glasses you cannot tell which item you just picked because the inventory quickly switches back to the glasses. Find attached to this post the *.pk4 which includes old and new versions of the xray_glasses script and written_misc.script. Download it and place it in "/fms/written/". Please note this script will not work in any mission other than "Written in Stone". zzz_written_xray_glasses_script.pk4
  6. Unfortunately many things in this engine are best done on the editor and then called through script, not created directly through script, one of them afaik is triggers. You normally create a trigger by creating a square brush on the editor manually, and give it the trigger_hurt material, so the size and shape comes from that brush, it also creates the physics (a clip model) automatically, then just need to use the script function, entity ent = sys.FindEntity("entity_name"); To get it and use it in the script to do whatever you want. Creating a clip model from script, is probably possible, thou I never did it, so I don't know how... thou I do know how to do it through c++. But I don't think there's any equivalent script functions exposed to the script system, if I'm mistaken please anyone correct me. Perhaps something to recommend in the TDM roadmap?
  7. It's hard. I see what you are thinking about is a "bullet point" pattern, with or without a bullet point character. For that case, I suppose what we are trying to detect is: - the line starts with the bullet point pattern - a "J" character (say) with a shortened spacing, is somewhere in the line. - the line itself in the xd file is long enough to force a word wrap (let's just think about a single wrapping here) - the author assumed a particular word wrap point, and put in extra spaces in mid-line, immediately at the wrap point, so as to indent the latter part of the line, aligning with the indent of the first part. - the shortened-spacing J screws up the resulting alignment. Probably would need a script/program to winnow this down... ideally, that algorithm could also restrict attention to just Stone font. I'm OK with putting such an effort off for now, maybe revisiting it for 2.13.
  8. The problem does not show up with all related dev builds. However, I cannot test with the last build (16854-10518), which I simply cannot start and get the report EDIT: As per our friend dragofer's suggestion, I made a blank script file in this build and removed the turrets from the WIP for a test. Then I can start the game and the mission and can save/load without problems. Summary: 16842-10488: no problems 16854-10518: cannot test (see above) 16854-10518 (modified scriptfile, no turrets) : no problems beta 1: problem appears
  9. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  10. The most appropriate method would be an on_death script. You can reference the fire elemental for an example. Also, the sole purpose of tdm_custom_scripts.script is to allow mappers to add more .script files to their FM, so there's no reason not to use it.
  11. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  12. I guess I'll copy my answer too. I think all these use cases are blocked by the fact the TDM core readable scripts don't support them. If you want to use TDM's readable code, then you have to respect its boundaries/interface. If it does not normally support something, then you can't do it while using them, regardless of what features GUI scripting or game scripting supports. On the other hand, let's suppose someone is willing to implement a fully custom GUI + script, without support --- i.e. no readable.guicode, no xdata, etc. In this case, he needs to put control logic somewhere. Putting it both in GUI code and game scripts would generate confusion, bugs, and maybe even race conditions. Putting it only on GUI side is bad simply because GUI scripting is bad. The only viable solution is to put all the logic into game script. But if all the logic is in game script, then GUI does not need the runScript command. It should only set some of its own gui variables as "requests", so that later the game script could detect these requests and process them. At least that's how TDM core readable support works.
  13. I actually committed the relevant changes in source several months ago, but for some reason it looks like the generated HTML on the public user guide page hasn't update. I'll have to see if there is some problem with the CI script which is supposed to generate the web page from source control. I think the problem may be that the CI system is expecting the .html file to be included in source control directly (which it no longer is) rather than running AsciiDoctor itself.
  14. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  15. As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
  16. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  17. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  18. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  19. So, I wanted to build on my good experiences with the "Frob" stim/responses that are attached to all entities and find another use for them...and I failed again. Task: If the player extinguishes a certain flame (A) with a water arrow, a script should be started and A should be completely removed from the map (so that it cannot be ignited again with a fire arrow). Solution idea: Every flame has an inherited response to water/water arrows. You can also see this in the S/R editor. So I thought, I'll just add another response to water on the flame and add the desired commands. Result: It doesn't work, the script won't start and A does not get removed. What am I doing wrong? @Dragofer: Sorry for being such a pain, but this drives me crazy. @grodenglaive@Frost_Salamander: For your information...Maybe we should start an extra topic for the the whole subject...?
  20. The TDM script reference on the wiki page seems to be pasted twice over. It's already a long enough page as it is... 🥵

    1. Show previous comments  1 more
    2. nbohr1more

      nbohr1more

      It looks like someone tried to make it "easier" by having all the commands listed sorted by spawn class. If that is needed, it should probably be on it's own wiki page. Do you have wiki editing rights?

    3. Spooks

      Spooks

      I don't but then again that double listing has been around forever iirc (subsection 1.1 v 1.2). There was a whole section 2 that was basically a repeat of 1. It's good that stgatilov regenerated it though, not only did it make that go away but the last update was from Dec. 2021.

    4. datiswous

      datiswous

      Styling of that page is quite minimal. I added some styling myself (with Stylus plugin), to make it better readable:

      Spoiler
      h2 {
          font-size: 180%;
          margin: 2em 0;
      }
      h3 {
          color: blue;
          margin-bottom: 0.5em;
      }
      h4 {
          margin: 2em 0 0.5em 1em;
      }
      dl {
          margin: 0 0 1em 0.5em;
      }

       

      Spoiler

      scrpt.jpg.5242789874719821bfdc520284fd70a6.jpg

      This does make the page much longer.

  21. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  22. Regarding the earlier discussion about telling when an objective is complete from script, I just added a brief entry under the wiki's "Objective Editor/FAQ & Examples" called "Determining an Objective's Current State from a Script" As for as Stim/Response... I often find it hard to wrap my head around too. I don't recall writing anything very authoritative about it, but maybe in some narrow context? Or maybe @JackFarmer, you were remembering someone else's explanation? So, I can put it on my list of possible wiki topics for 2024, but it would require a lot of research by me, and likely @Dragofer or others could do it better & quicker.
  23. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  24. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  25. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
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