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  1. Glad it worked it means that is a global material token, btw those 2nd brackets are called "stages" and a single material can have more than one stage (draw call). But I still don't get the reason why an AI vision feature, is handle at the material level?! Normally you mark a entire entity/model invisible to the AI, not just a single surface on a model.
  2. Block out with FREEDOM and EASE using this "as license free as it gets" TDM prototyping material pack (Release) Watch even the most basic blockout come to life in vibrant orange! How it works: Drop the ULTRA SLIM 1.3 mb .pk4 into your project's directory In DR a new folder "protoype" will appear in the "common" textures sub directory in the media browser Don't know where to start? When simply sketching out ideas "Proto" is a perfect for getting down rough shapes and will handle 90% of prototyping needs (and is a lovely shade of orange) Need to prototype some SUPER ADVANCED GAMEPLAY? A spot of tile floor here, a beam for a rope arrow there? No problem! There are (hopefully) patterns for EVERY surface type in the game When it comes to the grid YOU are in CONTROL. You can manipulate the resolution of the grid using the default texture scale you have selected in the Surface Inspector. At a scale of 1.0 the overall pattern will repeat every 256 units with subdivisions at 128, 32, 16 and 8 units. At a scale of .5 the pattern will repeat every 128 units with subdivisions at 64, 16, 8 and 4 units. And so on. OLD FRIENDS return with two CLASSIC prototype textures completely reverse engineered from the ground up! All textures in this pack are released under CC0 license and I waive all rights to copyright that is within my power to do so. This is an initial release so any feedback on improving the tool is appreciated!
  3. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  4. Here's an interesting question. If you apply a clip texture, like monsterclip, to a non-brush entity, does it/should it act like a clip in-game? Certainly, DR filtering treats it as just like any other clip object. This arose in the context of thinking about atdm:target_set_frobable, and whether mappers will need to deploy it "defensively" and more widely if the new 2.10-dev frob highlight default is not changed. There is no special texture for a target_set_frobable, and a clip texture is traditionally used. In the wiki "Containers, Chests, etc.", Fidcal said: Giving target_set_frobable a standard clip texture if its not actually performing that clip function (which I don't know) is misleading. Maybe NoDraw would be a better choice? Of maybe it could benefit from its own custom texture, with text, say "Frob Control"?
  5. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  6. I would only leave it as worldspawn if you need it to act like worldspawn. For example, if you have a nodrawsolid_wood brush covering a wonky wooden model and you want AI to be able to walk over it smoothly or it is to perform some sealing function. Other than that, just make a func_static so it gets filtered out in DR when you want to only look at sealing brushwork. So no harm in leaving it as worldspawn, but on the other hand you might get some benefit to making it a func_static.
  7. I have quite a few assets from WIPs I'll probably never use elsewhere, so I thought I could share it here. Some of these are older and not necessarily matching the TDM lore, but I hope someone will find use for them. In terms of package format, I'll be creating 7zip packages with just model and/or texture files, so you can place them wherever you like in your project. I'll also include example material or def setup. I'll leave textures in .tga format, so you can make edits on uncompressed source and save as .dds later. So first up is a door/frame/key combo: Temp upload of all assets: https://we.tl/t-BOdrlNEXWJ See readme_notes for design / placement instructions.
  8. Here's the DR 2.14.0pre2 build for every interested mapper to test. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1-wqcqnlz8KOYpts-ap8x313yVaiQm87l/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1-pSE-517B7Y-T3-VonNv4zLzUMgr-fXt/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.13.0 can be seen on the Bugtracker changelog, here's the summary: #5746: Feature: Texture Tool Improvements #5776: Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection #5613: Feature: Show shared keyvalues when multiple entities are selected #5738: Feature: Texture Browser Filter: match multiple words (using 'AND' logic) #5728: Feature: Skin Chooser shows materials of the model #5774: Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values #5771: Feature: Improved pasting textures to angled faces sharing an edge #5753: Feature: XY view zoom is centered at cursor #5748: Feature: Texture Tool: Constrain operations to axes by holding down Shift #5128: Feature: Texture Tools: rotate function #5731: Feature: Texture Tool: UI contrast #5721: Feature: Model Conversion UI #5722: Feature: Add FBX model importer #5712: Feature: add IQM format support into lib/picomodel #5705: Improvement: "Replace Selection with exported Model" preserves spawnargs #5659: Improvement: automatically reload exported models #5745: Improvement: Search function: don't start searching while still typing #5791: Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser #5788: Improvement: Merge "Create player start" and "Move player start" options #5785: Improvement: Patch Texture Rotation should take aspect ratio into account #5733: Improvement: Texture Tool: use aspect ratio of material #5740: Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot #5775: Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally #5633: Improvement: Apply textures to surfaces using "normalized" scaling. #5547: Improvement: Normalise button brings texture coordinates closer to 0,0 #2272: Improvement: Prevent Texture Tool "face jump" on rescaling textures #5735: Improvement: Move modifier hints out of the status bar #5767: Improvement: Flip Texture: Prevent huge face UV coordinate translations #5752: Improvement: Double click on list elements should auto-close dialogs #5749: Improvement: Texture Tool: Select items by clicking the UV space they cover #5750: Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot #5732: Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid #5734: Tweak: Surface Inspector vertical shift / vertical scale arrows #5706: Tweak: Surface Inspector's minimum width is too large #5741: Improvement: Model Exporter: warn if Output Format and extension in File Path don't match #5711: Improvement: Change Quake3 map exporter to write "legacy" brush syntax #5710: Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation #5687: Fixed: "Replace Selection with exported Model" assigns result to Default layer #5408: Fixed: All scene graphs connect to the same undo system, causing interference #5790: Fixed: Remove Floating Layout #5783: Fixed: EntityInspector allows to set an entity's name to an empty value #5723: Fixed: modelDefs folder starts expanded after changing selection #5736: Fixed: Particle Editor: wireframe does not render #4584: Fixed: Drag-select while in texture tool window gets stuck. #5770: Fixed: Some brushes change shape or disappear when rotated or duplicated #5747: Fixed: Texture Tool: drag operation doesn't capture the mouse #5754: Fixed: Ctrl-S does not work when focus is on inputs #5729: Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename #5725: Fixed: Merge Maps: can't hide changed entities/primitives #5708: Fixed: Merge Maps: can't center orthoview/camera on changed entities #5709: Fixed: Merge Maps UI remains if DR is closed while a merge is in progress #5707: Fixed: Merge Maps: "Details" text doesn't use full width of window #5704: Fixed: Brushes colour schemes not saving #5702: Fixed: Fit Texture fields do not allow values below 1.0 #5713: Fixed: PatchDefExporter: do not write trailing white space after shader name #5717: Fixed: LWO2 Model Exporter doesn't write vertex colours #5588: Coding: Separate UI-related and core module interface headers #5780: Coding: Remove IDialogManager references from Map module #5778: Coding: Solution / Build Dependencies Update Changes since 2.14.0pre1 #5810: Fixed: Objective components not correctly renumbered after removing a component #5801: Fixed: Applying a skin to a model entity no longer works under 2.14pre1 #5813: Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs #5814: Feature: Spawnarg type icon not shown for inherited properties #5808: Fixed: Crash when saving map or prefab without a file extension #5807: Fixed: Texture Tool crashes when creating a new brush #5797: Fixed: "Texture tool" grid cannot decrease under 1 #5799: Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off #5800: Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity #5794: Fixed: User Guide (Local) doesn't work #5792: XY View zooming behaviour improved (if not fixed) Refresh icons for axis flip buttons Separate SurfaceInspector scale rows from other property rows Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Thanks for testing, as always!
  9. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  10. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  11. At first I thought it was some wild precision bug but it looks like the skin might be nonsolid somehow and SteveL's change made the nonsolid attribute work? Either that or skin detection is somehow borked in this map. Feel free to edit the map, I'm no expert mapper but I might be able to perform some workaround by manipulating the entity. Edit: I fixed it with the following change: // entity 4 { "classname" "atdm:mover_door" "name" "atdm_mover_door_8" "lock_picktype" "-" "lock_pins" "0" "locked" "1" "solid" "1" "model" "atdm_mover_door_8" "origin" "710 -248 2050" "rotate" "0 90 0" "snd_close" "door_shut_06" "snd_open" "door_open_08" "used_by" "Balcony_door_keey" // "skin" "door_007_1" // primitive 0 Will upload the fix to the mission database. I don't see anything wrong with the door_007_1 skin but I would advise testing it in-game before using it going forward until this is fully sorted. Edit 2: The updated mission is now available in the mission database. Feel free to offer other fixes to this mission as long as they do not: Change visuals Change gameplay design ( Any purely bugged things that the mission author acknowledges "needs fixing" such as keys that are inaccessible or critical items that fall through surfaces when touched, etc can be fixed by any mapper and submitted for validation by the team. )
  12. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  13. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  14. Similar: My suggestion is getting rid of needing tdm_custom_scripts.script as a requirement. The problem is that unlike every other asset, be it a def or a skin or model or texture, scripts need to be referenced from a core script file for execution: FM's each need to contain a file with that exact name including their custom scripts. The problem with this is that no mods containing scripts can work out-of-the-box as a drag-and-drop pk4, the same way that say a custom character (just AI model or skin) can: Each individual FM needs to integrate it manually, universal mods aren't possible since the last pk4 loaded will override tdm_custom_scripts.script or tdm_user_addons.script breaking all previous mods referencing their own scripts from those files. The ideal solution would be just auto-loading scripts like everything else. But I imagine this may no longer be possible as it could break a lot of existing things like older FM's. One compromise I believe I suggested was allowing a dynamically named script to be auto-loaded by the engine, which would make it so different pk4's don't override the exact same file and conflict with each other: If your mod is named "whatever.pk4" for instance, the engine should auto-execute the script named "scripts/whatever.script" located in that archive... this would provide an elegant and equally sandboxed solution to this long standing issue.
  15. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  16. To assign the rotation point of a func_static made into an atdm:mover_door I go into vertex mode, select the axis of rotation (the only selectable vertex) and move it to the right spot. When I export that same func_static as .ase, import the .ase and make it an atdm:mover_door everything works, except the axis of rotation isn't selectable. When exporting as .ase I check the option 'Center objects at 0,0,0 origin', and the axis of rotation is now centered at exact center of the model. If I leave this option unchecked (default) the axis of rotation is centered at 0,0,0 of the DR grid - so when I put the cursor at a point of the grid and 'create model', that's where the axis of rotation is created while the model itself is offset accordingly. In neither case is this center, or axis of rotation, selectable or moveable independently of the model. eta: A kludge is to extend the door to be exported as .ase with a nodraw brush so the center of the combo is at the axis location desired. This works but is an abominable kludge which only gets worse since for double doors kludged versions of both L and R are required. Likewise for every other axis adjustment that needs to be made.
  17. Hey all, I just noticed on the TTLG forums that Xorax released a large (1600+) set of textures for public use. I browsed through them and they match well with TDM. While they don't have normal maps, I'd still recommend giving them a once-over. Here's the TTLG thread: https://www.ttlg.com/forums/showthread.php?t=151606
  18. I created two walls: both have a base brush that is 128 x 128, and 4 units thick. One of the brushes, however, has a little bit of decor that sticks out another 4 units. Later on when I was working on my map, I cloned a model, moved it 128 units, and then changed it's model. However, when changing it from the wall with decor to the wall with no decor, it proceeded to shift itself 2 units forward. I thought maybe it had to do with what grid size I had saved/exported the model as, but adjusting that did nothing. And the models are both aligned together. This is the only model I've had do this. What is causing this?
  19. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  20. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  21. no i mean that when they are not filtered out, they render somewhat transparent, like the sky texture does
  22. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  23. Hello people ! After the mission totally load i can n ot click on attack for start palying on the map, i just directly have that shiet error message Are you ready because its heavy shiet mennnnnnnnnnnn !! .............. And the best shit is yesterday morning everything was fine !!! but now i can n ot play !! Haaa computer .... i love it................. loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo loaded collision model models/darkmod/weapons/longswordlow.lwo loaded collision model models/darkmod/dungeon/metal_ring.ase loaded collision model models/darkmod/weapons/longsword02.lwo loaded collision model models/darkmod/mechanical/furnace_small_round.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend2.lwo loaded collision model models/darkmod/furniture/tables/table_wood_rough_small.lwo loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo loaded collision model models/darkmod/kitchen/plate_s.lwo loaded collision model models/darkmod/architecture/building_facades/tudor_inn01.lwo loaded collision model models/darkmod/architecture/chimneys/small_stone.lwo loaded collision model models/darkmod/architecture/windows/squarepanels_semi_transparent01.lwo loaded collision model models/darkmod/junk/wbottle01_broken_top.lwo loaded collision model models/darkmod/junk/plank_scrap01_med.lwo loaded collision model models/darkmod/junk/broken_furniture/table_leg01.lwo loaded collision model models/darkmod/junk/generic_shards/ceramicflind01.ase loaded collision model models/darkmod/architecture/fencing/fence_bars_decorative01_short_6.ase loaded collision model models/darkmod/lights/non-extinguishable/squarehanginglamp.lwo loaded collision model models/darkmod/misc/market_stall_small.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_wood_standing_wide.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_standing.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_01_large.lwo loaded collision model models/darkmod/architecture/fencing/irongatesegment.ase loaded collision model models/darkmod/architecture/balconies/covered_balcony01.lwo loaded collision model models/darkmod/architecture/windows/round_stone01.lwo loaded collision model models/darkmod/furniture/tables/rtable1.lwo loaded collision model models/darkmod/lights/non-extinguishable/lamp_wall_electric_01.ase loaded collision model models/darkmod/misc/marketstall.lwo loaded collision model models/darkmod/decorative/signs/sign_square01.ase loaded collision model models/darkmod/furniture/seating/stool_round_rough.lwo removed 47 degenerate triangles loaded collision model models/darkmod/furniture/seating/stool_square.lwo loaded collision model models/darkmod/containers/keg_tapped.lwo loaded collision model models/darkmod/furniture/shelves/winerack.ase loaded collision model models/darkmod/kitchen/bottle01.lwo loaded collision model models/darkmod/kitchen/cheapbeermug.lwo loaded collision model models/darkmod/kitchen/mug_wooden01.lwo loaded collision model models/darkmod/fireplace/grate.lwo loaded collision model models/darkmod/fireplace/burntwood.lwo loaded collision model models/darkmod/fireplace/fireplace_brick.ase loaded collision model models/darkmod/lights/extinguishable/candle_holder_round.lwo loaded collision model models/darkmod/decorative/wall/mounted_head_wolf02.lwo loaded collision model models/darkmod/decorative/wall/banner1.lwo loaded collision model models/darkmod/tools/spade_square.lwo loaded collision model models/darkmod/hangers/hook_curved_simple01_small.lwo loaded collision model models/darkmod/decorative/rug_round_small.lwo loaded collision model models/darkmod/waterworks/faucet_simple.lwo loaded collision model models/darkmod/misc/ink_pot02_corked.lwo loaded collision model models/darkmod/furniture/seating/vic_diningchair1.lwo loaded collision model models/darkmod/furniture/dresser03.lwo removed 75 degenerate triangles removed 58 degenerate triangles loaded collision model models/darkmod/readables/book_t1.lwo loaded collision model models/darkmod/loot/jewellery/ring_gold_bc01.ase removed 75 degenerate triangles loaded collision model models/darkmod/readables/book_red1.lwo loaded collision model models/darkmod/decorative/wall/painting01.lwo loaded collision model models/darkmod/decorative/hourglass.ase loaded collision model models/darkmod/furniture/tables/endtable_square01.lwo loaded collision model models/darkmod/decorative/vases/empty_flowerpot.lwo removed 30 degenerate triangles loaded collision model models/darkmod/nature/flowers/lily_small.ase loaded collision model models/darkmod/hangers/coatrack.ase loaded collision model models/darkmod/furniture/desk_flip_set01.lwo loaded collision model models/darkmod/furniture/desk_flip_set01_door.lwo loaded collision model models/darkmod/furniture/tables/wtable1.lwo loaded collision model models/darkmod/kitchen/utensils/knife_chef.ase loaded collision model models/darkmod/kitchen/bowl01_stew.lwo loaded collision model models/darkmod/kitchen/cookpot.lwo loaded collision model models/darkmod/kitchen/pot_stove01.lwo loaded collision model models/darkmod/junk/carrot_stub.ase loaded collision model models/darkmod/kitchen/food/garlic_long.lwo loaded collision model models/darkmod/containers/package_small.lwo loaded collision model models/darkmod/kitchen/jar1.lwo loaded collision model models/darkmod/misc/clipmodels/pot_stove01_cm.lwo removed 20 degenerate triangles loaded collision model models/darkmod/weapons/axe_rustic.lwo loaded collision model models/darkmod/kitchen/bowl01.lwo loaded collision model models/darkmod/kitchen/utensils/spoon_wooden_serving.lwo loaded collision model models/darkmod/misc/clipmodels/jug_clay_small_cm.lwo loaded collision model models/darkmod/containers/keg_tapped_small.lwo loaded collision model models/darkmod/fireplace/ash_round.ase loaded collision model models/darkmod/fireplace/burntlog.lwo loaded collision model models/darkmod/decorative/wall/banner2.lwo loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp_hanging.lwo loaded collision model models/darkmod/kitchen/utensils/spoon_wooden.lwo loaded collision model models/darkmod/kitchen/cup01.lwo loaded collision model models/darkmod/containers/barrell_med_closed.lwo loaded collision model models/darkmod/kitchen/food/hanging_goose.ase removed 12 degenerate triangles loaded collision model models/darkmod/furniture/beds/singlebed1.lwo loaded collision model models/darkmod/furniture/wardrobe.lwo loaded collision model models/darkmod/furniture/beds/bed_single_timber.ase loaded collision model models/darkmod/furniture/dresser02.lwo loaded collision model models/darkmod/waterworks/bathtub01.lwo loaded collision model models/darkmod/mechanical/watertank_wood_small.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_straight.lwo loaded collision model models/darkmod/wearables/laundry_hanging02_long.lwo loaded collision model models/darkmod/wearables/shoe01.lwo loaded collision model models/darkmod/furniture/tables/dining_table_small01.lwo loaded collision model models/darkmod/furniture/beds/mattress_straw.lwo loaded collision model models/darkmod/furniture/beds/straw_pile_bed.lwo loaded collision model models/darkmod/junk/wbottle01_broken.lwo loaded collision model models/darkmod/misc/strawbale_small01.lwo loaded collision model models/darkmod/architecture/windows/round_stone01_small.lwo loaded collision model models/darkmod/mechanical/generator1.lwo loaded collision model models/darkmod/door_related/handle_curved_rotate.ase loaded collision model models/darkmod/containers/barrell_large_closed.lwo loaded collision model models/darkmod/architecture/balconies/roof_gable01.lwo loaded collision model models/darkmod/furniture/seating/stool_rectangle_rough.lwo loaded collision model models/darkmod/architecture/pillars/groovedpillar01_small.lwo loaded collision model models/darkmod/architecture/pillars/pillar01_display.lwo loaded collision model models/darkmod/furniture/beds/mattress.lwo loaded collision model models/darkmod/nature/bush.ase loaded collision model models/darkmod/nature/grass_fuzz.ase loaded collision model models/darkmod/nature/plant_05.ase loaded collision model models/darkmod/nature/plant_fern.ase loaded collision model models/darkmod/mechanical/generator_big.lwo loaded collision model models/darkmod/mechanical/pipes/steam_pipe02_bend.lwo loaded collision model models/darkmod/furniture/clock_wall.lwo loaded collision model models/darkmod/architecture/pillars/groovedpillar01_med.lwo loaded collision model models/darkmod/nature/plant_03.ase loaded collision model models/darkmod/containers/openable/chest_wood_lid.ase loaded collision model models/darkmod/containers/openable/chest_wood.ase loaded collision model models/darkmod/lights/non-extinguishable/lamp_desk_01.ase loaded collision model models/darkmod/lights/non-extinguishable/grill_light.lwo loaded collision model models/darkmod/furniture/seating/sofa1.lwo loaded collision model models/darkmod/furniture/tables/coffeetable1.lwo loaded collision model models/darkmod/furniture/cabinet_set01_open.lwo loaded collision model models/darkmod/lights/non-extinguishable/electric_wall_fancy_up.lwo loaded collision model models/darkmod/musical/grammo3.ase removed 16 degenerate triangles loaded collision model models/darkmod/loot/chalice.lwo loaded collision model models/darkmod/furniture/shelves/bookshelf_wide01.lwo loaded collision model models/darkmod/waterworks/waterpump.ase loaded collision model models/darkmod/tools/household/wash_board.ase loaded collision model models/darkmod/furniture/shelves/bookshelf1.lwo loaded collision model models/darkmod/mechanical/switches/switch_flip_backplate.ase loaded collision model models/darkmod/wearables/spectacles.lwo loaded collision model models/darkmod/lights/non-extinguishable/chandelier_gas4.lwo loaded collision model models/darkmod/furniture/beds/singlebed_set01.lwo loaded collision model models/darkmod/furniture/tables/endtable_set01.lwo WARNING: unknown token 'models/darkmod/props/textures/privacy_screen_frame' in material 'privacy_screen_frame' loaded collision model models/darkmod/furniture/privacy_screen.ase removed 22 degenerate triangles removed 22 degenerate triangles loaded collision model models/darkmod/furniture/seating/chair_set01.lwo loaded collision model models/darkmod/furniture/seating/sofa2.lwo loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase loaded collision model models/darkmod/containers/openable/chest_metal.ase loaded collision model models/darkmod/lights/non-extinguishable/wall_gas4.lwo loaded collision model models/darkmod/nature/trees/tree_01_smaller.lwo removed 56 degenerate triangles loaded collision model models/darkmod/nature/trees/pine_12.ase removed 2 degenerate triangles loaded collision model models/darkmod/containers/package_flat.lwo loaded collision model models/darkmod/containers/sack_closed.lwo loaded collision model models/darkmod/misc/clipmodels/mug_wooden02_cm.lwo loaded collision model models/darkmod/tools/pickaxe.lwo loaded collision model models/darkmod/nature/mushroom_01.lwo loaded collision model models/darkmod/architecture/pier_platform01.lwo loaded collision model models/darkmod/nautical/boat2.lwo loaded collision model models/darkmod/furniture/tables/endtable1.lwo loaded collision model models/darkmod/decorative/wall/curtain01left_short.lwo loaded collision model models/darkmod/decorative/wall/curtain01right_short.lwo loaded collision model models/darkmod/furniture/beds/4posterbed.lwo loaded collision model models/darkmod/furniture/cabinet1.lwo loaded collision model models/darkmod/furniture/seating/chair_simple01.lwo loaded collision model models/darkmod/readables/scroll_rolled_up.lwo loaded collision model models/darkmod/misc/ink_pot02.lwo loaded collision model models/darkmod/misc/clipmodels/bowl01_small_cm.lwo loaded collision model models/darkmod/readables/scroll_tied_up.lwo loaded collision model models/darkmod/loot/purse_p.lwo loaded collision model models/darkmod/lights/extinguishable/candle_01.ase loaded collision model models/darkmod/decorative/wall/antlers.lwo loaded collision model models/darkmod/decorative/wall/wooden_plaque_empty.lwo loaded collision model models/darkmod/misc/clipmodels/orchid_cm.lwo loaded collision model models/darkmod/furniture/seating/bench_set01.lwo loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo loaded collision model models/darkmod/furniture/seating/armchair1.lwo loaded collision model models/darkmod/furniture/grandfather_clock.lwo removed 6 degenerate triangles loaded collision model models/darkmod/kitchen/stove_small.lwo loaded collision model models/darkmod/kitchen/pitcher01.lwo loaded collision model models/darkmod/kitchen/cup02.lwo loaded collision model models/darkmod/kitchen/beer_stein02_open.lwo loaded collision model models/darkmod/loot/goblet1.lwo loaded collision model models/darkmod/decorative/games/gameboard.lwo loaded collision model models/darkmod/decorative/games/gamepiece2.lwo removed 47 degenerate triangles loaded collision model models/darkmod/readables/book_tome.lwo loaded collision model models/darkmod/decorative/wall/painting01_l.lwo loaded collision model models/darkmod/furniture/tables/ornate_table01_small.lwo loaded collision model models/darkmod/loot/coins/gold_coin.lwo loaded collision model models/darkmod/decorative/personal_items/brush_hand.ase loaded collision model models/darkmod/decorative/vases/vase2_mini.ase loaded collision model models/darkmod/lights/extinguishable/brazier.lwo loaded collision model models/darkmod/furniture/cabinet_set01_leftdoor.lwo loaded collision model models/darkmod/furniture/cabinet_set01_rightdoor.lwo loaded collision model models/darkmod/loot/trophy01.ase loaded collision model models/darkmod/loot/religious_symbol01.lwo loaded collision model models/darkmod/wearables/boot_large.lwo loaded collision model models/darkmod/weapons/shortbow.lwo loaded collision model models/darkmod/wearables/headgear/citywatch_helmet.lwo loaded collision model models/darkmod/lights/extinguishable/gaslight4.lwo loaded collision model models/darkmod/wearables/headgear/cap_rich.lwo loaded collision model models/darkmod/loot/jewellery/ring_ruby.lwo loaded collision model models/darkmod/kitchen/plate_serving.lwo loaded collision model models/darkmod/weapons/halberd.lwo loaded collision model models/darkmod/weapons/waterarrow.lwo loaded collision model models/darkmod/junk/apple_core.lwo loaded collision model models/darkmod/nautical/steering_wheel.lwo loaded collision model models/darkmod/misc/rope_coil01.lwo loaded collision model models/darkmod/misc/strawbale_large01.lwo removed 32 degenerate triangles loaded collision model models/darkmod/weapons/handaxe.lwo loaded collision model models/darkmod/weapons/mace.lwo loaded collision model models/darkmod/wearables/armour/ecw_pauldron_r.lwo loaded collision model models/darkmod/decorative/wall/horseshoe.lwo loaded collision model models/darkmod/decorative/vases/pot_ceramic_open.ase loaded collision model models/darkmod/wearables/headgear/nobleman_hat_l.lwo removed 16 degenerate triangles loaded collision model models/darkmod/loot/candlestick_round_ornate.lwo loaded collision model models/darkmod/wearables/headgear/woolen_cap.lwo loaded collision model models/darkmod/kitchen/stove.lwo loaded collision model models/darkmod/player_equipment/health_potion.lwo loaded collision model models/darkmod/furniture/beds/doublebed_simple.lwo loaded collision model models/darkmod/misc/toy_doll.lwo loaded collision model models/darkmod/lights/extinguishable/candle_short.lwo loaded collision model models/darkmod/decorative/personal_items/mirror_hand.ase removed 10 degenerate triangles loaded collision model models/darkmod/furniture/seating/dchair2.lwo loaded collision model models/darkmod/containers/gen_bucket.lwo WARNING: Invalid character in pin pattern - on entity DoorWardrobeA1, using default: 2 loaded collision model models/darkmod/misc/clipmodels/vase_squat_cm.lwo loaded collision model models/darkmod/decorative/games/backgammon.lwo loaded collision model models/darkmod/wearables/headgear/hat_straw.lwo loaded collision model models/darkmod/furniture/dresser_set01.lwo loaded collision model models/darkmod/loot/jewellery/amulet_round_02.lwo loaded collision model models/darkmod/loot/jewellery/bracelet_jewelled.lwo loaded collision model models/darkmod/decorative/vases/urn01.ase loaded collision model models/darkmod/loot/purse_gems.ase loaded collision model models/darkmod/loot/dagger_loot.lwo loaded collision model models/darkmod/loot/jewellery/broach.lwo loaded collision model models/darkmod/loot/coins/coinsc.lwo removed 12 degenerate triangles loaded collision model models/darkmod/weapons/mossarrow.lwo loaded collision model models/darkmod/decorative/wall/shields/shield.lwo loaded collision model models/darkmod/fireplace/fireplace_wooden.ase loaded collision model models/darkmod/furniture/seating/stool_padded.lwo loaded collision model models/darkmod/decorative/statues/bust_01_male.ase loaded collision model models/darkmod/kitchen/creamer_silver.ase loaded collision model models/darkmod/kitchen/sugar_silver.ase loaded collision model models/darkmod/kitchen/wineglass_silver.ase loaded collision model models/darkmod/decorative/statues/statue_aphrodite.ase loaded collision model models/darkmod/decorative/wall/painting01_m.lwo loaded collision model models/darkmod/decorative/statues/bust_02_female.ase loaded collision model models/darkmod/mechanical/pipes/steam_pipe01_straight.lwo removed 16 degenerate triangles loaded collision model models/darkmod/fireplace/tools.lwo loaded collision model models/darkmod/loot/exotic/spyglass_fancy.ase loaded collision model models/darkmod/decorative/stoup.ase loaded collision model models/darkmod/waterworks/fountain01_3bowls_large.lwo loaded collision model models/darkmod/kitchen/food/pear.lwo loaded collision model models/darkmod/junk/horse_dung.lwo loaded collision model models/darkmod/lights/non-extinguishable/streetlamps/streetlamp1.lwo loaded collision model models/darkmod/misc/cart01_loaded.lwo loaded collision model models/darkmod/nature/ivy_part01.lwo loaded collision model models/darkmod/architecture/chimneys/chimney_left.lwo loaded collision model models/darkmod/decorative/wall/longbanner_wide.lwo removed 7 degenerate triangles loaded collision model models/darkmod/misc/cart_02_empty.lwo loaded collision model models/darkmod/containers/openable/chest_old_lid.lwo loaded collision model models/darkmod/containers/openable/chest_old_body.lwo loaded collision model models/darkmod/laboratory/flask1.ase loaded collision model models/darkmod/loot/coins/coin_pile.lwo removed 5 degenerate triangles loaded collision model models/darkmod/decorative/pagan_orb_01.lwo loaded collision model models/darkmod/weapons/hammer.lwo loaded collision model models/darkmod/misc/clipmodels/dchair2_cm.lwo loaded collision model models/darkmod/loot/ingot_large.ase loaded collision model models/darkmod/player_equipment/compass_open.lwo loaded collision model models/darkmod/lights/non-extinguishable/hooded_lantern.lwo loaded collision model models/darkmod/player_equipment/lockpick_snake.lwo loaded collision model models/darkmod/player_equipment/lockpick_triangle.lwo loaded collision model models/darkmod/weapons/blackjack.lwo loaded collision model models/darkmod/weapons/noisemaker.lwo loaded collision model models/darkmod/misc/clipmodels/cup01_cm.lwo loaded collision model models/darkmod/junk/generic_shards/ceramicflind02.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind03.ase loaded collision model models/darkmod/junk/generic_shards/ceramicflind04.ase loaded collision model models/darkmod/door_related/key_simple_01.ase loaded collision model models/darkmod/decorative/games/cards_stack01.lwo loaded collision model models/darkmod/decorative/games/cards_fan.lwo loaded collision model models/darkmod/misc/clipmodels/beer_stein02_open_cm.lwo loaded collision model models/darkmod/kitchen/gen_goblet1.lwo loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo loaded collision model models/darkmod/kitchen/utensils/fork_ornamental.lwo loaded collision model models/darkmod/misc/clipmodels/cheapbeermug_cm.lwo WARNING: Couldn't load sound 'tdm_ai_wench_find_soft_corpse_female.wav' using default WARNING: Couldn't load sound 'tdm_ai_critic_greet_to_noble_male.wav' using default loaded collision model models/darkmod/loot/purse_p_belt.lwo loaded collision model models/darkmod/decorative/vases/vase2_small.ase loaded collision model models/darkmod/decorative/games/cards_stack02.lwo loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo loaded collision model models/darkmod/tools/wheelbarrow02.lwo WARNING: aas100_flood doesn't include a spawnfunc or spawnclass on 'aas100_flood_1'. loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo loaded collision model models/darkmod/door_related/key_fancy01.ase loaded collision model models/darkmod/junk/pot_ceramic_broken.ase loaded collision model models/darkmod/decorative/signs/sign_shieldshape01.lwo loaded collision model models/darkmod/player_equipment/flashbomb.lwo loaded collision model models/darkmod/junk/plank_long.lwo loaded collision model models/darkmod/nature/mushrooms_02.lwo loaded collision model models/darkmod/player_equipment/spyglass_closed.lwo loaded collision model models/darkmod/misc/clipmodels/broadbrim_hat_cm.lwo loaded collision model models/darkmod/door_related/key_ornate.lwo loaded collision model models/darkmod/graveyard/bones/bones_spine.ase loaded collision model models/darkmod/graveyard/bones/bones_leg_left.ase loaded collision model models/darkmod/graveyard/bones/skull.lwo loaded collision model models/darkmod/graveyard/bones/bones_leg_right.ase loaded collision model models/darkmod/graveyard/bones/bones_arm_right.ase loaded collision model models/darkmod/misc/clipmodels/wchair1_cm.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_cloth_01.lwo WARNING: aas48_flood doesn't include a spawnfunc or spawnclass on 'aas48_flood_1'. loaded collision model models/darkmod/containers/barrell_med.lwo WARNING: aas100_flood doesn't include a spawnfunc or spawnclass on 'aas100_flood_3'. WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_33280' WARNING: Invalid character in pin pattern - on entity atdm_mover_door_16, using default: 2 loaded collision model models/darkmod/architecture/ladders/ladder_16steps.ase loaded collision model models/darkmod/musical/bell_hand.lwo loaded collision model models/darkmod/kitchen/wine_bottle02.lwo removed 23 degenerate triangles loaded collision model models/darkmod/decorative/wall/mounted_head_wolf.lwo loaded collision model models/darkmod/lights/non-extinguishable/simple_square1_hanging.lwo loaded collision model models/darkmod/architecture/awnings_roofs/awning_wooden01.lwo loaded collision model models/darkmod/decorative/wall/boarhead.lwo removed 22 degenerate triangles loaded collision model models/darkmod/decorative/wall/boarhead_open.lwo ...3371 entities spawned, 0 inhibited ==== Processing events ==== Objective 1: Parsing success and failure logic Objective 2: Parsing success and failure logic Objective 3: Parsing success and failure logic Objective 4: Parsing success and failure logic Objective 5: Parsing success and failure logic Objective 6: Parsing success and failure logic Objective 7: Parsing success and failure logic Objective 8: Parsing success and failure logic Objective 9: Parsing success and failure logic Applied 0 objective conditions.[aas48]: Assigned 0 multistatemover positions to AAS areas and ignored 0. [aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0. [aas100]: Assigned 0 multistatemover positions to AAS areas and ignored 0. WARNING: Unknown string id #str_02618 WARNING: Unknown string id #str_02619 WARNING: Unknown string id #str_02048 WARNING: Unknown string id #str_02497 WARNING: Unknown string id #str_04240 WARNING: Unknown string id #str_04240 -------------------------------------- SpawnPlayer: 0 removed 16 degenerate triangles removed 16 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles removed 48 degenerate triangles removed 8 degenerate triangles glprogs/cookMath_pass1.vfp glprogs/cookMath_pass1.vfp glprogs/cookMath_pass2.vfp glprogs/cookMath_pass2.vfp glprogs/brightPass_opt.vfp glprogs/brightPass_opt.vfp glprogs/blurx.vfp glprogs/blurx.vfp glprogs/blury.vfp glprogs/blury.vfp glprogs/finalScenePass_opt.vfp glprogs/finalScenePass_opt.vfp ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1048 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING: Couldn't load image: flat WARNING: Couldn't load image: models/md5/props/gfclock/gfclock_local WARNING: Couldn't load image: - WARNING: Couldn't load image: extinguishable/lamp_desk_01 WARNING: Couldn't load image: extinguishable/electric_wall_fancy_up Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled. 20 20 1280 720 Regenerated world, staticAllocCount = 0. --------- Game Map Shutdown ---------- WARNING: Door atdm_mover_door_1 is not within a valid AAS area WARNING: Door atdm_door_104x56_3hinge_16 is not within a valid AAS area WARNING: Door MetalChestLid_1 is not within a valid AAS area WARNING: Door atdm_door_104x56_2hinge_12 is not within a valid AAS area WARNING: Door atdm_door_104x56_2hinge_13 is not within a valid AAS area ModelGenerator memory: 11 LOD entries with 68 users using 7402 bytes, memory saved: 37846 bytes. -------------------------------------- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. I18N: Current language: french I18N: Move articles to back: Yes Main idLangDict: 128 KB in 1141 entries. Reverse dict : 48 KB in 511 keys, 509 KB in 8093 values. Articles dict : 48 KB in 511 keys, 509 KB in 8093 values. Remapped chars : 0 I18N: Shutdown. Shutdown event system -------------------------------------- malloc failure for 4194312 <<<< WTF ???
  24. Also, a more general lesson to draw from these examples is that context is critical to Large Language Model (LLM) algorithms. LLMs are pattern completion algorithms. They function by searching for patterns in the letter-sequence of the text within its memory buffer. It then predicts the most likely sequence of letters to come next. (Or more accurately it randomly selects a block of letters called a token from the predicted probability distribution of possible tokens, but that distinction is mostly academic for the end user.) These models are then trained on effectively the complete written works of humankind to self-generate an obscenely sophisticated prediction model, incorporating literally billions of factors. Context matters because the LLM can only build on patterns already established in the prompts you give it. The less context is given in the prompt, the more the response will tend towards the most common sort of non-specific example in the data set. Conversely the more patterns you establish in a conversation the more the model will want to stick to those patterns, even if they are contradicted by the user's directions or basic logic. In the life is a journey example, once the model has been infected with the idea that "Life is a journey" has four syllables that very simple and powerful meme starts to stick in its "mind". The mistake is to then introduce linkages to syllable counting and even arithmetic without ever directly contradicting that original mistake, which becomes a premise for the entire conversation. In a world where "Life is a journey" has four syllables is an axiom, it is actually correct that 1+1+1+2=4, Incidentally that conversation also demonstrates what I like to call mirroring. Not only does ChatGPT pick up on the content of the prompts you give it, it will also notice and start mimicking text features humans aren’t normally even conscious of: like patterns of writing style, word choice, tone, and formatting. This can be very powerful once you become aware of it, but causes issues when starting off. If you want a specific sort of output, don’t model an opposing mode of conversation in your inputs. If you want the maximize the model's openness to admitting (and embracing) that its previous statements are wrong then you should model open mindedness in your own statements. If you want it to give intelligent responses then talk to it like someone who understands the subject. If you want it to be cooperative and polite, model diplomacy and manners. I actually think it is worthwhile regularly saying please and thank you to the bot. Give it encouragement and respect and it will reciprocate to keep the conversation productive. (Obviously there are also tasks where you might want the opposite, like if you were having the AI write dialogue for a grumpy character. Mirroring is powerful.)
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