Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/poor model texture alignment/' or tags 'forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I saw this was updated today so good opportunity to replay. I remember why I liked this FM: Very fluid and immersive and full of surprises! I also remember the biggest downside I felt it has... Regarding the bug with being stuck at the mission start, I got that too in the latest version of the FM with TDM Beta 12-05: I started stuck and had to noclip to be able to move then everything worked well. I presume 12-06 will fix it so maybe I'll test again then. Also I was wondering something: I always wondered if the original ship model had a version with the interior, but wasn't sure where I had once seen that. Is the ship itself a generic asset, as in is it okay if someone else uses it on their own map if they need it? The exterior is a standalone model but the version you can actually enter I never found separately in the prefabs.
  2. Likewise in subtitles; the "T" has a similar artifact. The implementation of the Stone font has known glitches, including poor spacing of "J". Probably made worse by the fact that no 12pt Stone is currently available, only 24pt and 48pt. So what you see is scaled down from 24pt. The images for the text characters are in a grid within a single .tga file (for a given base font size). Stray pixels come from adjoining letters in the grid. IMHO, it is possible to overcome such shortcomings, but not quick and easy. A good project for 2024 and TDM 2.13
  3. DarkRadiant does not care about engines at all, it only cares about file formats. Whether you can use DR with your Godot-based game will therefore depend on whether your game's assets are arranged in the same way as TDM. More specifically: Your game will need to read map data from the Doom 3 .map format. If it does not, there will be no way to save your map from DarkRadiant in a form that your game can access. Export to OBJ is available but if all you want to do is produce OBJ models then DarkRadiant isn't the right tool for the job (you should use a proper 3D modelling app like Blender/Max/Maya/LightWave etc). Your game assets will need a tree of .def files defining important entities to be placed in your map, including certain "fixed" entity types which are used directly by DarkRadiant itself. There will need to be a light entity defining light volumes, a func_static entity defining a static model, an info_player_start entity to define the starting position, a speaker entity to define sound sources, and probably several others. If these entity types are not defined, then built-in features like "Create light" and "Place player start here" will not work correctly. Your game will need a tree of .mtr files defining material shaders, referring to image paths which will be resolved to either uncompressed .tga files in a textures/ hierarchy, or compressed DDS files in a dds/ hierarchy. If these material shaders are not defined, no materials will appear in DarkRadiant. DR does not make any attempt to load "raw" image file hierarchies which are not referred to by material shaders. Your game will need to define a hierarchy of 3D models in ASE or LWO format. No other formats will show up in the model selector. These models can be stored directly on disk (there is no "model shader" tree required like with materials).
  4. Because that we would have to copy/paste all rain materials to introduce "deform particle" version. Note that we cannot delete "deform particle2" versions because they are already used, and they cannot be replaced that easily. Then we would have to copy everything again in order to add versions with collisions. But I'm sure mappers might want to create rain patches of different size, so we'll probably have to have versions with layout texture 1024 1024, layout texture 512 512, layout texture 256 256, etc. And then different mappers might have different feelings about the balance between quality and waiting time in case of layout linear, so we'll have many versions of snow too. All of this causes combinatorial explosion, and we'll get at least ten times more materials and particle decls than we have now, causing a lot of confusion. Perhaps combinatorial explosion can be avoided if these settings are specified in another file. I guess at that moment I was not brave enough to introduce a new type of decl files.
  5. Here yer go - [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2018.11.25 22:31:50 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on Nov 17 2018 14:24:15 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.07/64, code revision 7762 (7762) [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/meatlight] - []/[lights/stormy2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squareblast] - []/[lights/squareblast] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_strobe] - []/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/barrelexplode] - []/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/redglow] - []/[lights/squarelight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/popanimlight] - []/[textures/particles/rocketstripsmall.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/falloff_exp1] - []/[lights/falloff_exp1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/falloff_exp2] - []/[lights/falloff_exp2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/cloudscroll] - []/[lights/cloudscroll] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/cloudscroll2] - []/[lights/cloudscroll2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/cloudscroll3] - []/[lights/cloudscroll3] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/cloudturn] - []/[lights/cloudturn] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/stormy1] - []/[lights/stormy2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lightgratelight] - []/[lights/lightgratelight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lightgratelight_snd] - []/[lights/lightgratelight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_strobe_slow] - []/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spectrum2Light_round] - [lights/squarelight1a.tga]/[lights/spot01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spectrum2Light] - [lights/squarelight1a.tga]/[lights/fullambient.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/plasmaglow] - [lights/squarelight1a.tga]/[textures/particles/plasmalight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squareishlight] - [lights/squarelight1a.tga]/[lights/squareishlight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_snd_spectrum] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_snd_noflicker] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_global] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_parmsndflicker] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate8] - [lights/squarelight1a.tga]/[lights/grate8.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate8sqr_blinky] - [lights/squarelight1a.tga]/[lights/grate8sqr.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate7] - [lights/squarelight1a.tga]/[lights/grate7.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate7_blinky] - [lights/squarelight1a.tga]/[lights/grate7.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fullambient] - [lights/squarelight1c.tga]/[lights/fullambient_amb.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate6] - [lights/squarelight1c.tga]/[lights/grate6.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/triangle2] - [lights/squarelight1c.tga]/[lights/triangle1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/triangle1] - [lights/squarelight1c.tga]/[lights/triangle1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rred] - [lights/squarelight1c.tga]/[lights/rred.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/impflash] - [lights/squarelight1c.tga]/[lights/impflash.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/redspawnflash] - [lights/squarelight1c.tga]/[lights/redspawnflash.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spawnflash] - [lights/squarelight1c.tga]/[lights/spawnflash.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/defaultPointLight] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/default3DLight] - [lights/squarelight1a.tga]/[_cubicLight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/desertambientlight] - [lights/squarelight1a.tga]/[lights/squarelight_amb.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/desertlight2] - [lights/squarelight1a.tga]/[lights/desertlight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/defaultProjectedLight] - [_noFalloff]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambientLight] - [lights/squarelight1a.tga]/[lights/squarelight1_amb.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambientLight2] - [lights/squarelight1a.tga]/[lights/squarelight_amb.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/nofalloff] - [lights/squarelight1a.tga]/[lights/nofalloff.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/qcfloorvent01x] - [lights/squarelight1a.tga]/[lights/qcfloorvent01x.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorpgrate] - [lights/squarelight1a.tga]/[lights/floorpgrate.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/qc_comj] - [lights/squarelight1a.tga]/[lights/qc_comj.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight2] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01x_cv] - [lights/squarelight1a.tga]/[lights/floorvent01x_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fanblade3] - [lights/squarelight1a.tga]/[lights/fanblade3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fanlightgrate] - [lights/squarelight1a.tga]/[lights/fangrate.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_blast] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_strobe] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_flicker2] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_flicker] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_flicker3] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_flicker3_spectrum] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_flicker4] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_sin] - [lights/squarelight1a.tga]/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_strobe] - [lights/squarelight1a.tga]/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_flicker2] - [lights/squarelight1a.tga]/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_flicker] - [lights/squarelight1a.tga]/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mlight01] - [lights/squarelight1a.tga]/[lights/mlight01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blur_cv] - [lights/squarelight1a.tga]/[lights/blur_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight_cv] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight_still_cv] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/xblamplight_cv] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/bspot01_cv] - [lights/squarelight1a.tga]/[lights/bspot01_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/xbspot01_cv] - [lights/squarelight1a.tga]/[lights/bspot01_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rotate] - [lights/squarelight1a.tga]/[lights/rotate3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/bspot01] - [lights/squarelight1a.tga]/[lights/bspot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01_dblbright] - [lights/squarelight1a.tga]/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01] - [lights/squarelight1a.tga]/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01_global] - [lights/squarelight1a.tga]/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/flash] - [lights/squarelight1a.tga]/[lights/light.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blinds02] - [lights/squarelight1a.tga]/[lights/blinds02.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/duolight01] - [lights/squarelight1a.tga]/[lights/duolight01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight_tile4] - [lights/squarelight1a.tga]/[lights/blamplighttile.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplighte3] - [lights/squarelight1a.tga]/[lights/blamplighte3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/triangle] - [lights/squarelight1a.tga]/[lights/triangle.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight_split] - [lights/squarelight1a.tga]/[lights/squarelight_split.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1a] - [lights/squarelight1a.tga]/[lights/squarelight1a.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01blue] - [lights/squarelight1a.tga]/[lights/floorvent01blue.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01int] - [lights/squarelight1a.tga]/[lights/floorvent01int.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent02] - [lights/squarelight1a.tga]/[lights/floorvent01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate4] - [lights/squarelight1a.tga]/[lights/grate4.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01] - [lights/squarelight1a.tga]/[lights/floorvent01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01x] - [lights/squarelight1a.tga]/[lights/floorvent01x.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/crap01] - [lights/squarelight1a.tga]/[lights/crap01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1blue] - [lights/squarelight1a.tga]/[lights/squarelight1blue.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight2a] - [lights/squarelight1a.tga]/[lights/squarelight2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight2] - [lights/squarelight1a.tga]/[lights/squarelight2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/twopass] - [lights/squarelight1a.tga]/[lights/inverse.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1sky] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1_dblbright] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate3] - [lights/squarelight1b.tga]/[lights/grate3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate3x] - [lights/squarelight1b.tga]/[lights/grate3x.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rspot01drk] - [lights/squarelight1b.tga]/[lights/spot01drk.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot08] - [lights/squarelight1b.tga]/[lights/spot08.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blur] - [lights/squarelight1b.tga]/[lights/blur.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blur2] - [lights/squarelight1b.tga]/[lights/blur2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01drk] - [lights/squarelight1b.tga]/[lights/spot01drk.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot02] - [lights/squarelight1b.tga]/[lights/spot02.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/stainedglass] - [lights/squarelight1b.tga]/[lights/stainedglass3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spotlight04] - [lights/squarelight1b.tga]/[lights/spot04.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[lights/blur3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[textures\sfx\black_2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[textures\sfx\black_2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_spotlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_pointLight1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_pointLight2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_pointLight3] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/windowLight] - [lights/squarelight1b.tga]/[lights/window] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rotatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/swingingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/scalingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/scaleRotateLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rotateScaleLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/shearingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/colorAnimatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/doubleLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight] - [lights/squarelight1b.tga]/[lights/squarelight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/globalFadeLight] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/globalFadeLight2] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/duffysquarelight] - [lights/squarelight1b.tga]/[lights/squarelight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lightgratelight2] - [lights/squarelight1b.tga]/[lights/lightgratelight2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/duolight02] - [lights/squarelight1b.tga]/[lights/duolight01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/desertlight] - [lights/squarelight1b.tga]/[lights/desertlight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lanternglow] - [lights/squarelight1b.tga]/[lights/lanternglow] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/hellgate1_colorme] - [lights/squarelight1b.tga]/[lights/squarelight1_amb.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/hellgate1] - [lights/squarelight1b.tga]/[lights/hellgate1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/redlight01] - [lights/squarelight1b.tga]/[lights/hellgate1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_doublestreetlight] - [lights/squarelight1b.tga]/[lights/tdm_doublestreetlight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mansion01_window01] - [lights/squarelight1b.tga]/[lights/mansion01_window02] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mansion01_window02] - [lights/squarelight1b.tga]/[lights/mansion01_window01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mansion01_window04] - [lights/squarelight1b.tga]/[lights/mansion01_window04] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_walltorch] - []/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_walltorch_falloff_exp1] - []/[lights/falloff_exp1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_walltorch_falloff_exp2] - []/[lights/falloff_exp2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_walltorch_falloff_exp3] - []/[lights/falloff_exp2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_fireplace] - []/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/brightround] - [textures/lights/brightround]/[textures/lights/brightround] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground_candleflicker] - [textures/lights/brightround]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground_candleflicker_shadow] - [textures/lights/brightround]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground_torchflicker] - [textures/lights/brightround]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/8pt_cageflicker] - [textures/lights/brightround]/[lights/8pt_cagelight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_biground_fastpulse] - [textures/lights/brightround]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/falloff_exp1_candleflicker] - [textures/lights/brightround]/[lights/falloff_exp1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/falloff_exp2_candleflicker] - [textures/lights/brightround]/[lights/falloff_exp2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambient_brightround] - [textures/lights/brightround]/[textures/lights/brightround_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/doubleround] - [textures/lights/doubleround]/[textures/lights/doubleround] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambient_doubleround] - [textures/lights/doubleround]/[textures/lights/doubleround_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdmnofalloff] - [textures/lights/ambientlightnfo]/[textures/lights/ambientlightnfo_amb] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambientlightnfo] - [textures/lights/ambientlightnfo]/[textures/lights/ambientlightnfo_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambientlightnfo_clouds] - [textures/lights/ambientlightnfo]/[textures/lights/ambientlightnfo_clouds] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambient_biground] - [lights/biground1]/[lights/biground1_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambient_fade_1edge] - [textures/lights/fade_1edge]/[textures/lights/fade_1edge_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambient_roundedsquare] - [textures/lights/roundedsquare]/[textures/lights/roundedsquare_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/paintinglight] - [textures/lights/brightround]/[textures/lights/paintinglight_01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lanternlight] - [textures/lights/brightround]/[textures/lights/tdm_lanternlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lanternlight_static] - [textures/lights/brightround]/[textures/lights/tdm_lanternlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_streetlamp_8fold] - [textures/lights/brightround]/[textures/lights/biground1_streetlamp_8fold] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_streetlamp_4fold] - [textures/lights/brightround]/[textures/lights/biground1_streetlamp_4fold] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_streetlamp_8fold_snd] - [textures/lights/brightround]/[textures/lights/biground1_streetlamp_8fold] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_streetlamp_4fold_snd] - [textures/lights/brightround]/[textures/lights/biground1_streetlamp_4fold] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lanternlight_4fold_small_snd] - [lights/biground1]/[textures/lights/tdm_lanternlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_squarelamp_snd] - [lights/biground1]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_squarelamp_snd_heavyflicker] - [lights/biground1]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_squarelamp_small_snd] - [lights/biground1]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lamp_desk] - [textures/lights/tdm_lampshade01]/[textures/lights/tdm_lampshade01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lamp_desk_02] - [textures/lights/tdm_lampshade02]/[textures/lights/tdm_lampshade02] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lamp_desk_03] - [textures/lights/tdm_lampshade_03]/[textures/lights/tdm_lampshade_03] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_round_pulse] - [lights/biground1]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_clouds_pulse] - [lights/biground1]/[textures/lights/clouds] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_clouds_pulse] - [lights/squarelight1a]/[textures/lights/brightround] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_roundtop_window] - [lights/squarelight1a]/[textures/lights/tdm_roundtop_window] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_window_grating_2x3] - [textures/lights/brightround]/[textures/lights/tdm_window_grating_2x3] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_window_grating_2x2] - [textures/lights/brightround]/[textures/lights/tdm_window_grating_2x2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/church512x256] - [textures/lights/church512x256]/[textures/lights/church512x256] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/roundhalf] - [textures/lights/roundhalf]/[textures/lights/roundhalf] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/roundquarter] - [textures/lights/roundquarter]/[textures/lights/roundquarter] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff] - [lights/zol_nofalloff.tga]/[lights/zol_nofalloff.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff2] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff3] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff4] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff5] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_4point_chandelier] - [lights/zol_nofalloff2.tga]/[lights/4point_round] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/window_diamond_pattern] - [lights/zol_nofalloff2.tga]/[lights/window_diamond_pattern] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/diamond_pattern_andbars01] - [lights/zol_nofalloff2.tga]/[textures/lights/diamond_pattern_andbars01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_crossed] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_crossed] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_diamond_pattern3] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_diamond_pattern3] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_grated] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_grated] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_irregularpanes] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_irregularpanes] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_pattern01] - [lights/zol_nofalloff2.tga]/[textures/lights/square_pattern01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lamp_hang_swing] - [lights/zol_nofalloff2.tga]/[textures/lights/lamp_hang_swing_light] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/window01_interior_set] - [lights/zol_nofalloff2.tga]/[lights/window01_interior_set] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_pointedtop_big01] - [lights/zol_nofalloff2.tga]/[textures/lights/tdm_pointedtop_big01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_pearly_white] - [lights/zol_nofalloff2.tga]/[textures/lights/round_pearly_white] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [] - []/[models/md5/chars/steambots/bc_lanternbot] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [] - []/[models/md5/chars/steambots/bc_lanternbot] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lanternbot_spot] - [textures/lights/brightround]/[textures/lights/tdm_lanternbot_spotlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/roundfire2] - []/[lights/roundfire.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_brokenneon1] - []/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate8sqr] - []/[lights/grate8sqr.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\matrixsq.h ( 149):DEB (MISC) FR: 0] CMatrixSq constructor called, set vars.
  6. TDM Latch Pack (Beta) By Frost_Salamander and wellingtoncrab with special thanks to Dragofer Tired of picking another lock or hunting for that missing key? Imagine The City is itself an elaborate lock, and you are the key. Embrace progression through careful exploration and navigation of the environment. Embrace the latch pill: Included is a new entity type and scripting for a door mounted toggle lock, or "latch", as well as new CC0 assets and prefabs. https://github.com/thedarkmodcommunity/test-latch/wiki Example Video Asset Pictures All models and textures in this pack are released under CC0 license and may be used freely without need of attribution. We waive copyright to the extent that possible, but aren’t lawyers. Latch Lock Features Supports single and double doors across all cardinal directions, as well as trap doors Uses the location system to handle context sensitive frob highlighting of the latch and the doors Automatically determines the correct latch state on map start based on the targeted door's "locked" spawnarg Options for rotate, translate, or both with unique sound slots for each Supports any model or func_static To get started head over and grab the latest release (available with or without demo content) and read the getting started guide. This is a beta release - so your feedback is appreciated!
  7. The latch is just like any any other entity - you can use any model or func_static you like as long as the mechanism translates or rotates (or both).
  8. IIUC, fresnel uses view direction and surface normal vectors. This is a comparison between simple brush cube and one with chamfered edges on geometry, both using the same tiling material: Brush cube is on the right; in the background you see a cube with chamfered edges. There is a thin line on the bottom of the brush cube, because it matches the normalmap, the mortar part of the bricks. But as soon as I change texture coordinates of the brush: While the chamfered cube has enough geometry to work with fresnel shader, even if I change texture coordinates: So it seems to work as described, it needs either geometry normals or details faked on normalmap. I think fresnel in other pre-pbr engines, like UE3, works the same or similar way.
  9. I have been quite careful to ensure that making the subtitles narrower for barks (but not story verbosity) is not potentially breaking. Examples of this treatment have been included in all my more recent testSubtitles... releases. Yes, this is "crucial" for me. Regarding the padding issue, to restate: TDM 2.11 and on through the 2.12 released beta version use a subtitle right text padding of 20 px. While some padding is necessary, this does a poor job of centering the text visually in the backing field. This is obvious with a short bark. My redo of this, with padding of 7.5px on both sides, fixes it, while I believe not causing any problems for word wrap of subtitles with the given compressed font & scale. I'm provided several versions above of this fix (code hidden as Spoiler). Most recently, this was with snatcher's suggested tabbed location ring and vertically-tighter backing field, here This version will also be incorporated into testSubtitlesDrunk, to be released tomorrow just released. I would urge you to incorporate this code (or a close variant) into the next beta release.
  10. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  11. I think there was a quirk in the engine that treated pure 0 black as an artist error so a small uplift was added to ensure proper light response. This was more critical when the ambient had a Fresnel component. The DXT1 encoding was to save on storage. I think that's a silly rationale since a pure single color texture could technically be represented by a single pixel. No pressing need to compress that or even a 32x32 texture but I suppose if someone is obsessed with saving texture storage they could choose png or a better dxt version. TLDR; Transparent \ Blend textures should be fine with 0,0,0 color and single color textures don't need aggressive compression. _black should be fine for all such materials.
  12. This is caused by DXT1 compression of textures/darkmod/sfx/black_matt.tga. This image has constant color (1, 1, 1) everywhere, i.e. almost black. Previously, the image was compressed by OpenGL driver, so you could get different results depending on vendor. I got (0, 0, 0) everywhere, you probably got the same. But someone else on another vendor could get something else. Now, compression is done by our code, same for everyone. It compresses the color to (0, 1, 0). Obviously, this is a bit closer to (1, 1, 1) than (0, 0, 0) Notice that DXT1 uses 5 bits for red and blue but 6 bits for green. So while it is possible to represent 1/255 value for green, it is not possible to do the same for red and blue. However, this 1 tick adds a bit of green to the overly black picture, and then you apply huge gamma correction (basically take sqrt of all color components) and this green becomes noticeable. Some ways to fix the issue: Use _black texture. It is (0, 0, 0), and I am rather sure it will be compressed to (0, 0, 0) by all implementations. Modify textures/darkmod/sfx/black_matt to be full black (0, 0, 0). Add forceHighQuality to the stage which blends textures/darkmod/sfx/black_matt. Add DDS version of textures/darkmod/sfx/black_matt to core assets. Note that points 1, 2, 4 produce equivalent output, i.e. force texture to (0, 0, 0) color. Point 3 leaves the texture as (1, 1, 1), but there is no way to do this for all materials: the keyword has to be added to each material. Points 1 and 3 look bad because they fix the problem now, but don't stop the problem from happening again in the future.
  13. Interesting, didn't think about that. Yeah the compass uses that trick, I could just use a model of the helmet instead. If it looks good and is worth maybe I'll consider that, though it might be distracting and not make enough sense. The heads are modeled that way: Hoods and helmets are part of the head mesh as they aren't attachments. This is normally a good thing since performance isn't wasted rendering the head or hair under the helmet, but complicates things for my approach as the only way is changing the head models at runtime which may break precaching and stuff. Only a few hats are attached as a separate entities, like the little red hat some merchants wear or the straw hat... those aren't ideal for disguises though and I don't plan on supporting both approaches. Technically I could try attaching the independent helmet model to the player head, but that would surely look awful and clip through the hood and stuff... only right way is to give the player the Citywatch head once that error is fixed. For AI there is no other way apart from also changing the head model: Stealing the helmet from a guard implies taking it off them, which means they need to switch to a helmetless head which can only be done by setting a different head mesh upon frobbing... no idea if that triggers the same crash as the player head, if so I'm out of luck till a dev can take a look at my report. The base disguise system can be used that way too, it's just not the theme I went for by default as I wanted them to be physical wearables. You can define a magical disguise too that implies creating an illusion which tricks other AI into seeing you as one of them. In fact I thought of including one for undead using a magic skull that makes them think you're also dead, might add that in the next version if others think it makes sense and is worth it? Note that the spawnargs are documented via editor vars in case anyone wants to make their own: As long as you have a moveable model and inventory icon it's just a few tweaks to define any disguise. Simply inherit from the base "atdm:playertools_disguise" entity def and customize the team and other spawnargs... remember to use the proper mass / friction / impact sounds. Let me throw them here for anyone who wants a quick preview: atdm:playertools_disguise { "inherit" "atdm:playertool" "editor_usage" "Don't use. This is the base class for disguise inventory items." "editor_usage1" "Individual hats and helmets will derive from this." "scriptobject" "playertools_disguise" "gui" "guis/tdm_hud_disguise.gui" //"model" // to be defined in subclass //"clipmodel" // to be defined in subclass "inv_name" "Disguise" "inv_category" "Disguises" "inv_icon" "" "inv_droppable" "1" "inv_map_start" "0" // Disguise "team" "0" "rank" "0" "personGender" "PERSONGENDER_MALE" "personType" "PERSONTYPE_THIEF" "regen" "0.25" "rate" "0.5" "rate_alert" "0.1" "distance" "500" "speed_move" "1" "speed_turn" "1" "overlay" "" "snd_wear" "player_rustle_short" "snd_remove" "player_rustle_short" "model_head" "head_thief" "skin_head" "" // Disguise editor vars "editor_float team" "The team the player disguises into when the disguise is active." "editor_float rank" "Rank while the disguise is active." "editor_var personGender" "Person type while the disguise is active." "editor_var personType" "Person gender while the disguise is active." "editor_float regen" "The disguise regenerates over time at this rate." "editor_float rate" "The disguise degrades at this rate when the player is seen by a member or ally of the team." "editor_float rate_alert" "The disguise further degrades by this amount when an AI is alert, increases gradually with alert level." "editor_float distance" "Maximum distance at which being seen by the AI can degrade your disguise, offsets with AI visual acuity." "editor_float speed_move" "Movement hindrance while wearing the disguise." "editor_float speed_turn" "Turning hindrance while wearing the disguise." "editor_var overlay" "Overlay image while wearing the disguise." "editor_snd snd_wear" "Sound to play when putting on the disguise." "editor_snd snd_remove" "Sound to play when taking off the disguise." "editor_model model_head" "The player's head changes to this model while the item is worn, can be seen in mirrors." "editor_skin skin_head" "The player's head changes to this skin while the item is worn." }
  14. Would someone be willing to help adjusting some of the following mapping and model issues and suggestions? Mapping: * 0006364: Ladder cuts into the arch and the northern door when door is opened (https://bugs.thedarkmod.com/view.php?id=6364) * 0006365: Ladder in the wood shed cuts into a barrel (https://bugs.thedarkmod.com/view.php?id=6365) * 0006366: Clouds in the sky do not move in Tears of St. Lucia (https://bugs.thedarkmod.com/view.php?id=6366) * 0006374: Chandeliers in church hall (https://bugs.thedarkmod.com/view.php?id=6374) * 0006396: Return check is too sensitive (https://bugs.thedarkmod.com/view.php?id=6396) * 0006376: Wrong trigger for the hint about the hammer (https://bugs.thedarkmod.com/view.php?id=6376) * 0006395: Wall of church grounds unfinished (https://bugs.thedarkmod.com/view.php?id=6395) * 0006423: Graft map A New Job and map Tears of St. Lucia (https://bugs.thedarkmod.com/view.php?id=6423) * Training Mission, room Archery: Walking on the stone path outside the shooting range sounds like walking on grass. Floor in tower sounds OK. (-225.92 -807.79 240.29 32.6 -146.3 0.0) Models: * 0006373: Failure to pick lock of chest (https://bugs.thedarkmod.com/view.php?id=6373) * 0006375: Locked doors have no keyholes (https://bugs.thedarkmod.com/view.php?id=6375) * 0006381: Issues with model fence around the pulpit (https://bugs.thedarkmod.com/view.php?id=6381) * 0006382: The depth of the seats of the benches are too narrow (https://bugs.thedarkmod.com/view.php?id=6382) * 0006397: Some banners with builder symbol look sqashed narrow (https://bugs.thedarkmod.com/view.php?id=6397) The following are listed as authors of the mission: * Original map: Jdude * Story: Springheel * Additional mapping: Springheel, Fidcal, Bikerdude, Greebo, datiswous (not listed), JackFarmer (not listed)
  15. Seems like something that could be replicated with a script - player enters AI sight-line / semi-hostile zone, AI. grumbles...a timer starts; if they linger longer than '20 seconds' A.I. Barks with "OUT NOW, TAFFER!" type yell, and the AI alignment configuration changes to hostile. On player exiting sight-line / zone, A.I grumbles again - "and stay out!" (unless they became hostile - does nothing then). Changing types from INT to FLOAT would probably break all existing maps, and piles of engine-C code; seems unlikely any Dev would do that.
  16. Yes, I considered this idea. But it won't help much, I believe. If several mirrors are allowed, you can split your surface into individual planar polygons and hope for the best. But if you have 10+ polygons, then I suppose the best won't happen Internally, the material has "mirrorRenderMap" keyword which triggers rendering of subview. This subview is than copied into a texture. In the main view, the surfaces with mirror material should be rendered as any other surfaces, it can just use this dynamically generated surface. I'm not sure what exactly you want. If you want the mirrored view to be distorted by normal map, then yes: this is definitely not supported. The reflected texture is generated as if reflected by a perfect plane. Maybe we can add some kind of warp shader that deforms the image mathematically according to the normalmap, but this would be a new feature.
  17. NHAT v4.3 is available in the mission database! Changes include: Story subtitles courtesy of Datiswous Volumetric Lighting effects Improved water shaders Some new performance optimizations and LOD detail settings Lots of bug fixes for both new and old visual glitches such as z-fighting and model\prefab missing surfaces More work done to prevent players from climbing out of the map into the void
  18. 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.

  19. I'd still be on XP if they hadn't dropped support. I didn't say anything to that effect. I just grew to hate having to keep switching OS due to their business model that keeps imposing that. Been doing that for nearly 30 years now. I don't expect Linux to be paradise. I just hope it's less infuriating than MS products. Either way, that's besides the point here.
  20. wtf... the second cable was also the wrong type the third worked and the board runs again . corsair has some explaining to do i reckon since all my current PSU's are from them and the only indicator that the type is not for that PSU is a small badge printed on the connector that its either a type 3 or 4 (both fit on the modular types but only one will work) the models are a 750 watt cw and a 1000 watt hx. the hx was the one i swapped in and its a gold certified PSU with 10 years warranty. the cables despite the type number are also visually the same except the type 4 having 1 cable mounted differently and is the only one that fits the hx model appareantly. luckily the cable that is mounted differently has no connection inside the 1000 watt PSU so thats a plus as otherwise it would probably had incurred damage to either the board or the PSU but damn...
  21. The time has finally come for me to release my 5th mission for The Dark Mod. This project started sometime around 2015-2016 (couldn't find any old files to confirm) with me starting poking on a city mission and for some time I built quite randomly without a plan. I expected I could plot a story later; You can never go wrong with a city section, eh? I had a hiatus and did other projects in my life with model painting and skydiving and mapping became more and more scarce. Now and then I felt an itch to map and some kind of responsibility towards the mod team to produce something, to provide and give something back, if you will. At the start of the pandemic I started building more focused on this misson, but still no exact goal on what I wanted to achieve. Finally I decided I wanted a mission where you follow a person and the mission continued to grow in a linear fashion. I am not the quickest mapper and have severe problems on how to imagine a scene without building it first. This means that I often have to redo scenes and lots of stuff gets unnecessarily built just to be removed later, hence the almost absurd build time (about 1900 hours all in all). Betatesting came about and I got very good tips and feedback and decided to redo a lot of the mission. This need for a rework could have killed my motivation but fortunately, as the map was designed, it only required a modest amount of work and the mission became so much better for it! Sometimes I believe I'm somewhat of the uncrowned king of missions with a bit more unusual and experimental playstyles and this mission also have some elements that isn't used that much. In contrast to some of my other missions though, this one isn't depending on any quirky meter or sun shining down on the player (Reap as you sow *cough*). As mentioned, it is a sprawling city mission with lots of exploring that I hope will satisfy you! So DeTeEff gives to you: Who Watches The Watcher? ver 1.0 https://drive.google.com/file/d/1YYoJJnxr2UbGxemTR-WoWmH64fbazusH/view?usp=sharing The night is creeping over Bridgeport. You squint in the street lights as you trot down the small alley to where you're about to meet your contact. As a man who straddles the line between lawful and outlaw, it's not often you have peaceful interactions with the City watch but as you're about to learn, this time they have more problems on their hands than to deal with petty thieves like yourself. You see the trademark silhouette of a City watch helmet approaching and you make a last take of your immediate surroundings, should you have to flee if things get awry. The guard presents himself as Albert and you listen carefully to his story and you quickly realise that you don't have much to fear from this man; The Citywatch has wrestled with some internal problems lately with missing reports and evidence that disappear. Albert strongly believes they have a mole on the inside that works for the Greynard RoughBoys; a band of ruthless thugs that doesn't hesitate to maim anyone who oppose them. You learn that he thinks the mole is no other than a Sergeant named Clerwick. Your mission will be to find this man, and collect intelligence on his doings for the night. And as it is payday, you should of course also help the inhabitants to carry some of their heavy purses. Mission type: Creepy elements? Undead? Spiders? Thanks to: My wonderful girlfriend who endures my constant talking about mapping and for helping me with readables and story design and some voice lines. Dragofer - Scripting help Springheel - All those modules Sotha - Hangman model Henrik Swenson for providing some ambients Digiffects Sound Library for some custom sound bites Betatesters: Acolytesix Datiswous Duzenko Jaxa Mezla Nort Prjames Shadow Thebigh Wellingtoncrab Wesp5 And a big thank you to the community for keeping the mod alive! I hope I haven't forgotten anyone... Known bugs: -The AI in TDM is inaccurate in some ways. They will sometimes behave strangely when returning to their original routes after being alerted, like sitting on chairs in weird ways or turning in places, especially if they meet another AI in narrow places. I have done my best to adjust these weird behaviours but with the complexity of everything that's going on and the player making different desicions/noise, it's probably impossible to adjust for everything. I believe I have ironed out the last wrinkles I can, with respect to my knowledge/skills. -Frobbing out of boxes/chests/drawers has always been a pain but I think this is largely an error within the code and how frobing works as the frob highlight wants to lock onto the box itself and not its contents. -There seems to be some kind of bug with the skybox, especially in places where there is water reflections present; The Sky/water volume switch between an opaque variant to a more translucent one. Neither is straight up ugly, but it's jarring to see the sky switch (as it seems randomly). I don't know what is causing this, and I have decided to let this one pass (if any players knows what is causing this, please let me know so can I squash this annoying bug. PLEASE POST ANY QUESTIONS/SPOILERS IN SPOILER BRACKETS
  22. 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.
  23. 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.
  24. DarkRadiant already offers a lot of features to make things easier for mappers by simplifying and automating certain tasks. Even so creating a map takes a huge amount of time due to how much there is to do overall. When mapping I noticed a huge amount of time is spent on positioning stuff: You right-click in a 2D viewport, go in a menu to spawn your entity, then need to find it and drag it around from at least two different views to place it where it needs to be in all three dimensions... often having to search in a mess of overlapping lines to even find the selection you're working with. Some shortcuts like "floor selection" offer limited help afterward, but even then you usually need to select the wall so you can see the red outline and be sure on how much you need to move that item so it correctly rests against the surface. I was thinking of a method that could make this a lot easier: Allow placing entities from the 3D viewport as well, based on the distance and direction projected from the view to the spot where you clicked. So let's say you're looking at a brush wall: You click on its surface and get the same menu as in the 2D viewport (eg: Create entity). Once you insert that item, it's automatically positioned so its back rests against that wall (total bounding box), the item also rotated to face toward the camera (in 90 or 45 degree increments). Every wall will need to be accounted for if you're placing your item over an edge or in a corner, ensuring the object fits neatly against all brushes its model's box intersects. This could help a lot by not making the mapper need to move and rotate everything manually except for small adjustments. In the 2D viewport it's difficult to guess where an item will appear since you don't know its size, plus you still need to go in another 2D viewport to position it in the 3rd dimension not covered by the viewport you spawned it from. This will require math to do line tracing as well as calculating surface / box intersections, but I'm hoping it's doable and some of the code may already exist. One obvious thing worth pointing out: A normal right-click in the 3D view is used to grab the camera and go into mouselook which we wouldn't want to change. This would need to be implemented as a combination, prolly either control + right-click or shift + right-click. What do you think about this idea?
  25. The problems with the lightening texture has vanished, moreover, the camera screens work now perfectly, I had here and there strange results (glass texture not showing up, lights do not show up) in 2.11 and the previous beta. Thank you @stgatilov
×
×
  • Create New...