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  1. Hello, all. This thread is meant as a follow-up companion piece to my previous thread listing royalty-free music by Kevin MacLeod that could be usable for new missions for The Dark Mod. In this thread, I take a slightly different approach. Instead of focusing on one author and his royalty-free music, I'll be writing an ever-expanding list of songs, compositions tracks and ambients by various musical artists that could come in useful for mission makers working on FMs for TDM. Aside from ambient music for background atmosphere, I'll also be listing some historical music and compositions from the real world's ca 14th-17th century that are in the public domain and could be used as background music in your missions, provided that someone does a royalty-free recording of them (i.e. not released on some payed-for album, but at most a royalty-free album or online collection/archive). Please note that, though I will try to provide you with links to royalty-free versions of historical compositions in particular, I sometimes might not be sure of the status of some of these recreations/recordings and you'll have to snoop around for their royalty-free status on your own. However, if you do confirm that, e.g. some freelance artist recorded a well-known 16th century piece of music, and is giving it away royalty-free, possibly with the only necessity being attribution, then please let me know and I'll include any download links and the details concerning necessary attribution. Thank you ! And now, it's time to begin... ---- Royalty-free ambients As in "free to distribute and use (though possibly with attribution)", not necessarily "free of the TDM universe royalty". Free Music Archive (FMA) From his particular website, I'll only be including tracks that have broad Creative Commons licenses or free licenses, and tracks that are suited to both Non-commercial and Commercial use. In other words, largelly CC BY 4.0 and CC BY 4.0 Deed. It's better to search for ambients and tracks that are more lenient with their licenses. Lee Rosevere - All the Answers - Awkward Silences (B) - Baldachin - Betrayal - Compassion (keys version) - Delayed Reaction - Edge of the Woods (kind of too modern sounding in parts, but maybe you could find a use for it á la some of the old grungy-sounding ambient tunes in Thief) - Expectations - Everywhere (sounds like a calm but moody mansion ambient to me) - Gone - Her Unheard Story - It's A Mystery - Not Alone - Old Regrets - Reflections - Slow Lights - Snakes - Something To Fill The Space - Thoughtful (especially the first half to first two thirds, before the more electronic beat kicks in) - The Long Journey - The Nightmare - The Past - Time to Think - Under Suspicion (maybe the bit between 2:26 and 2:48 would be the best for a tension sting, the rest sounds a bit too modern spy-fi for the TDM setting) - What's in the Barrel ? - You're Enough (A) - Maarten Schellekens - A Bit of Discomfort - Daydream - Deliverance - Free Classical Theme (arguably more like for an SF film with classical music portrayed electronically, but not bad) Salakapakka Sound System - Aiti, joku tuijottaa meita metsasta - Holle - Kadonnut jalkia jattamatta - Privatomrode i Vasteros - Syttymissyy tuntematon 1 - Syttymissyy tuntematon 2 Sawako albums - 098 (ambient for background humming and buzzing, perhaps machinery, electricity, industrial ambience, etc.) - Billy Gomberg Remix - If You're Ther (odd city ambience, between moody music and city background ambience, mild background thumping) - Lisbon ambience (maybe usable as background ambience in some mission set at a more Mediterranean city) - Mizuame (Sawako Sun) (could work as ambience for a larger baths or spa hall, with the sound of water, and human voices occassionally heard in the background) - November 25, 2007 - Snowfall - Spring Thaw - Tim Prebble Remix - UNIVERSFIELD - A Beatiful Sky (this track would actually be good for a church or cathedral interior) - A Calm Soulful Atmosphere For A Documentary Film (calm but somewhat mysterious ambient, reminds me of some of the Dishonored ambients) - A Grim Horror Atmosphere - A Music Box With A Tense Atmosphere - Atmosphere for Documentaries (rather suspensful ambient with an undertone of woodwind instruments) - Background Horror Tension - Beautiful Relaxing Ambient (a calmer ambient that's good for a location with some degree of grandeur or one that provides relief to the player) - Blood-chillingly Creepy Atmospheres - Bloody - Cloaked in Mystery - Corpse Rot - Crime City - Dark Background - Deep Space Exploration (has a nice atmosphere of mystery and exploration) - Drifting in Harmony (calm but suspensful ambient) - Embrace of the Mist - Exoplanet (mysterious ambient, could work for various environments) - Exploring the Cursed Cemetery (short, fifteen second tension sting with piano) - Evening Meditation In The Open Air (could work for a number environments during evening hours) - Fading Memories - Gloomy Atmosphere for Documentaries - Gloomy Reverie - Grim Atmosphere - Horror Atmosphere (Version 2) - Horror Background Atmosphere 6 - Horror Background Atmosphere for Horror and Mystical - Horror Background Atmosphere for Scary Scenes - Horror Background Atmosphere for Suspensful Moments (1) - Horror Background Atmosphere for Suspensful Moments (2) - Horror Dark Atmosphere (Version 1) - Horror Music Box - Intergalactic Ambience (good calm theme of mystery and wonder) - In the Embrace of Darkness - Mars (suspensful ambient for a suspensful location, with a metallic undertone in its melody) - Meditation in Nature (aside from outdoor environments, could work in a number of other environments as well) - Melodies of Fear - Midnight Secrets - Mild Heaven (a calm ambient, maybe could work for night time city streets and city rooftops) - Moment of a Dream (suspensful theme, hopefully not too electronic in undertone) - Mysterious Passerby - Mystery Atmosphere - Mystery Horror - Mystery House - Mystical Dark Atmosphere - Nebula Soundscape (sounds like a good ambient for outdoor or cave environments or maybe even churches and city rooftops) - Ominous Criminal Atmosphere - Sad Emotional Piano for Documentary Films - Scary Dark Cinematic For Suspensful Moments - Scary Horror Atmosphere - Sinister Mystery - Sinister Piano Melodies (short, fifteen second tension sting with piano) - Siren's Call (I feel this one has more limited uses, though maybe it could work for suspense in an industrial environment) - Soothing Serenade (calm, soothing ambient, with a slight hint of mystery, could work for several types of environments) - Soothing Soundscapes (calm, soothing ambient, with a slight hint of mystery, could work for several types of environments) - Spooky Hallway - Suspense Atmosphere Background - Tense Dark Background - Tense Horror Atmosphere - Tense Horror Background Atmosphere - The Box of Nightmares - This Sunset (good for an evening or night time ambient, even includes subtle cricket chirping sounds) - Tropical Escapes (good for an outdoor environment with a waterfall, flowing stream or falling rain) Many of these tracks by UNIVERSFIELD are quite short, about a minute or slightly under a minute, but good as tension-building themes or as suspensful ambients. ---- Historical background music - lute and similar string instruments La Rossignol ("The Nightingale"} - a Renaissance era piece, anonymous composer. This one was written as an instrumental duet for two musicians. So, if you'd use this for a scene of AI characters playing their instruments, you should use two such characters for added believability. Here's what the composition sounds like when played as a duet on: - lute (obviously the most medieval/Renaissance instrumentation) - acoustic guitar (example 1) and acoustic guitar (example 2) - 11-string guitar what it sounds when played as a duet on an 11-string guitar - licensed album version (presumably lute) If you find any royalty-free version in good quality, let me know. Lachrimae ("Tears", sometimes known as "Seven Teares") by John Dowland - another Elizabethan era piece, by a 16th-17th century composer. Various reconstructions: - on lute (example solo performance at the Metropolitan Museum) - on lute, with vocal accompaniment (lutist and female soprano) - on lute, violas, and other (six musician ensemble performance) - on viola da gamba (five musician ensemble performance) Lachrimae Pavan ("Teary Pavane / Pavane of the Tears") by John Dowland - a variation on the previous composition, for the Renaissance pavane style dance. Various reconstructions: - on lute - on acoustic guitar (example 1), (example 2), (example 3) Again, I'd like to find a royalty-free version of these two compositions. Frog Galliard - one more by Dowland, for now. Another composition for a Renaissance dance style, the galliard. Reconstructions: - on lute (solo performance) - on lute, deeper sound (solo performance) - on acoustic guitar (example 1), (example 2), (example 3) Royalty-free version would be appreciated. Greensleeves - by an anonymous 16th century author, quite possibly a folk song of the era. Trust me, you know this one, even if you don't know the name. It's one of the most well-known bits of Renaissance secular and courtly music in the popular imagination. (Trust me, it's been referenced in everything. Even the first Stronghold game from the early 2000s had an in-game character sing a made-up ditty to the tune/melody of this song.) Reconstructions: - on lute (solo performance) - classical guitar (solo performance) - acoustic guitar (solo performance) I bet there's a royalty-free version of this one somewhere. I'll snoop around, and if you find one before I do, let me know. In taberna quando sumus ("When we are at the tavern") - anonymous period song from the 14th century, of Goliard origin. Written and sung entirely in Latin (so if you can explain Latin within the TDM setting or use only an instrumental version, go for it). An unabashed drinking song, you could use this for more rascally Builder priests/monks or for various commoners and lower-ranking noblemen while they're having a good time at the inn. A pretty well-known song even nowadays (though the most famous melody for it might be the more recent arrangement). Reconstructions: - example performance 1 - example performance 2 Again, an entirely royalty-free version of this one could come in handy. Historical background music - by Jon Sayles Jon Sayles is a musician who runs the Free Early and Renaissance Music website. His recordings are in .mp3 format (so you will need a conversion to .ogg) and Sayles has made them all freely available. The instrument he used for his musical reconstructions is the classical guitar. Some examples of Sayles' reconstructions of period music by anonymous or known authors: Saltarello, based on the late-medieval and Renaissance dance tune from Italy Madrigal by Anthony Holborne Al fonsina by Johannes Ghiselin Ich weiss nit by Ludwig Senfl So ys emprentid by John Bedyngham, mid-1400s Riu, riu, chiu, famous 15th century Spanish Christmas carol Fantasia, by Orlando Gibbons, late 16th and early 17th century Die Katzenpfote, German-speaking lands, anonymous author, 15th century A gre d'amors, 14th century, anonymous French author Nightengale (unrelated to La Rossignol), by Thomas Weelkes El Grillo, 15th to early 16th century composition by Josquin des Prez The Witches' Dance, by anonymous, Renaissance English composition Ma fin est mon comencement, by 14th century composer Guillame de Machaut In Nomine, late 15th and early 16th century composition by John Taverner Ricercare ("ricker-caré", nothing to do with rice or care), by Adrian Willaert Fantasia by Thomas Lupo, 16th-17th century English composer The Nite Watch, composed by Anthony Holborne - appropriate for TDM Plenty more where these came from... Historical background music - from the A-M Classical website This website offers plenty of freely available, royalty-free .mp3s of early and classical musical compositions and instrumental songs. The only thing you need to do is provide attribution, as everything on the site is via a Creative Commons license (this is noted on every page). Counting Christmas songs from the Middle Ages and Renaissance alone, I was able to download loads of them already years and years ago. Though they're far from epic recordings, if you're just looking for a competently done free version of these compositions, this is an excellent site. A few examples of medieval music from the A-M Classical site: Angelus ad Virginem (played quietly on organ), Diex soit en cheste maison by Adam de la Halle (organ and other instruments), Greensleeves (this is for a carol version of the lyrics, but the melody is the same as standard Greensleeves) Historical background music - by Vox Vulgaris The Swedish band/ensemble Vox Vulgaris aren't very active nowadays, but they did plenty of early music recording in the early-to-mid 2000s. From what I've read about their song releases, they're okay with others using the songs from their 2003 album and other material they've done. I don't know if their website is still around (there's an archived version) and whether you can still contact the band members, but if you'd like to be extra sure and ask, go ahead. I don't think they've changed their copyleft stance to their own works, but it pays off to be sure. So, here are some of VV's own takes on period music: Cantiga 166 - based on the eponymous song (full title "Cantiga 166 - Como póden per sas culpas (os homés seer contreitos)"), by Spanish composer Alphonso X from the 13th century (yes, king Alphonso X ! They didn't call him Alphonso the Learned for nothing). To provide you with a point of comparison, here, here and here are versions by other artists. (If I remember correctly, this particular VV song was also used by moonbo in his Requiem FM, as part of an inn's muffled background music. I did a real double-take when I played the mission for the first time and recognised it.) Cantiga 213 - based on the eponymous song (full title "Cantiga 213 - Quen sérve Santa María, a Sennor mui verdadeira"), again by Spanish composer, king Alphonso X from the 13th century. To provide you with a point of comparison, here and here are versions by other artists. Saltarello - based on the well-known melody for the Italian late-medieval Renaissance dance, the saltarello (also the saltarello trotto specifically in this case). To provide you a point of comparison, here and here are versions by other artists. La Suite Meurtrière - I can't quite source this one, it might be their own original composition, though "in the style of" some particular period music. Rókatánc (Fox Dance) - this is a really wild bit of period dance and festive music, possibly Hungarian-inspired, given the name. I think this would fit both a tavern environment or some public event for the nobility and patricians, including an armed sparring tournament or similar. Final note from me New suggestions are always welcome as I expand this thread. For any suggestions concerning Kevin MacLeod's royalty-free music, please use the other thread I've already made, purely for listing MacLeod's stuff.
  2. As everyone know, right now we have both stencil shadows and shadow maps in the engine, and the player is mostly free to choose whichever he likes more. Due to the reasons I provide below, stencil shadows will most likely be dropped in some future, but that future is definitely not here yet. Unlike shadow maps, stencil shadows do not support: Alpha-tested shadow occluders. Shadows on translucent surfaces. Volumetric lights with account for shadows. Soft shadows with contact hardening. Point 4 can be ignored, point 3 has an automatic workaround by forcing lights with volumetrics to shadow maps. Points 1 and 2 result in major difference in behavior between the two modes. For the reference, we have one more technical difference: Front faces cast shadows in shadow maps mode, but don't cast them in stencil shadows mode. I recall how initially volumetric lights had their shadows disabled in stencil shadows mode, and mappers were not happy because that's a big difference in behavior. One issue was that every mission has to be beta-tested in both modes. That's why right now I mostly follow the same strategy: Alpha-testing is disabled when rendering shadow maps (since 2.12), unless you enable r_shadowMapAlphaTested. Shadows are disabled on translucent objects (since today's 2.13 dev build), unless you enable r_shadowMapOnTranslucent. I wonder if this is still what majority of the mappers think is best?
  3. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  4. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  5. I tried the script on the core assets, and find an interesting case called textures/darkmod/metal/flat/tiling_1d/gen_smooth_gold01 This material has time-dependent envmap color: { blend add maskalpha cubeMap env/gen1 red sintable[time*0.1] green sintable[time*0.1] blue sintable[time*0.1] texgen reflect } I wonder whether it was intentional or not. Here is how it looks: I suppose it would be worthwhile to manually review the modified materials, because in some cases the color adjustment was actually meaningful...
  6. Hello sneaksie taffers! I'm very pleased to release a new map, named Down and Out on Newford Road. Our kleptomaniac protagonist has found himself without his gear after a job gone wrong and is now stuck in a strange part of town with few friends to call on. It's a smallish-to-medium city exploration map with several intricate parts to deal with. In keeping with the "connections" theme there are usually multiple ways in and out of the various City sections. This is a Christmas Connections contest entry. For my connections to previous missions I have chosen two of the oldest missions in the archive: The silly Builders from the Outpost north of Bridgeport are making another attempt to manufacture a golden holy symbol. Has the Bishop learned his lesson from last time? ...because the one man still willing to talk to you wants you to steal it before he'll help you out. This contact is none other than Hamill, the fence from the first FM of them all. Thieves with a talent for exploration and an eye for hidden secrets might come across a sneaksie reference to my first mission The Factory Heist. Here and there are also bits of foreshadowing for my upcoming mission, tentatively called A House Call. And of course I had to work in a tribute to the greatly missed Grayman, also findable by players with a passion for discovering secret areas. ---- ---- This mission would be much uglier, buggier, disorganised, and z-fightier without my kind beta testers: ate0ate, datiswous, JackFarmer, and Kingsal. There were also useful comments from Dragofer, wesp5, and madtaffer. I am very grateful to them for their hard work and attention to detail. ---- Here is the link to the mission: Down and Out on Newford Road --(!!TDM 2.10 v 8 BETA REQUIRED!!)-- I'm also including some promo shots for the downloader: Promos ---- Enjoy and thanks for playing!
  7. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  8. TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/

     

  9. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
  10. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  11. DarkRadiant 3.1.0 is ready for download. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.1.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 3.0.0 Feature: DR doesn't consider wildcards in skins Feature: Reload Images eature: Texture Tool free scale Feature: Add "Show Definition" to all ResourceTreeView instances Fixed: "Reload Defs" doesn't remove entities that have been commented out Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions Fixed: Reload Defs is not sufficient for reloading modelDefs Fixed: Models are reset to origin after reloadDecls Fixed: Skin Chooser doesn't preselect non-matching skins Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader Fixed: Unable to select func_emitter with particle attached Fixed: Particle Editor Preview lacks vertex colours in lighting mode Fixed: Particle effects still visible when hidden via layers or filter Fixed: Entities referring to modelDefs should use the "idle" pose where possible Fixed: DR does not parse materials in def files Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values Improvement: Skin Chooser: show in which .skin file the skin is defined Improvement: Declaration Block Parsing overhauled Improvement: Python Interface for IDeclarationManagerImprovement: leave player start entity selected after placemen Improvement: Let Map Info show materials used by models Improvement: Renaming Declarations causes problems when saving it later Improvement: Light Texture Preview should display editor images if present Improvement: Remove comments about particle generator in .prt files Material Editor: New Material is locked if the default unnamed name is already in use Material Editor: allow to delete materials Material Editor: image browser's "cancel" button rewrites the material source text Material Editor: does not save manual edits to source text Material Editor: should show .mtr the material is defined in Material Editor: after "Reload Images", image previews are only updated when selecting a different material Material Editor: suboptimal preview for cubeMap materials Material Editor: preview object doesn't have smooth shading Material Editor: preview doesn't take "scale" into account in Textured Mode Material Editor: blend add stages are rendered separately in preview in lighting mode Material Editor: test frob highlight button not working Material Editor: doesn't remember settings from previous session Material Editor: image thumbnails use "scale" keyword from previously selected material Material Editor: frob highlight stage not updated correctly when changing diffusemap Material Editor: using Escape to close ignores unsaved changes Material Editor: Global Settings should be preselected Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field Material Editor: new materials always sorted last Material Editor: filter for image browser Material Editor: can't unlock editing on materials in "Other Materials" folder Material Editor: tries to save materials in DarkRadiant folder if no FM is installed Material Editor: allow to change preview backgroun Material Editor: preview renders shadows for noshadows materials 'Export selected as Collision Model' doesn't auto-create path folder and throws error Model exporter: manually enter export origin Model exporter: export origin choice should use a radio button Model exporter: only 1 entity's model is reloaded Model exporter: "Use entity origin as export origin" still uses map origin Model exporter: rename "Center Objects around Origin" The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  12. Thanks. No scripts were harmed in the making of this. It's pretty simple to do because of the broken and brake spawn args. 1. It does distinguish, but I don't even know why It must be a property inherent in the glass material. 2. Good question, I'll have to get back to you. 3. I don't know how to use skins. OK, I tested it on a stock model. That doesn't work. If you use the same model for "broken", but just change the skin in the properties, it also applies the skin to the unbroken model (and vice versa). Oh, I just discovered you don't even need to put a stim/response on the arrow. It automatically breaks glass when you add the break and broken spawn arg on the object (you still need to make a broken model of course). Isn't that handy?
  13. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here.
  14. Sorry for forgetting that, pasted below. I suspected that alphabetical pk4 loading order might be a cause, however I'm inclined to doubt it as the default TDM pk4's start with "tdm_" whereas mine start with "tdmu_" which my file browser lists after in alphabetical sorting mode. Anyway I assume that in a worst case scenario, I can define a def that replaces TDM classes with my classes that FM's for my mod will have to include. However that's a messy solution, so I'm hoping it won't be necessary and I can use a custom player entity or worldspawn argument as indication for this... sadly "player_spawnclass my_class" didn't work yet and I'd like to know why. clusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_A RB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_s eparate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_f loat GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_ float GL_ARB_texture_rectangle GL_ATI_texture_compression_3dc GL_EXT_packed_flo at GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_co mpression_rgtc GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_text ure_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_frameb uffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ARB_ve rtex_array_object GL_ATI_separate_stencil GL_ATI_texture_mirror_once GL_EXT_dra w_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_a rray GL_EXT_texture_compression_latc GL_EXT_texture_integer GL_EXT_texture_sRGB _decode GL_EXT_timer_query GL_OES_EGL_image GL_AMD_performance_monitor GL_ARB_c opy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_ve rtex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_t exture_swizzle GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle GL_EXT_vertex_ar ray_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_AMD_draw_buffers _blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_ARB_ ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_bu ffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL _ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading G L_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_stencil_export GL_ ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_A RB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_AR B_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_ATI_meminfo GL_EXT _provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_textur e_barrier GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_ob jects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_texture_compres sion_bptc GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedba ck3 GL_NV_vdpau_interop GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_comp ression_dxt5 GL_ARB_base_instance GL_ARB_compressed_texture_pixel_storage GL_AR B_conservative_depth GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL _ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_langu age_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_ARB_trans form_feedback_instanced GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_trans form_feedback GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arra ys_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_framebuffer_no_attachments GL_ARB_inva lidate_subdata GL_ARB_program_interface_query GL_ARB_robust_buffer_access_behav ior GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil _texturing GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_AR B_texture_view GL_ARB_vertex_attrib_binding GL_KHR_debug GL_KHR_robustness GL_A MD_pinned_memory GL_ARB_bindless_texture GL_ARB_buffer_storage GL_ARB_clear_tex ture GL_ARB_compute_variable_group_size GL_ARB_internalformat_query2 GL_ARB_mul ti_bind GL_ARB_query_buffer_object GL_ARB_seamless_cubemap_per_texture GL_ARB_s hader_group_vote GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL _ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_NVX_gpu_memory_in fo GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_get_texture_sub_image GL_ARB_pipeline_statisti cs_query GL_ARB_shader_texture_image_samples GL_ARB_texture_barrier GL_EXT_poly gon_offset_clamp GL_KHR_context_flush_control GL_KHR_robust_buffer_access_behav ior GL_ARB_shader_atomic_counter_ops GL_ARB_shader_clock GL_KHR_no_error GL_MES A_shader_integer_functions ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ dlopen(libasound.so.2) asoundlib version: 1.1.4.1 Alsa is available ------ Alsa Sound Initialization ----- opened Alsa PCM device default for playback device buffer size: 5461 frames ( 21844 bytes ) allocated a mix buffer of 16384 bytes -------------------------------------- Checking portable OpenGL extensions... v - using GL_ARB_multitexture v - using GL_ARB_texture_env_combine v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_env_dot3 v - using GL_ARB_texture_env_add v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression v - using GL_EXT_texture_compression_s3tc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_texture3D v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate X - GL_NV_register_combiners not found v - using GL_ATI_fragment_shader v - using GL_ARB_vertex_buffer_object v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program v - using EXT_depth_bounds_test v - using ARB_pixel_buffer_object ---------- R_NV20_Init ---------- Not available. ----------- R200_Init ----------- GL_NUM_FRAGMENT_REGISTERS_ATI: 6 GL_NUM_FRAGMENT_CONSTANTS_ATI: 8 GL_NUM_PASSES_ATI: 2 GL_NUM_INSTRUCTIONS_PER_PASS_ATI: 8 GL_NUM_INSTRUCTIONS_TOTAL_ATI: 16 GL_COLOR_ALPHA_PAIRING_ATI: 1 GL_NUM_LOOPBACK_COMPONENTS_ATI: 3 GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: 3 FPROG_FAST_PATH --------------------- ---------- R_ARB2_Init ---------- Available. --------------------------------- ----- R_ReloadARBPrograms ----- glprogs/test.vfp glprogs/test.vfp glprogs/interaction.vfp glprogs/interaction.vfp glprogs/bumpyEnvironment.vfp glprogs/bumpyEnvironment.vfp glprogs/ambientLight.vfp glprogs/ambientLight.vfp glprogs/shadow.vp glprogs/R200_interaction.vp glprogs/nv20_bumpAndLight.vp glprogs/nv20_diffuseColor.vp glprogs/nv20_specularColor.vp glprogs/nv20_diffuseAndSpecularColor.vp glprogs/environment.vfp glprogs/environment.vfp glprogs/test_direct.vfp glprogs/test_direct.vfp glprogs/interaction_direct.vfp glprogs/interaction_direct.vfp glprogs/soft_particle.vfp glprogs/soft_particle.vfp glprogs/cubic_light_point.vfp glprogs/cubic_light_point.vfp glprogs/cubic_light_proj.vfp glprogs/cubic_light_proj.vfp glprogs/test_cubic_light_point.vfp glprogs/test_cubic_light_point.vfp glprogs/test_cubic_light_proj.vfp glprogs/test_cubic_light_proj.vfp glprogs/ambient_cubic_light.vfp glprogs/ambient_cubic_light.vfp ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem Font fonts/english/stone in size 12 not found, using size 24 instead. gamex86 - Found SO in EXE path with timestamp of 1485493218 - /home/mircea/Game s/Quake/TheDarkMod/darkmod/gamex86.so gamex86 - Found SO in pak file with timestamp of 1485493218 - /home/mircea/Game s/Quake/TheDarkMod/darkmod/tdm_game02.pk4/gamex86.so gamex86 - SO in EXE path is newer, ignoring SO in pak file Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV game using generic code for SIMD processing. --------- Initializing Game ---------- The Dark Mod 2.05, code revision 6757 Build date: Jan 15 2017 WARNING:file def/tdmu_player_agent.def, line 785: entityDef 'atdm:player_thief' previously defined at def/tdm_player_thief.def:843 WARNING:file def/tdmu_player_agent.def, line 816: entityDef 'info_player_start' previously defined at def/tdm_player_thief.def:897 WARNING:file def/tdmu_player_agent.def, line 835: entityDef 'info_player_telepo rt' previously defined at def/tdm_player_thief.def:910 WARNING:file def/tdmu_weapon_arrow.def, line 79: model 'viewmodel_arrow' previo usly defined at def/tdm_weapon_arrow.def:61 WARNING:file materials/tdm_epi_shader.mtr, line 425: material 'transformer_gaug e' previously defined at materials/tdm_epi_shader.mtr:300 WARNING:file materials/tdm_epifire_furniture.mtr, line 35: material 'leather_ch air_001' previously defined at materials/tdm_epi_shader.mtr:701 WARNING:file materials/tdm_ex.mtr, line 1134: Expecting '{' but found '-' WARNING:file materials/tdm_ex.mtr, line 1171: Expecting '{' but found '-' WARNING:file materials/tdm_ex.mtr, line 1208: Expecting '{' but found '-' WARNING:file materials/tdm_stone_natural.mtr, line 2065: material 'textures/dar kmod/stone/natural/rough_greyblue01' previously defined at materials/tdm_stone_ flat.mtr:2139 WARNING:file materials/tdmu_ex.mtr, line 14: material 'textures/darkmodule/ex/b ase/base_crete01blue' previously defined at materials/tdm_ex.mtr:1 WARNING:file materials/tdmu_ex.mtr, line 25: material 'textures/darkmodule/ex/b ase/base_crete01red' previously defined at materials/tdm_ex.mtr:39 WARNING:file materials/tdmu_ex.mtr, line 36: material 'textures/darkmodule/ex/b ase/base_crete01' previously defined at materials/tdm_ex.mtr:75 WARNING:file materials/tdmu_ex.mtr, line 47: material 'textures/darkmodule/ex/b ase/base_crete02' previously defined at materials/tdm_ex.mtr:111 WARNING:file materials/tdmu_ex.mtr, line 58: material 'textures/darkmodule/ex/b ase/base_crete03' previously defined at materials/tdm_ex.mtr:147 WARNING:file materials/tdmu_ex.mtr, line 70: material 'textures/darkmodule/ex/b ase/base_metal01' previously defined at materials/tdm_ex.mtr:183 WARNING:file materials/tdmu_ex.mtr, line 82: material 'textures/darkmodule/ex/b ase/base_metal02' previously defined at materials/tdm_ex.mtr:220 WARNING:file materials/tdmu_ex.mtr, line 94: material 'textures/darkmodule/ex/b ase/base_metal03' previously defined at materials/tdm_ex.mtr:257 WARNING:file materials/tdmu_ex.mtr, line 106: material 'textures/darkmodule/ex/ base/base_metal04' previously defined at materials/tdm_ex.mtr:294 WARNING:file materials/tdmu_ex.mtr, line 118: material 'textures/darkmodule/ex/ base/base_metal05rust' previously defined at materials/tdm_ex.mtr:331 WARNING:file materials/tdmu_ex.mtr, line 130: material 'textures/darkmodule/ex/ base/base_metal06rust' previously defined at materials/tdm_ex.mtr:368 WARNING:file materials/tdmu_ex.mtr, line 142: material 'textures/darkmodule/ex/ base/base_metal07rust' previously defined at materials/tdm_ex.mtr:405 WARNING:file materials/tdmu_ex.mtr, line 154: material 'textures/darkmodule/ex/ floor/floor_clang01b' previously defined at materials/tdm_ex.mtr:442 WARNING:file materials/tdmu_ex.mtr, line 166: material 'textures/darkmodule/ex/ floor/floor_clang01' previously defined at materials/tdm_ex.mtr:479 WARNING:file materials/tdmu_ex.mtr, line 177: material 'textures/darkmodule/ex/ floor/floor_crete01b' previously defined at materials/tdm_ex.mtr:516 WARNING:file materials/tdmu_ex.mtr, line 188: material 'textures/darkmodule/ex/ floor/floor_crete01_phoenixb' previously defined at materials/tdm_ex.mtr:552 WARNING:file materials/tdmu_ex.mtr, line 199: material 'textures/darkmodule/ex/ floor/floor_crete01_phoenix' previously defined at materials/tdm_ex.mtr:588 WARNING:file materials/tdmu_ex.mtr, line 210: material 'textures/darkmodule/ex/ floor/floor_crete01' previously defined at materials/tdm_ex.mtr:624 WARNING:file materials/tdmu_ex.mtr, line 229: material 'textures/darkmodule/ex/ floor/floor_grate01' previously defined at materials/tdm_ex.mtr:660 WARNING:file materials/tdmu_ex.mtr, line 248: material 'textures/darkmodule/ex/ floor/floor_grate02' previously defined at materials/tdm_ex.mtr:704 WARNING:file materials/tdmu_ex.mtr, line 267: material 'textures/darkmodule/ex/ floor/floor_grate03' previously defined at materials/tdm_ex.mtr:748 WARNING:file materials/tdmu_ex.mtr, line 286: material 'textures/darkmodule/ex/ floor/floor_grate04' previously defined at materials/tdm_ex.mtr:792 WARNING:file materials/tdmu_ex.mtr, line 298: material 'textures/darkmodule/ex/ floor/floor_metal02' previously defined at materials/tdm_ex.mtr:836 WARNING:file materials/tdmu_ex.mtr, line 310: material 'textures/darkmodule/ex/ floor/floor_panel01' previously defined at materials/tdm_ex.mtr:873 WARNING:file materials/tdmu_ex.mtr, line 322: material 'textures/darkmodule/ex/ floor/floor_rnd01' previously defined at materials/tdm_ex.mtr:910 WARNING:file materials/tdmu_ex.mtr, line 334: material 'textures/darkmodule/ex/ floor/floor_rnd02' previously defined at materials/tdm_ex.mtr:947 WARNING:file materials/tdmu_ex.mtr, line 346: material 'textures/darkmodule/ex/ floor/floor_simple05' previously defined at materials/tdm_ex.mtr:984 WARNING:file materials/tdmu_ex.mtr, line 358: material 'textures/darkmodule/ex/ floor/floor_simplines' previously defined at materials/tdm_ex.mtr:1021 WARNING:file materials/tdmu_ex.mtr, line 370: material 'textures/darkmodule/ex/ floor/floor_tile03' previously defined at materials/tdm_ex.mtr:1058 WARNING:file materials/tdmu_ex.mtr, line 382: material 'textures/darkmodule/ex/ floor/floor_tread01' previously defined at materials/tdm_ex.mtr:1095 WARNING:file materials/tdmu_ex.mtr, line 384: Expecting '{' but found '-' WARNING:file materials/tdmu_ex.mtr, line 394: material 'blue' previously define d at materials/tdm_ex.mtr:1134 WARNING:file materials/tdmu_ex.mtr, line 396: Expecting '{' but found '-' WARNING:file materials/tdmu_ex.mtr, line 406: material 'purple' previously defi ned at materials/tdm_ex.mtr:1171 WARNING:file materials/tdmu_ex.mtr, line 408: Expecting '{' but found '-' WARNING:file materials/tdmu_ex.mtr, line 418: material 'red' previously defined at materials/tdm_ex.mtr:1208 WARNING:file materials/tdmu_ex.mtr, line 430: material 'textures/darkmodule/ex/ floor/floor_wrn01' previously defined at materials/tdm_ex.mtr:1243 WARNING:file materials/tdmu_ex.mtr, line 448: material 'textures/darkmodule/ex/ light/light_panel01' previously defined at materials/tdm_ex.mtr:1280 WARNING:file materials/tdmu_ex.mtr, line 466: material 'textures/darkmodule/ex/ light/light_u201' previously defined at materials/tdm_ex.mtr:1323 WARNING:file materials/tdmu_ex.mtr, line 484: material 'textures/darkmodule/ex/ panel/panel_grate01' previously defined at materials/tdm_ex.mtr:1366 WARNING:file materials/tdmu_ex.mtr, line 496: material 'textures/darkmodule/ex/ panel/panel_metal01b' previously defined at materials/tdm_ex.mtr:1409 WARNING:file materials/tdmu_ex.mtr, line 508: material 'textures/darkmodule/ex/ panel/panel_metal01c' previously defined at materials/tdm_ex.mtr:1446 WARNING:file materials/tdmu_ex.mtr, line 520: material 'textures/darkmodule/ex/ panel/panel_metal01' previously defined at materials/tdm_ex.mtr:1483 WARNING:file materials/tdmu_ex.mtr, line 532: material 'textures/darkmodule/ex/ panel/panel_metal02' previously defined at materials/tdm_ex.mtr:1520 WARNING:file materials/tdmu_ex.mtr, line 544: material 'textures/darkmodule/ex/ panel/panel_metal03' previously defined at materials/tdm_ex.mtr:1557 WARNING:file materials/tdmu_ex.mtr, line 556: material 'textures/darkmodule/ex/ panel/panel_metal04' previously defined at materials/tdm_ex.mtr:1594 WARNING:file materials/tdmu_ex.mtr, line 568: material 'textures/darkmodule/ex/ panel/panel_metal05' previously defined at materials/tdm_ex.mtr:1631 WARNING:file materials/tdmu_ex.mtr, line 580: material 'textures/darkmodule/ex/ panel/panel_metalbig04b' previously defined at materials/tdm_ex.mtr:1668 WARNING:file materials/tdmu_ex.mtr, line 592: material 'textures/darkmodule/ex/ panel/panel_metalbig04' previously defined at materials/tdm_ex.mtr:1705 WARNING:file materials/tdmu_ex.mtr, line 604: material 'textures/darkmodule/ex/ panel/panel_q201b' previously defined at materials/tdm_ex.mtr:1742 WARNING:file materials/tdmu_ex.mtr, line 616: material 'textures/darkmodule/ex/ panel/panel_q201c' previously defined at materials/tdm_ex.mtr:1779 WARNING:file materials/tdmu_ex.mtr, line 628: material 'textures/darkmodule/ex/ panel/panel_q201d' previously defined at materials/tdm_ex.mtr:1816 WARNING:file materials/tdmu_ex.mtr, line 640: material 'textures/darkmodule/ex/ panel/panel_q201e' previously defined at materials/tdm_ex.mtr:1853 WARNING:file materials/tdmu_ex.mtr, line 652: material 'textures/darkmodule/ex/ panel/panel_q201' previously defined at materials/tdm_ex.mtr:1890 WARNING:file materials/tdmu_ex.mtr, line 664: material 'textures/darkmodule/ex/ panel/panel_rs01' previously defined at materials/tdm_ex.mtr:1927 WARNING:file materials/tdmu_ex.mtr, line 676: material 'textures/darkmodule/ex/ trim/trim_01' previously defined at materials/tdm_ex.mtr:1964 WARNING:file materials/tdmu_ex.mtr, line 688: material 'textures/darkmodule/ex/ trim/trim_baseboard02' previously defined at materials/tdm_ex.mtr:2001 WARNING:file materials/tdmu_ex.mtr, line 700: material 'textures/darkmodule/ex/ trim/trim_baseboard03' previously defined at materials/tdm_ex.mtr:2038 WARNING:file materials/tdmu_ex.mtr, line 712: material 'textures/darkmodule/ex/ trim/trim_baseboard' previously defined at materials/tdm_ex.mtr:2075 WARNING:file materials/tdmu_ex.mtr, line 724: material 'textures/darkmodule/ex/ trim/trim_horz01' previously defined at materials/tdm_ex.mtr:2112 WARNING:file materials/tdmu_ex.mtr, line 736: material 'textures/darkmodule/ex/ trim/trim_metalsupp01' previously defined at materials/tdm_ex.mtr:2149 WARNING:file materials/tdmu_ex.mtr, line 748: material 'textures/darkmodule/ex/ trim/trim_psimple04' previously defined at materials/tdm_ex.mtr:2186 WARNING:file materials/tdmu_ex.mtr, line 760: material 'textures/darkmodule/ex/ trim/trim_psimple05' previously defined at materials/tdm_ex.mtr:2223 WARNING:file materials/tdmu_ex.mtr, line 772: material 'textures/darkmodule/ex/ trim/trim_simple01' previously defined at materials/tdm_ex.mtr:2260 WARNING:file materials/tdmu_ex.mtr, line 784: material 'textures/darkmodule/ex/ trim/trim_simple03' previously defined at materials/tdm_ex.mtr:2297 WARNING:file materials/tdmu_ex.mtr, line 796: material 'textures/darkmodule/ex/ trim/trim_steptop01' previously defined at materials/tdm_ex.mtr:2334 WARNING:file materials/tdmu_ex.mtr, line 808: material 'textures/darkmodule/ex/ trim/trim_support03' previously defined at materials/tdm_ex.mtr:2371 WARNING:file materials/tdmu_ex.mtr, line 820: material 'textures/darkmodule/ex/ trim/trim_vert01' previously defined at materials/tdm_ex.mtr:2408 WARNING:file materials/tdmu_ex.mtr, line 832: material 'textures/darkmodule/ex/ wall/wall_bigrib02' previously defined at materials/tdm_ex.mtr:2445 WARNING:file materials/tdmu_ex.mtr, line 844: material 'textures/darkmodule/ex/ wall/wall_bplate06' previously defined at materials/tdm_ex.mtr:2482 WARNING:file materials/tdmu_ex.mtr, line 855: material 'textures/darkmodule/ex/ wall/wall_crete01' previously defined at materials/tdm_ex.mtr:2519 WARNING:file materials/tdmu_ex.mtr, line 866: material 'textures/darkmodule/ex/ wall/wall_crete02' previously defined at materials/tdm_ex.mtr:2555 WARNING:file materials/tdmu_ex.mtr, line 877: material 'textures/darkmodule/ex/ wall/wall_crete03b' previously defined at materials/tdm_ex.mtr:2591 WARNING:file materials/tdmu_ex.mtr, line 888: material 'textures/darkmodule/ex/ wall/wall_crete03' previously defined at materials/tdm_ex.mtr:2627 WARNING:file materials/tdmu_ex.mtr, line 900: material 'textures/darkmodule/ex/ wall/wall_des01' previously defined at materials/tdm_ex.mtr:2663 WARNING:file materials/tdmu_ex.mtr, line 912: material 'textures/darkmodule/ex/ wall/wall_metal01b' previously defined at materials/tdm_ex.mtr:2700 WARNING:file materials/tdmu_ex.mtr, line 924: material 'textures/darkmodule/ex/ wall/wall_metal01c' previously defined at materials/tdm_ex.mtr:2737 WARNING:file materials/tdmu_ex.mtr, line 936: material 'textures/darkmodule/ex/ wall/wall_metal01' previously defined at materials/tdm_ex.mtr:2774 WARNING:file materials/tdmu_ex.mtr, line 948: material 'textures/darkmodule/ex/ wall/wall_metal02' previously defined at materials/tdm_ex.mtr:2811 WARNING:file materials/tdmu_ex.mtr, line 960: material 'textures/darkmodule/ex/ wall/wall_metalb01' previously defined at materials/tdm_ex.mtr:2848 WARNING:file materials/tdmu_ex.mtr, line 972: material 'textures/darkmodule/ex/ wall/wall_metalrib01' previously defined at materials/tdm_ex.mtr:2885 WARNING:file materials/tdmu_ex.mtr, line 984: material 'textures/darkmodule/ex/ wall/wall_panel05' previously defined at materials/tdm_ex.mtr:2922 WARNING:file materials/tdmu_ex.mtr, line 996: material 'textures/darkmodule/ex/ wall/wall_panels08b' previously defined at materials/tdm_ex.mtr:2959 WARNING:file materials/tdmu_ex.mtr, line 1008: material 'textures/darkmodule/ex /wall/wall_panels08' previously defined at materials/tdm_ex.mtr:2996 WARNING:file materials/tdmu_ex.mtr, line 1020: material 'textures/darkmodule/ex /wall/wall_pipe' previously defined at materials/tdm_ex.mtr:3033 WARNING:file materials/tdmu_ex.mtr, line 1032: material 'textures/darkmodule/ex /wall/wall_u207' previously defined at materials/tdm_ex.mtr:3070 WARNING:file materials/tdmu_ex2.mtr, line 15: material 'textures/darkmodule/ex2 /base/base_bluepaint' previously defined at materials/tdm_ex2.mtr:1 WARNING:file materials/tdmu_ex2.mtr, line 34: material 'textures/darkmodule/ex2 /base/base_chainlink' previously defined at materials/tdm_ex2.mtr:40 WARNING:file materials/tdmu_ex2.mtr, line 46: material 'textures/darkmodule/ex2 /base/base_metal1' previously defined at materials/tdm_ex2.mtr:84 WARNING:file materials/tdmu_ex2.mtr, line 58: material 'textures/darkmodule/ex2 /base/base_metal2' previously defined at materials/tdm_ex2.mtr:121 WARNING:file materials/tdmu_ex2.mtr, line 70: material 'textures/darkmodule/ex2 /base/base_metal3' previously defined at materials/tdm_ex2.mtr:158 WARNING:file materials/tdmu_ex2.mtr, line 82: material 'textures/darkmodule/ex2 /base/base_metal4' previously defined at materials/tdm_ex2.mtr:195 WARNING:file materials/tdmu_ex2.mtr, line 94: material 'textures/darkmodule/ex2 /base/base_metalmaterial1' previously defined at materials/tdm_ex2.mtr:232 WARNING:file materials/tdmu_ex2.mtr, line 106: material 'textures/darkmodule/ex 2/base/base_stone_metal' previously defined at materials/tdm_ex2.mtr:269 WARNING:file materials/tdmu_ex2.mtr, line 118: material 'textures/darkmodule/ex 2/base/base_yellowpaint' previously defined at materials/tdm_ex2.mtr:306 WARNING:file materials/tdmu_ex2.mtr, line 130: material 'textures/darkmodule/ex 2/floor/floor_1' previously defined at materials/tdm_ex2.mtr:343 WARNING:file materials/tdmu_ex2.mtr, line 142: material 'textures/darkmodule/ex 2/floor/floor_h1' previously defined at materials/tdm_ex2.mtr:380 WARNING:file materials/tdmu_ex2.mtr, line 154: material 'textures/darkmodule/ex 2/floor/floor_h2' previously defined at materials/tdm_ex2.mtr:417 WARNING:file materials/tdmu_ex2.mtr, line 166: material 'textures/darkmodule/ex 2/floor/floor_h3' previously defined at materials/tdm_ex2.mtr:454 WARNING:file materials/tdmu_ex2.mtr, line 178: material 'textures/darkmodule/ex 2/floor/floor_h4' previously defined at materials/tdm_ex2.mtr:491 WARNING:file materials/tdmu_ex2.mtr, line 196: material 'textures/darkmodule/ex 2/floor/floor_metal3' previously defined at materials/tdm_ex2.mtr:528 WARNING:file materials/tdmu_ex2.mtr, line 208: material 'textures/darkmodule/ex 2/floor/floor_plate1' previously defined at materials/tdm_ex2.mtr:571 WARNING:file materials/tdmu_ex2.mtr, line 220: material 'textures/darkmodule/ex 2/floor/floor_plate2' previously defined at materials/tdm_ex2.mtr:608 WARNING:file materials/tdmu_ex2.mtr, line 232: material 'textures/darkmodule/ex 2/floor/floor_r1' previously defined at materials/tdm_ex2.mtr:645 WARNING:file materials/tdmu_ex2.mtr, line 250: material 'textures/darkmodule/ex 2/light/light_1' previously defined at materials/tdm_ex2.mtr:682 WARNING:file materials/tdmu_ex2.mtr, line 268: material 'textures/darkmodule/ex 2/light/light_beam_blue' previously defined at materials/tdm_ex2.mtr:725 WARNING:file materials/tdmu_ex2.mtr, line 286: material 'textures/darkmodule/ex 2/light/light_beam_green' previously defined at materials/tdm_ex2.mtr:768 WARNING:file materials/tdmu_ex2.mtr, line 304: material 'textures/darkmodule/ex 2/light/light_beam_red' previously defined at materials/tdm_ex2.mtr:811 WARNING:file materials/tdmu_ex2.mtr, line 322: material 'textures/darkmodule/ex 2/trim/trim_green2' previously defined at materials/tdm_ex2.mtr:854 WARNING:file materials/tdmu_ex2.mtr, line 334: material 'textures/darkmodule/ex 2/trim/trim_warn1' previously defined at materials/tdm_ex2.mtr:897 WARNING:file materials/tdmu_ex2.mtr, line 346: material 'textures/darkmodule/ex 2/wall/wall_purple1' previously defined at materials/tdm_ex2.mtr:934 Initializing event system ...833 event definitions Initializing class hierarchy ...170 classes, 819672 bytes for event callbacks Initializing scripts /proc/cpuinfo CPU frequency: 3000.02 MHz Compiled 'tdm_ai_lanternbot::startAlarmWhistle': 150.8 ms ---------- Compile stats ---------- Memory usage: Strings: 45, 7152 bytes Statements: 20098, 401960 bytes Functions: 1251, 127656 bytes Variables: 92436 bytes Mem used: 1120356 bytes Static data: 2277552 bytes Allocated: 2826916 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 103 mods in the FM folder. Parsed 109 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: map_tdmu.pk4dir -------- Initializing Session -------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load image: guis/assets/splash/launch WARNING:file def/tdmu_player_agent.def, line 785: entityDef 'atdm:player_thief' previously defined at def/tdm_player_thief.def:843 WARNING:file def/tdmu_player_agent.def, line 816: entityDef 'info_player_start' previously defined at def/tdm_player_thief.def:897 WARNING:file def/tdmu_player_agent.def, line 835: entityDef 'info_player_telepo rt' previously defined at def/tdm_player_thief.def:910 WARNING:file def/tdmu_weapon_arrow.def, line 79: model 'viewmodel_arrow' previo usly defined at def/tdm_weapon_arrow.def:61 WARNING:file materials/tdm_epi_shader.mtr, line 425: material 'transformer_gaug e' previously defined at materials/tdm_epi_shader.mtr:300 WARNING:file materials/tdm_epifire_furniture.mtr, line 35: material 'leather_ch air_001' previously defined at materials/tdm_epi_shader.mtr:701 WARNING:file materials/tdm_ex.mtr, line 1134: Expecting '{' but found '-' WARNING:file materials/tdm_ex.mtr, line 1171: Expecting '{' but found '-' WARNING:file materials/tdm_ex.mtr, line 1208: Expecting '{' but found '-' WARNING:file materials/tdm_stone_natural.mtr, line 2065: material 'textures/dar kmod/stone/natural/rough_greyblue01' previously defined at materials/tdm_stone_ flat.mtr:2139 WARNING:file materials/tdmu_ex.mtr, line 1008: material 'textures/darkmodule/ex /wall/wall_panels08' previously defined at materials/tdm_ex.mtr:2996 WARNING:file materials/tdmu_ex.mtr, line 1020: material 'textures/darkmodule/ex /wall/wall_pipe' previously defined at materials/tdm_ex.mtr:3033 WARNING:file materials/tdmu_ex.mtr, line 1032: material 'textures/darkmodule/ex /wall/wall_u207' previously defined at materials/tdm_ex.mtr:3070 WARNING:file materials/tdmu_ex.mtr, line 106: material 'textures/darkmodule/ex/ base/base_metal04' previously defined at materials/tdm_ex.mtr:294 WARNING:file materials/tdmu_ex.mtr, line 118: material 'textures/darkmodule/ex/ base/base_metal05rust' previously defined at materials/tdm_ex.mtr:331 WARNING:file materials/tdmu_ex.mtr, line 130: material 'textures/darkmodule/ex/ base/base_metal06rust' previously defined at materials/tdm_ex.mtr:368 WARNING:file materials/tdmu_ex.mtr, line 142: material 'textures/darkmodule/ex/ base/base_metal07rust' previously defined at materials/tdm_ex.mtr:405 WARNING:file materials/tdmu_ex.mtr, line 14: material 'textures/darkmodule/ex/b ase/base_crete01blue' previously defined at materials/tdm_ex.mtr:1 WARNING:file materials/tdmu_ex.mtr, line 154: material 'textures/darkmodule/ex/ floor/floor_clang01b' previously defined at materials/tdm_ex.mtr:442 WARNING:file materials/tdmu_ex.mtr, line 166: material 'textures/darkmodule/ex/ floor/floor_clang01' previously defined at materials/tdm_ex.mtr:479 WARNING:file materials/tdmu_ex.mtr, line 177: material 'textures/darkmodule/ex/ floor/floor_crete01b' previously defined at materials/tdm_ex.mtr:516 WARNING:file materials/tdmu_ex.mtr, line 188: material 'textures/darkmodule/ex/ floor/floor_crete01_phoenixb' previously defined at materials/tdm_ex.mtr:552 WARNING:file materials/tdmu_ex.mtr, line 199: material 'textures/darkmodule/ex/ floor/floor_crete01_phoenix' previously defined at materials/tdm_ex.mtr:588 WARNING:file materials/tdmu_ex.mtr, line 210: material 'textures/darkmodule/ex/ floor/floor_crete01' previously defined at materials/tdm_ex.mtr:624 WARNING:file materials/tdmu_ex.mtr, line 229: material 'textures/darkmodule/ex/ floor/floor_grate01' previously defined at materials/tdm_ex.mtr:660 WARNING:file materials/tdmu_ex.mtr, line 248: material 'textures/darkmodule/ex/ floor/floor_grate02' previously defined at materials/tdm_ex.mtr:704 WARNING:file materials/tdmu_ex.mtr, line 25: material 'textures/darkmodule/ex/b ase/base_crete01red' previously defined at materials/tdm_ex.mtr:39 WARNING:file materials/tdmu_ex.mtr, line 267: material 'textures/darkmodule/ex/ floor/floor_grate03' previously defined at materials/tdm_ex.mtr:748 WARNING:file materials/tdmu_ex.mtr, line 286: material 'textures/darkmodule/ex/ floor/floor_grate04' previously defined at materials/tdm_ex.mtr:792 WARNING:file materials/tdmu_ex.mtr, line 298: material 'textures/darkmodule/ex/ floor/floor_metal02' previously defined at materials/tdm_ex.mtr:836 WARNING:file materials/tdmu_ex.mtr, line 310: material 'textures/darkmodule/ex/ floor/floor_panel01' previously defined at materials/tdm_ex.mtr:873 WARNING:file materials/tdmu_ex.mtr, line 322: material 'textures/darkmodule/ex/ floor/floor_rnd01' previously defined at materials/tdm_ex.mtr:910 WARNING:file materials/tdmu_ex.mtr, line 334: material 'textures/darkmodule/ex/ floor/floor_rnd02' previously defined at materials/tdm_ex.mtr:947 WARNING:file materials/tdmu_ex.mtr, line 346: material 'textures/darkmodule/ex/ floor/floor_simple05' previously defined at materials/tdm_ex.mtr:984 WARNING:file materials/tdmu_ex.mtr, line 358: material 'textures/darkmodule/ex/ floor/floor_simplines' previously defined at materials/tdm_ex.mtr:1021 WARNING:file materials/tdmu_ex.mtr, line 36: material 'textures/darkmodule/ex/b ase/base_crete01' previously defined at materials/tdm_ex.mtr:75 WARNING:file materials/tdmu_ex.mtr, line 370: material 'textures/darkmodule/ex/ floor/floor_tile03' previously defined at materials/tdm_ex.mtr:1058 WARNING:file materials/tdmu_ex.mtr, line 382: material 'textures/darkmodule/ex/ floor/floor_tread01' previously defined at materials/tdm_ex.mtr:1095 WARNING:file materials/tdmu_ex.mtr, line 384: Expecting '{' but found '-' WARNING:file materials/tdmu_ex.mtr, line 394: material 'blue' previously define d at materials/tdm_ex.mtr:1134 WARNING:file materials/tdmu_ex.mtr, line 396: Expecting '{' but found '-' WARNING:file materials/tdmu_ex.mtr, line 406: material 'purple' previously defi ned at materials/tdm_ex.mtr:1171 WARNING:file materials/tdmu_ex.mtr, line 408: Expecting '{' but found '-' WARNING:file materials/tdmu_ex.mtr, line 418: material 'red' previously defined at materials/tdm_ex.mtr:1208 WARNING:file materials/tdmu_ex.mtr, line 430: material 'textures/darkmodule/ex/ floor/floor_wrn01' previously defined at materials/tdm_ex.mtr:1243 WARNING:file materials/tdmu_ex.mtr, line 448: material 'textures/darkmodule/ex/ light/light_panel01' previously defined at materials/tdm_ex.mtr:1280 WARNING:file materials/tdmu_ex.mtr, line 466: material 'textures/darkmodule/ex/ light/light_u201' previously defined at materials/tdm_ex.mtr:1323 WARNING:file materials/tdmu_ex.mtr, line 47: material 'textures/darkmodule/ex/b ase/base_crete02' previously defined at materials/tdm_ex.mtr:111 WARNING:file materials/tdmu_ex.mtr, line 484: material 'textures/darkmodule/ex/ panel/panel_grate01' previously defined at materials/tdm_ex.mtr:1366 WARNING:file materials/tdmu_ex.mtr, line 496: material 'textures/darkmodule/ex/ panel/panel_metal01b' previously defined at materials/tdm_ex.mtr:1409 WARNING:file materials/tdmu_ex.mtr, line 508: material 'textures/darkmodule/ex/ panel/panel_metal01c' previously defined at materials/tdm_ex.mtr:1446 WARNING:file materials/tdmu_ex.mtr, line 520: material 'textures/darkmodule/ex/ panel/panel_metal01' previously defined at materials/tdm_ex.mtr:1483 WARNING:file materials/tdmu_ex.mtr, line 532: material 'textures/darkmodule/ex/ panel/panel_metal02' previously defined at materials/tdm_ex.mtr:1520 WARNING:file materials/tdmu_ex.mtr, line 544: material 'textures/darkmodule/ex/ panel/panel_metal03' previously defined at materials/tdm_ex.mtr:1557 WARNING:file materials/tdmu_ex.mtr, line 556: material 'textures/darkmodule/ex/ panel/panel_metal04' previously defined at materials/tdm_ex.mtr:1594 WARNING:file materials/tdmu_ex.mtr, line 568: material 'textures/darkmodule/ex/ panel/panel_metal05' previously defined at materials/tdm_ex.mtr:1631 WARNING:file materials/tdmu_ex.mtr, line 580: material 'textures/darkmodule/ex/ panel/panel_metalbig04b' previously defined at materials/tdm_ex.mtr:1668 WARNING:file materials/tdmu_ex.mtr, line 58: material 'textures/darkmodule/ex/b ase/base_crete03' previously defined at materials/tdm_ex.mtr:147 WARNING:file materials/tdmu_ex.mtr, line 592: material 'textures/darkmodule/ex/ panel/panel_metalbig04' previously defined at materials/tdm_ex.mtr:1705 WARNING:file materials/tdmu_ex.mtr, line 604: material 'textures/darkmodule/ex/ panel/panel_q201b' previously defined at materials/tdm_ex.mtr:1742 WARNING:file materials/tdmu_ex.mtr, line 616: material 'textures/darkmodule/ex/ panel/panel_q201c' previously defined at materials/tdm_ex.mtr:1779 WARNING:file materials/tdmu_ex.mtr, line 628: material 'textures/darkmodule/ex/ panel/panel_q201d' previously defined at materials/tdm_ex.mtr:1816 WARNING:file materials/tdmu_ex.mtr, line 640: material 'textures/darkmodule/ex/ panel/panel_q201e' previously defined at materials/tdm_ex.mtr:1853 WARNING:file materials/tdmu_ex.mtr, line 652: material 'textures/darkmodule/ex/ panel/panel_q201' previously defined at materials/tdm_ex.mtr:1890 WARNING:file materials/tdmu_ex.mtr, line 664: material 'textures/darkmodule/ex/ panel/panel_rs01' previously defined at materials/tdm_ex.mtr:1927 WARNING:file materials/tdmu_ex.mtr, line 676: material 'textures/darkmodule/ex/ trim/trim_01' previously defined at materials/tdm_ex.mtr:1964 WARNING:file materials/tdmu_ex.mtr, line 688: material 'textures/darkmodule/ex/ trim/trim_baseboard02' previously defined at materials/tdm_ex.mtr:2001 WARNING:file materials/tdmu_ex.mtr, line 700: material 'textures/darkmodule/ex/ trim/trim_baseboard03' previously defined at materials/tdm_ex.mtr:2038 WARNING:file materials/tdmu_ex.mtr, line 70: material 'textures/darkmodule/ex/b ase/base_metal01' previously defined at materials/tdm_ex.mtr:183 WARNING:file materials/tdmu_ex.mtr, line 712: material 'textures/darkmodule/ex/ trim/trim_baseboard' previously defined at materials/tdm_ex.mtr:2075 WARNING:file materials/tdmu_ex.mtr, line 724: material 'textures/darkmodule/ex/ trim/trim_horz01' previously defined at materials/tdm_ex.mtr:2112 WARNING:file materials/tdmu_ex.mtr, line 736: material 'textures/darkmodule/ex/ trim/trim_metalsupp01' previously defined at materials/tdm_ex.mtr:2149 WARNING:file materials/tdmu_ex.mtr, line 748: material 'textures/darkmodule/ex/ trim/trim_psimple04' previously defined at materials/tdm_ex.mtr:2186 WARNING:file materials/tdmu_ex.mtr, line 760: material 'textures/darkmodule/ex/ trim/trim_psimple05' previously defined at materials/tdm_ex.mtr:2223 WARNING:file materials/tdmu_ex.mtr, line 772: material 'textures/darkmodule/ex/ trim/trim_simple01' previously defined at materials/tdm_ex.mtr:2260 WARNING:file materials/tdmu_ex.mtr, line 784: material 'textures/darkmodule/ex/ trim/trim_simple03' previously defined at materials/tdm_ex.mtr:2297 WARNING:file materials/tdmu_ex.mtr, line 796: material 'textures/darkmodule/ex/ trim/trim_steptop01' previously defined at materials/tdm_ex.mtr:2334 WARNING:file materials/tdmu_ex.mtr, line 808: material 'textures/darkmodule/ex/ trim/trim_support03' previously defined at materials/tdm_ex.mtr:2371 WARNING:file materials/tdmu_ex.mtr, line 820: material 'textures/darkmodule/ex/ trim/trim_vert01' previously defined at materials/tdm_ex.mtr:2408 WARNING:file materials/tdmu_ex.mtr, line 82: material 'textures/darkmodule/ex/b ase/base_metal02' previously defined at materials/tdm_ex.mtr:220 WARNING:file materials/tdmu_ex.mtr, line 832: material 'textures/darkmodule/ex/ wall/wall_bigrib02' previously defined at materials/tdm_ex.mtr:2445 WARNING:file materials/tdmu_ex.mtr, line 844: material 'textures/darkmodule/ex/ wall/wall_bplate06' previously defined at materials/tdm_ex.mtr:2482 WARNING:file materials/tdmu_ex.mtr, line 855: material 'textures/darkmodule/ex/ wall/wall_crete01' previously defined at materials/tdm_ex.mtr:2519 WARNING:file materials/tdmu_ex.mtr, line 866: material 'textures/darkmodule/ex/ wall/wall_crete02' previously defined at materials/tdm_ex.mtr:2555 WARNING:file materials/tdmu_ex.mtr, line 877: material 'textures/darkmodule/ex/ wall/wall_crete03b' previously defined at materials/tdm_ex.mtr:2591 WARNING:file materials/tdmu_ex.mtr, line 888: material 'textures/darkmodule/ex/ wall/wall_crete03' previously defined at materials/tdm_ex.mtr:2627 WARNING:file materials/tdmu_ex.mtr, line 900: material 'textures/darkmodule/ex/ wall/wall_des01' previously defined at materials/tdm_ex.mtr:2663 WARNING:file materials/tdmu_ex.mtr, line 912: material 'textures/darkmodule/ex/ wall/wall_metal01b' previously defined at materials/tdm_ex.mtr:2700 WARNING:file materials/tdmu_ex.mtr, line 924: material 'textures/darkmodule/ex/ wall/wall_metal01c' previously defined at materials/tdm_ex.mtr:2737 WARNING:file materials/tdmu_ex.mtr, line 936: material 'textures/darkmodule/ex/ wall/wall_metal01' previously defined at materials/tdm_ex.mtr:2774 WARNING:file materials/tdmu_ex.mtr, line 948: material 'textures/darkmodule/ex/ wall/wall_metal02' previously defined at materials/tdm_ex.mtr:2811 WARNING:file materials/tdmu_ex.mtr, line 94: material 'textures/darkmodule/ex/b ase/base_metal03' previously defined at materials/tdm_ex.mtr:257 WARNING:file materials/tdmu_ex.mtr, line 960: material 'textures/darkmodule/ex/ wall/wall_metalb01' previously defined at materials/tdm_ex.mtr:2848 WARNING:file materials/tdmu_ex.mtr, line 972: material 'textures/darkmodule/ex/ wall/wall_metalrib01' previously defined at materials/tdm_ex.mtr:2885 WARNING:file materials/tdmu_ex.mtr, line 984: material 'textures/darkmodule/ex/ wall/wall_panel05' previously defined at materials/tdm_ex.mtr:2922 WARNING:file materials/tdmu_ex.mtr, line 996: material 'textures/darkmodule/ex/ wall/wall_panels08b' previously defined at materials/tdm_ex.mtr:2959 WARNING:file materials/tdmu_ex2.mtr, line 106: material 'textures/darkmodule/ex 2/base/base_stone_metal' previously defined at materials/tdm_ex2.mtr:269 WARNING:file materials/tdmu_ex2.mtr, line 118: material 'textures/darkmodule/ex 2/base/base_yellowpaint' previously defined at materials/tdm_ex2.mtr:306 WARNING:file materials/tdmu_ex2.mtr, line 130: material 'textures/darkmodule/ex 2/floor/floor_1' previously defined at materials/tdm_ex2.mtr:343 WARNING:file materials/tdmu_ex2.mtr, line 142: material 'textures/darkmodule/ex 2/floor/floor_h1' previously defined at materials/tdm_ex2.mtr:380 WARNING:file materials/tdmu_ex2.mtr, line 154: material 'textures/darkmodule/ex 2/floor/floor_h2' previously defined at materials/tdm_ex2.mtr:417 WARNING:file materials/tdmu_ex2.mtr, line 15: material 'textures/darkmodule/ex2 /base/base_bluepaint' previously defined at materials/tdm_ex2.mtr:1 WARNING:file materials/tdmu_ex2.mtr, line 166: material 'textures/darkmodule/ex 2/floor/floor_h3' previously defined at materials/tdm_ex2.mtr:454 WARNING:file materials/tdmu_ex2.mtr, line 178: material 'textures/darkmodule/ex 2/floor/floor_h4' previously defined at materials/tdm_ex2.mtr:491 WARNING:file materials/tdmu_ex2.mtr, line 196: material 'textures/darkmodule/ex 2/floor/floor_metal3' previously defined at materials/tdm_ex2.mtr:528 WARNING:file materials/tdmu_ex2.mtr, line 208: material 'textures/darkmodule/ex 2/floor/floor_plate1' previously defined at materials/tdm_ex2.mtr:571 WARNING:file materials/tdmu_ex2.mtr, line 220: material 'textures/darkmodule/ex 2/floor/floor_plate2' previously defined at materials/tdm_ex2.mtr:608 WARNING:file materials/tdmu_ex2.mtr, line 232: material 'textures/darkmodule/ex 2/floor/floor_r1' previously defined at materials/tdm_ex2.mtr:645 WARNING:file materials/tdmu_ex2.mtr, line 250: material 'textures/darkmodule/ex 2/light/light_1' previously defined at materials/tdm_ex2.mtr:682 WARNING:file materials/tdmu_ex2.mtr, line 268: material 'textures/darkmodule/ex 2/light/light_beam_blue' previously defined at materials/tdm_ex2.mtr:725 WARNING:file materials/tdmu_ex2.mtr, line 286: material 'textures/darkmodule/ex 2/light/light_beam_green' previously defined at materials/tdm_ex2.mtr:768 WARNING:file materials/tdmu_ex2.mtr, line 304: material 'textures/darkmodule/ex 2/light/light_beam_red' previously defined at materials/tdm_ex2.mtr:811 WARNING:file materials/tdmu_ex2.mtr, line 322: material 'textures/darkmodule/ex 2/trim/trim_green2' previously defined at materials/tdm_ex2.mtr:854 WARNING:file materials/tdmu_ex2.mtr, line 334: material 'textures/darkmodule/ex 2/trim/trim_warn1' previously defined at materials/tdm_ex2.mtr:897 WARNING:file materials/tdmu_ex2.mtr, line 346: material 'textures/darkmodule/ex 2/wall/wall_purple1' previously defined at materials/tdm_ex2.mtr:934 WARNING:file materials/tdmu_ex2.mtr, line 34: material 'textures/darkmodule/ex2 /base/base_chainlink' previously defined at materials/tdm_ex2.mtr:40 WARNING:file materials/tdmu_ex2.mtr, line 46: material 'textures/darkmodule/ex2 /base/base_metal1' previously defined at materials/tdm_ex2.mtr:84 WARNING:file materials/tdmu_ex2.mtr, line 58: material 'textures/darkmodule/ex2 /base/base_metal2' previously defined at materials/tdm_ex2.mtr:121 WARNING:file materials/tdmu_ex2.mtr, line 70: material 'textures/darkmodule/ex2 /base/base_metal3' previously defined at materials/tdm_ex2.mtr:158 WARNING:file materials/tdmu_ex2.mtr, line 82: material 'textures/darkmodule/ex2 /base/base_metal4' previously defined at materials/tdm_ex2.mtr:195 WARNING:file materials/tdmu_ex2.mtr, line 94: material 'textures/darkmodule/ex2 /base/base_metalmaterial1' previously defined at materials/tdm_ex2.mtr:232 WARNING:file skins/tdm_gen_metal.skin, line 596: skin 'iron_flat' previously de fined at skins/tdm_gen_metal.skin:103 WARNING:file sound/tdm_ai_commander.sndshd, line 1909: sound 'tdm_ai_commander_ there_you_are' previously defined at sound/tdm_ai_commander.sndshd:1407 124 warnings pid: 27374 24112 MB System Memory 512 MB Video Memory Async thread started Couldn't exec autocommands.cfg - file does not exist. Widescreenmode was set to: 7 (1920x1080) Found 0 new mission packages. Found 103 mods in the FM folder. DisplayBriefingPage: briefingData is maps/test/mission_briefing WARNING:DisplayBriefingPage: Could not find briefing xdata: maps/test/mission_b riefing reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. Widescreenmode was set to: 7 (1920x1080) --------- Map Initialization --------- Map: test glprogs/ambientEnvironment.vfp glprogs/ambientEnvironment.vfp ----------- Game Map Init ------------ collision data: 3 models 343 vertices (8 KB) 623 edges (21 KB) 275 polygons (19 KB) 22 brushes (3 KB) 71 nodes (1 KB) 394 polygon refs (3 KB) 58 brush refs (0 KB) 454 internal edges 0 sharp edges 0 contained polygons removed 0 polygons merged 57 KB total memory used 10 msec to load collision data. map bounds are (1088.0, 1088.0, 800.0) max clip sector is (68.0, 68.0, 50.0) 0 bytes passage memory used to build PVS 0 msec to calculate PVS 2 areas 0 portals 0 areas visible on average 8 bytes PVS data [Load AAS] loading maps/test.aas48 [Load AAS] loading maps/test.aas96 [Load AAS] loading maps/test.aas32 done. [Load AAS] loading maps/test.aas100 [Load AAS] loading maps/test.aas_rat [Load AAS] loading maps/test.aas_elemental ConversationManager: Found 0 valid conversations. Entering tdm_main() Exiting tdm_main() Spawning entities ... 38 entities spawned, 0 inhibited ==== Processing events ==== [aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0. WARNING:Couldn't load gui: 'guis/scoreboard.gui' WARNING:Couldn't load gui: 'guis/spectate.gui' WARNING:Couldn't load gui: 'guis/chat.gui' WARNING:Couldn't load gui: 'guis/mpmsgmode.gui' -------------------------------------- SpawnPlayer: 0 WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default glprogs/heatHazeWithMaskAndDepth.vfp glprogs/heatHazeWithMaskAndDepth.vfp removed 16 degenerate triangles removed 16 degenerate triangles removed 12 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, 76 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: models/md5/chars/troopers/body WARNING:Couldn't load image: models/md5/chars/troopers/head WARNING:Couldn't load image: models/md5/chars/troopers/hair WARNING:Couldn't load image: models/md5/chars/troopers/armor WARNING:Couldn't load image: _bloomimage WARNING:Couldn't load image: _cookedmath 0 purged from previous 193 kept from previous 291 new loaded all images loaded in 45.9 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 61776k referenced 6338k purged ---------------------------------------- sound: missing efxs/test.efx ----------------------------------- 56877 msec to load test interactionTable generated of size: 134217728 bytes ------------- Warnings --------------- during test... WARNING:Couldn't load gui: 'guis/chat.gui' WARNING:Couldn't load gui: 'guis/mpmsgmode.gui' WARNING:Couldn't load gui: 'guis/scoreboard.gui' WARNING:Couldn't load gui: 'guis/spectate.gui' WARNING:Couldn't load image: _bloomimage WARNING:Couldn't load image: _cookedmath WARNING:Couldn't load image: models/md5/chars/troopers/armor WARNING:Couldn't load image: models/md5/chars/troopers/body WARNING:Couldn't load image: models/md5/chars/troopers/hair WARNING:Couldn't load image: models/md5/chars/troopers/head WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default 18 warnings Bloom Kernel size is set to: Small Using TDM's enhanced interaction Forcing an update on cooked math data. Cooking math data please wait... Cooking complete. Ambient light 'ambient_world' not found, attempting to create a new one. Found light 'light_118' and it's now set as the main ambient light. WARNING:Couldn't add entity atdmu_ammo_arrow_simple_2 to inventory of player1 WARNING:Couldn't add entity atdmu_ammo_arrow_simple_2 to inventory of player1 WARNING:Couldn't add entity atdmu_ammo_arrow_simple_3 to inventory of player1 WARNING:Couldn't add entity atdmu_ammo_arrow_simple_3 to inventory of player1 WARNING:Couldn't add entity atdmu_ammo_arrow_simple_3 to inventory of player1 WARNING:Couldn't add entity atdmu_ammo_arrow_simple_1 to inventory of player1 WARNING:Couldn't add entity atdmu_ammo_arrow_simple_4 to inventory of player1 ]condump x.txt Dumped console text to x.txt.
  15. Here's the pre-release build 3.1.0pre2 After this pre-release phase I'm going to consider doing this differently, like pushing out the releases more regularly, skipping the "beta" phase. It's a lot of work putting the pre-releases together, and I'm somewhat tired of it. What's new: The Texture Tool got its Free Scale operator now, allowing you to fit the texture with the mouse instead of having to type in the percentages. A lot of work went into the Declaration handling (EntityDef, Skins, Materials, Particles, etc.), which is now much more robust and more conformant to how the game is doing things (at least until TDM 2.10). The Material Editor got a plethora of issues resolved Improved the Model Export dialog and options For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/12zKwbeesRIMP7DNeGd0znGl5xqBVrrPX/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/12u5YtpDvpIPL7cR8EPdIIFcnjx9TzpCe/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 3.0.0 can be seen on the Bugtracker changelog, here's the summary: #6065: Feature: DR doesn't consider wildcards in skins #5503: Feature: Reload Images #5805: Feature: Texture Tool free scale #6021: Feature: Add "Show Definition" to all ResourceTreeView instances #6003: Fixed: "Reload Defs" doesn't remove entities that have been commented out #6007: Fixed: 'Reload Sounds' doesn't load new FM sound shader definitions #5504: Fixed: Reload Defs is not sufficient for reloading modelDefs #6035: Fixed: Models are reset to origin after reloadDecls #6064: Fixed: Skin Chooser doesn't preselect non-matching skins #6062: Fixed: Moving speakers deletes distance spawnargs if they're the same as in shader #5988: Fixed: Unable to select func_emitter with particle attached #6000: Fixed: Particle Editor Preview lacks vertex colours in lighting mode #6061: Fixed: Particle effects still visible when hidden via layers or filter #6036: Fixed: Entities referring to modelDefs should use the "idle" pose where possible #4910: Fixed: DR does not parse materials in def files #5982: Fixed: Modifier Hint Popup can crash when hitting Ctrl/Alt/Shift keys during shutdown #5981: Fixed: Insignificant digits displayed in Surface Inspector shift/scale/rotate values #5727: Improvement: Skin Chooser: show in which .skin file the skin is defined #5977: Improvement: Declaration Block Parsing overhauled #6023: Improvement: Python Interface for IDeclarationManager #5972: Improvement: leave player start entity selected after placemen #6066: Improvement: Let Map Info show materials used by models #6073: Improvement: Renaming Declarations causes problems when saving it later #6057: Improvement: Light Texture Preview should display editor images if present #6002: Improvement: Remove comments about particle generator in .prt files #6071: Material Editor: New Material is locked if the default unnamed name is already in use #6031: Material Editor: allow to delete materials #6054: Material Editor: image browser's "cancel" button rewrites the material source text #6030: Material Editor: does not save manual edits to source text #6055: Material Editor: should show .mtr the material is defined in #6069: Material Editor: after "Reload Images", image previews are only updated when selecting a different material #6050: Material Editor: suboptimal preview for cubeMap materials #6042: Material Editor: preview object doesn't have smooth shading #6043: Material Editor: preview doesn't take "scale" into account in Textured Mode #6053: Material Editor: blend add stages are rendered separately in preview in lighting mode #6059: Material Editor: test frob highlight button not working #6045: Material Editor: doesn't remember settings from previous session #6046: Material Editor: image thumbnails use "scale" keyword from previously selected material #6056: Material Editor: frob highlight stage not updated correctly when changing diffusemap #6049: Material Editor: using Escape to close ignores unsaved changes #6051: Material Editor: Global Settings should be preselected #6052: Material Editor: some declaration text is lost while editing#6047: Material Editor: clicking "cancel" when selecting a light classname clears the classname field #6034: Material Editor: new materials always sorted last #6033: Material Editor: filter for image browser #6037: Material Editor: can't unlock editing on materials in "Other Materials" folder #6029: Material Editor: tries to save materials in DarkRadiant folder if no FM is installed #6048: Material Editor: allow to change preview backgroun #6040: Material Editor: preview renders shadows for noshadows materials Changes since 3.1.0pre1 #5997: 'Export selected as Collision Model' doesn't auto-create path folder and throws error #6013: Model exporter: manually enter export origin #6012: Model exporter: export origin choice should use a radio button #6014: Model exporter: only 1 entity's model is reloaded #6011: Model exporter: "Use entity origin as export origin" still uses map origin #6015: Model exporter: rename "Center Objects around Origin" Thanks for testing, as always!
  16. 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).
  17. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  18. Normally this is done by setting clipcontents, which is a number that represents the sum of all enabled bitflags for clip towards i.e. bodies, moveables, AI vision and opacity. Each combination of bitflags has a unique sum. I dont know - and doubt - there's a separate keyword that alters some of these bitflags. When ai_see 0 is used in a material it means that a light that uses this material will not increase the visibility of objects in its radius towards AIs. I dont think theres any effect when used in a regular material for world or model surfaces.
  19. Normally the aiSee property is set on the light entity, and in this case the property has been set on the light's material. The property sets whether the light makes things more visible to AIs, so its not meaningful to set this property on model materials. If you want to stop AIs from reacting to an object you need to disable its visual stim, and if you want AIs to be able to see through it you need to give it a material that doesn't contain visual clip. Id say we can be grateful someone had the foresight to implement this as a material keyword, too, in cases like this one where you probably can't set spawnargs.
  20. 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.
  21. I intend to update the FM if any bugs/errors are found or updates to TDM necessitate it, but you're correct that I'm not updating it for content going forwards. The ambient tracks I used in this FM were a little bit busier than I normally would use, mostly because I knew this was going to be a very short FM going in and I had to deliver an atmosphere somewhat quickly. Rest assured that my next FM is going to be a bit less busy and more varied in terms of ambience. Don't worry, I don't view this as a major failing or anything. I don't really find Lovecraft's works "scary" in a traditional sense, if I wanted this to be overtly scary I likely would have gone way over the top and diverted too heavily from the source material. I've always enjoyed Lovecraft's works for their ominous tone, ambience, and mystery, which it seems from your feedback I more or less achieved. I'm glad you enjoyed my FM, Arrow, and thanks for the feedback!
  22. Not a TDM developer so perhaps that is how it works but why would such a thing as "ai_see 0" be a surface/material token?! That to me sounds more like something that should be on the light entity definition the .def file not the .mtr file, but I don't really know. Also if it is a real material token, try putting it at material global section, where the description is, outside the second pair of brackets.
  23. People who use Blender for object editing sometimes run into a problem with material names. It has a character limit of 63. That's usually fine but some existing TDM materials have names which are longer than that, so it becomes impossible to use them. An FM author can make a copy of the material with a shorter name, but that might be adding unnecesary complexity for people who are just making standalone objects to share. I've been mounting a valiant campain on various Blender forums, and some of their LinkedIn posts, to get them to increase the limit, but to no avail. So it's time to take a different approach. Would it be feasible for TDM to rename long materials? The rendering system would have to intercept and replace calls to the original names, or something like that. I'm not sure if that would be an easy thing to implement or if it would set off a chain of complex events or coding etc. Another possible approach could be a material ID sytem, so in Blender the material name could be WoodPlanks_4ACFB987B, which would correspond to something like TDM\long\path\to\material\WoodPlanks That might even be beneficial for shorter material names, as even they are not user friendly to look at in some interfaces.
  24. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  25. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
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