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  1. 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).
  2. 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.
  3. Changelog of 2.13 development: dev17026-10712 * Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434). * Added GUI debriefing state on mission success (6509 thread). * Sound argument override with zero now works properly under cvar (6346 thread). * Environment mapping is same on bumpy and non-bumpy surfaces under cvar (6354 thread). * Default console font size reduced to 5, added lower bound depending on resolution. * Added high-quality versions of panel_carved_rectangles (6515). * Added proper normal map for stainglass_saint_03 (6521). * Fixed DestroyDelay warning when closing objectives. * Fixed the only remaining non-threadsafe cvar (5600). * Minor optimization of depth shader. * Added cm_allocator debug cvar (6505). * Fixed r_lockView when compass is enabled. dev17008-10685 * Enabled shadow features specific to maps implementation (poll). * Auto-detect number of parallel threads to use in jobs system (6503). * Improved parallel images loading, parallelized sounds loading, optimized EAS (6503). * Major improvements in mission loading progress bar (6503). * Core missions are now stored uncompressed in assets SVN (6498). * Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271). dev16996-10665 * Environment mapping supports texcoord transforms on bumpmap (6500). * Fully disabled shadows on translucent objects (6490). * Fixed dmap making almost axis-aligned visportals buggy (6480). * com_maxFps no longer quantizes by milliseconds on Windows 8+. * Now Uncapped FPS and Vsync are ON by default. * Supported Vsync control on Linux. * Added set of prototype materials (thread). * Fixes to Stone font to remove stray pixels (post). * Loot candlestick no longer toggle the candle when taken. * Optimized volumetric lights and shadows in the new Training Mission (4352). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. * Now combination lock supports non-door entities by activating them. * Added low-poly version of hedge model (6481). * Added tiling version of distant_cityscape_01 texture (6487). * Added missing editor image for geometric02_red_end_HD (6492). * Added building_facades/city_district decal material. * Fixed rendering with "r_useScissor 0" (6349). * Added r_lockView debug rendering cvar (thread). * Fixed regression in polygon trace model (5887). * Added a set of lampion light entityDefs.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  9. 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.
  10. OK. Thanks! In my case the issue is moot because I don't know how to do it. Hence my plea for help... If an FM author built their mission using assets that are licensed CC-BY-NC-SA (which I believe all do), if I understand correctly then that means they must license that mission under CC-BY-NC-SA too. Which in turn means anyone can build further on their work as long as they follow the conditions stipulated in the license. It seems odd to release a work under a certain license and then say "but I don't want you to do what the license explicitly grants you to do". "Applying a Creative Commons license to your material is a serious decision. When you apply a CC license, you give permission to anyone to use your material for the full duration of applicable copyright and similar rights." (https://creativecommons.org/faq/) If an author once benefited from the license when they created their mission, why would they not want others to benefit similarly from the same licenses? The license requires their name be mentioned in every remix that follows. At the same time I can understand that some creators more than anything want to create. The desire and drive to create may be so great that they accept conditions during the time of creation, to give them artistic freedom and to use the best available assets; contitions that they regret later when their work is finished and published, and they want to keep control over it. For the OMs I think the project as a whole would benefit from a relaxed and welcoming stance towards changes.
  11. After several months of hard work, we are proud to announce the latest edition of "No Honor Among Thieves"!!! EFX EDITION!!! EFX reverb has been added to all missions! NHAT has never been more immersive. From the dry woody reverb of the local pub to the sonorous and lofty echo of the Cathedrals, prepare your ears for a auditory treat! PERFORMANCE!!! Several major sore spots that impacted performance in v3 and older have been substantially optimized. Players with less capable hardware will now be less frustrated traversing caves, courtyards, and forests. VISUALS!!! Many areas have been visually overhauled!!! Improved lighting, new scene geometry, new textures, new water effects ( thanks @Arcturus !!! ), more vertex blended terrains, and more. Some areas have been visually redesigned to better match the story and convey the key characters. GAMEPLAY!!! Some new play areas have been added. A little more rooftop action is available for climbers. A few new readables for side characters expand the lore of the mission. Improved AI scripted events in the final mission escape sequence!!! Other things: The ROQ videos have been converted to MP4 to make them more compatible with the latest TDM versions. This mission still uses 2.09 style API controlled videos, we will rework the menu gui to be 2.10 (beta) compatible shortly so that "Dev Build" players can enjoy the additional performance and improvements available in those builds. Credits: @Bikerdude for the majority of the mapping work in this overhaul @Dragofer for assisting with scripting and def setup @nbohr1more new cathedral textures and improved water material def setup, a few readables @Arcturus MD3 animated water and water textures Original crew: @Goldchocobo @RailGun @Mortem Desino who created the original version along with updates to versions up to v2.0. Thank you for permission work on this update! V4 Beta testers: @AluminumHaste @JackFarmer Screenshots: Hotfix release: Should fix two minor issues: Newest Hotfix: Gdrive - https://drive.google.com/file/d/1e_LHa4RdZ0a1AD3FhgLq7OwvBmWUchJZ/view?usp=sharing Onedrive - https://1drv.ms/u/s!AuwAFc1gTZzehn0z9PsAVEIH0iFn?e=Gj0p6O ( Some additional performance optimization to the forest and fixes to other items found by Biker and Aluminumhaste in another round of testing.) For those of you who are testing the Dev Builds ( 2.10 alpha ), here is a 2.10 compliant version: https://drive.google.com/file/d/1xyPwDQjMQH1TAH98Vd29UUiB0Nki1-7j/view?usp=sharing
  12. In High Expectations, I used a custom water material because I wanted a water surface that was dark and not entirely transparent. It looked pretty decent and I am using it in my next FM as well. However in 2.12 the water material has a greenish tinge to it (see attached screenshots). Here is the material - it's basically 'water_stream' with a blend stage using matt black: https://github.com/FrostSalamander/fsx/blob/main/materials/fs_water_stream_dark.mtr These screenshots have the brightness and gamma cranked up to maximum, because the difference is subtle (but noticeable) on normal levels and the screenshots were way too dark without it. High Expectations: WIP FM:
  13. Yes, I considered this idea. But it won't help much, I believe. If several mirrors are allowed, you can split your surface into individual planar polygons and hope for the best. But if you have 10+ polygons, then I suppose the best won't happen Internally, the material has "mirrorRenderMap" keyword which triggers rendering of subview. This subview is than copied into a texture. In the main view, the surfaces with mirror material should be rendered as any other surfaces, it can just use this dynamically generated surface. I'm not sure what exactly you want. If you want the mirrored view to be distorted by normal map, then yes: this is definitely not supported. The reflected texture is generated as if reflected by a perfect plane. Maybe we can add some kind of warp shader that deforms the image mathematically according to the normalmap, but this would be a new feature.
  14. Since you're working on this, have you tried restoring the original functionality, i.e. ability to set up a resolution for these? That might help with performance. Also, when I was working with mirrors, I noticed that they disable normalmaps in the material. See how a cubemap version has those damaged surface details on the mirror surface, while real-time mirror bypasses all that. Last but not least, have you tried making mirrors work on convex or concave surfaces, not just straight flat polygons? That would open up possibilities for very nice material effects (if used with moderation ).
  15. 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!
  16. Hi, this mission is crashing on my system and I cannot go on. Playing "Hidden Hands - The lost citadel" Version 6 on Fedora Linux Version 38. I paste the whole output of the console below. Perhaps someone can find the cause for the crash, that would be very nice [stefan@fedora darkmod]$ ./thedarkmod.x64 TDM 2.11/64 #10264 (1435:10264) linux-x86_64 Jan 30 2023 02:02:43 /proc/cpuinfo CPU frequency: 899.998 MHz 900 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX found interface lo - loopback Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [M] /home/stefan/darkmod/fms/hhtlc [M] /home/stefan/darkmod/fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4 (665 files - 0xf04d8d7e) [C] /home/stefan/darkmod/ [C] /home/stefan/darkmod/tdm_textures_wood01.pk4 (382 files - 0x54c704d0) [C] /home/stefan/darkmod/tdm_textures_window01.pk4 (399 files - 0x50a48869) [C] /home/stefan/darkmod/tdm_textures_stone_sculpted01.pk4 (464 files - 0x3bd63c7c) [C] /home/stefan/darkmod/tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff) [C] /home/stefan/darkmod/tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2) [C] /home/stefan/darkmod/tdm_textures_stone_cobblestones01.pk4 (271 files - 0xc46ab14f) [C] /home/stefan/darkmod/tdm_textures_stone_brick01.pk4 (527 files - 0x1d087cf8) [C] /home/stefan/darkmod/tdm_textures_sfx01.pk4 (69 files - 0x2c673886) [C] /home/stefan/darkmod/tdm_textures_roof01.pk4 (69 files - 0x24547b7) [C] /home/stefan/darkmod/tdm_textures_plaster01.pk4 (142 files - 0x9747529e) [C] /home/stefan/darkmod/tdm_textures_paint_paper01.pk4 (67 files - 0xa4a95a09) [C] /home/stefan/darkmod/tdm_textures_other01.pk4 (127 files - 0x36932451) [C] /home/stefan/darkmod/tdm_textures_nature01.pk4 (286 files - 0x19240606) [C] /home/stefan/darkmod/tdm_textures_metal01.pk4 (509 files - 0x441d098f) [C] /home/stefan/darkmod/tdm_textures_glass01.pk4 (51 files - 0x3f3721e) [C] /home/stefan/darkmod/tdm_textures_fabric01.pk4 (43 files - 0x649daf73) [C] /home/stefan/darkmod/tdm_textures_door01.pk4 (177 files - 0xb0130166) [C] /home/stefan/darkmod/tdm_textures_decals01.pk4 (474 files - 0xe2ff12c6) [C] /home/stefan/darkmod/tdm_textures_carpet01.pk4 (130 files - 0x79bc3d7c) [C] /home/stefan/darkmod/tdm_textures_base01.pk4 (435 files - 0xc07a324) [C] /home/stefan/darkmod/tdm_standalone.pk4 (4 files - 0xb3f36d20) [C] /home/stefan/darkmod/tdm_sound_vocals_decls01.pk4 (32 files - 0x53cda0aa) [C] /home/stefan/darkmod/tdm_sound_vocals07.pk4 (1111 files - 0xa13ec4c2) [C] /home/stefan/darkmod/tdm_sound_vocals06.pk4 (696 files - 0x44c85e78) [C] /home/stefan/darkmod/tdm_sound_vocals05.pk4 (119 files - 0x6cf23214) [C] /home/stefan/darkmod/tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256) [C] /home/stefan/darkmod/tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1) [C] /home/stefan/darkmod/tdm_sound_vocals02.pk4 (1299 files - 0x5092940e) [C] /home/stefan/darkmod/tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2) [C] /home/stefan/darkmod/tdm_sound_sfx02.pk4 (605 files - 0x31673482) [C] /home/stefan/darkmod/tdm_sound_sfx01.pk4 (987 files - 0x97451b7a) [C] /home/stefan/darkmod/tdm_sound_ambient_decls01.pk4 (8 files - 0x9404877c) [C] /home/stefan/darkmod/tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec) [C] /home/stefan/darkmod/tdm_sound_ambient02.pk4 (163 files - 0x84efad22) [C] /home/stefan/darkmod/tdm_sound_ambient01.pk4 (220 files - 0xee228c81) [C] /home/stefan/darkmod/tdm_prefabs01.pk4 (1017 files - 0x506baa0b) [C] /home/stefan/darkmod/tdm_player01.pk4 (127 files - 0xd983fc45) [C] /home/stefan/darkmod/tdm_models_decls01.pk4 (101 files - 0x146c787) [C] /home/stefan/darkmod/tdm_models02.pk4 (2241 files - 0x42cdbf62) [C] /home/stefan/darkmod/tdm_models01.pk4 (3326 files - 0x829270f2) [C] /home/stefan/darkmod/tdm_gui_credits01.pk4 (49 files - 0xbff51863) [C] /home/stefan/darkmod/tdm_gui01.pk4 (758 files - 0xcbf4fd2d) [C] /home/stefan/darkmod/tdm_fonts01.pk4 (696 files - 0x7c5027bf) [C] /home/stefan/darkmod/tdm_env01.pk4 (176 files - 0x8bd4045b) [C] /home/stefan/darkmod/tdm_defs01.pk4 (194 files - 0xe5f440dc) [C] /home/stefan/darkmod/tdm_base01.pk4 (223 files - 0x9704b43c) [C] /home/stefan/darkmod/tdm_ai_steambots01.pk4 (31 files - 0x26416485) [C] /home/stefan/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files - 0x15c3ef89) [C] /home/stefan/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files - 0x25e463ad) [C] /home/stefan/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0xa6f7c573) [C] /home/stefan/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files - 0x566fb35a) [C] /home/stefan/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files - 0x5ca54cab) [C] /home/stefan/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files - 0x5e7a666b) [C] /home/stefan/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files - 0x45ec787e) [C] /home/stefan/darkmod/tdm_ai_humanoid_guards01.pk4 (379 files - 0x9801be8d) [C] /home/stefan/darkmod/tdm_ai_humanoid_females01.pk4 (172 files - 0xc7de4598) [C] /home/stefan/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files - 0x6dea9b57) [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files - 0x886c9a98) [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c) [C] /home/stefan/darkmod/tdm_ai_base01.pk4 (9 files - 0x1de319e8) [C] /home/stefan/darkmod/tdm_ai_animals01.pk4 (82 files - 0x6c0fda50) File System Initialized. -------------------------------------- Couldn't open journal files /proc/cpuinfo CPU processors: 2 /proc/cpuinfo CPU logical cores: 4 ----- Initializing Decls ----- WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14 WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51 WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1321 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'german'. I18N: Found no character remapping for german. I18N: 1321 strings read from strings/german.lang I18N: 'strings/fm/german.lang' not found. I18NLocal: 'strings/fm/english.lang' not found, skipping it. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' [ACTIVE] OpenAL: found device 'HDA Intel PCH, CS4208 Analog (CARD=PCH,DEV=0)' OpenAL: found device 'HDA Intel PCH, HDMI 0 (CARD=PCH,DEV=3)' OpenAL: found device 'HDA Intel PCH, HDMI 1 (CARD=PCH,DEV=7)' OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)' OpenAL: device 'ALSA Default' opened successfully OpenAL: HRTF is available [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is disabled (reason: 0 = ALC_HRTF_DISABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Mesa Intel(R) HD Graphics 615 (KBL GT2) OpenGL version: 4.6 (Core Profile) Mesa 23.1.9 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing X - GL_EXT_depth_bounds_test not found v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 16 Max geometry output vertices: 256 Max geometry output components: 1024 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.11/64, linux-x86_64, code revision 10264 Build date: Jan 30 2023 Initializing event system ...873 event definitions Initializing class hierarchy ...172 classes, 1732032 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 56, 9048 bytes Statements: 23155, 926200 bytes Functions: 1358, 177432 bytes Variables: 107720 bytes Mem used: 2149432 bytes Static data: 408 bytes Allocated: 1152120 bytes Thread size: 7928 bytes Maximum object size: 816 Largest object type name: speaker_zone_ambient ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 42 mods in the FM folder. Parsed 46 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: hhtlc -------- Initializing Session -------- session initialized -------------------------------------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14 WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51 WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1 WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count 15 warnings WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 4247 Async thread started Couldn't exec autocommands.cfg - file does not exist. Found 0 new missions and 0 packages. Found 42 mods in the FM folder. reloading guis/msg.gui. WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count reloading guis/mainmenu.gui. WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:48 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:53 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:58 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:63 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:68 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:73 --------- Map Initialization --------- Map: hhtlc ------- Game Map Init SaveGame ------- ---------- Compile stats ---------- Memory usage: Strings: 57, 9144 bytes Statements: 23506, 940240 bytes Functions: 1379, 179716 bytes Variables: 108332 bytes Mem used: 2188540 bytes Static data: 408 bytes Allocated: 1176676 bytes Thread size: 7928 bytes collision data: 1373 models 163204 vertices (5100 KB) 273893 edges (12838 KB) 110189 polygons (8170 KB) 15680 brushes (2322 KB) 138243 nodes (6480 KB) 243924 polygon refs (3811 KB) 58507 brush refs (914 KB) 85771 internal edges 9795 sharp edges 0 contained polygons removed 0 polygons merged 39637 KB total memory used 2123 msec to load collision data. map bounds are (22831.0, 23151.4, 9093.0) 79 KB passage memory used to build PVS 52 msec to calculate PVS 252 areas 598 portals 14 areas visible on average 7 KB PVS data [Load AAS] missing maps/hhtlc.aas48 [Load AAS] loading maps/hhtlc.aas96 done. [Load AAS] loading maps/hhtlc.aas32 done. [Load AAS] missing maps/hhtlc.aas100 [Load AAS] loading maps/hhtlc.aas_rat done. [Load AAS] loading maps/hhtlc.aas_elemental done. WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model WARNING:Couldn't load sound 'explosion_all_clear.wav' using default [map entity: atdm_trigger_voice_12] [decl: explosion_all_clear in <implicit file>] [sound: explosion_all_clear.wav] No running thread for RestoreScriptObject(), creating new one. -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 2786 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: lights/qc_comj [map entity: light_159] [decl: lights/qc_comj in <implicit file>] [image: lights/qc_comj] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: MapMansion1] [decl: atdm:map_of in def/tdm_shopitems.def] [decl: guis/assets/game_maps/map_of_icon in <implicit file>] [image: guis/assets/game_maps/map_of_icon] 0 purged from previous 219 kept from previous 2070 new loaded all images loaded in 41.8 seconds ---------------------------------------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... Linking GLSL program depth ... Linking GLSL program interaction_ambient ... Linking GLSL program interaction_stencil ... Linking GLSL program interaction_shadowmap ... Linking GLSL program stencil_shadow ... Linking GLSL program shadow_map ... Linking GLSL program frob_silhouette ... Linking GLSL program frob_highlight ... Linking GLSL program frob_extrude ... Linking GLSL program frob_apply ... Linking GLSL program heatHazeWithDepth ... Linking GLSL program HeatHazeWithMaskAndDepth ... Linking GLSL program heatHaze ... Linking GLSL program heatHazeWithMaskAndBlur ... Linking GLSL program fresnel ... Linking GLSL program ambientEnvironment ... Linking GLSL program heatHazeWithMaskAndDepth ... ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 394497k referenced 125k purged ---------------------------------------- ----------------------------------- 77079 msec to load hhtlc Interaction table generated: size = 0/512 Initial counts: 6903 entities 665 lightDefs 5265 entityDefs ------------- Warnings --------------- during hhtlc... WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon WARNING:Couldn't load image: lights/qc_comj WARNING:Couldn't load sound 'explosion_all_clear.wav' using default WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model 7 warnings Interaction table generated: size = 0/512 Initial counts: 6903 entities 665 lightDefs 5265 entityDefs WARNING:Restarted sound to avoid offset overflow: sound/ambient/environmental/water_pool02.ogg WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/silence.ogg WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/alien05.ogg Linking GLSL program environment ... The ambient volume is now -1.885291 decibels (range: -60..0), i.e., 87.749992% of full volume. Restarting ambient sound snd_ct_babtistery'(derelict03) with volume -1.885291 signal caught: Segmentation fault si_code 128 Trying to exit gracefully.. ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 2786 models kept. --------------------------------------------------- Regenerated world, staticAllocCount = 0. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- ModelGenerator memory: 67 LOD entries with 0 users using 1072 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- Sys_Error: ERROR: pthread_join Frontend failed shutdown terminal support About to exit with code 1
  17. 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/
  18. Was playing the first FM that makes use of X-ray glasses... seeing them in action inspired me to write about an addition to their idea. This is likely a feature suggestion, I've played most FM's and never saw it done nor found any script / material features that would allow this result, but presume it's possible with a tweak in materials or the renderer. I'm thinking of ultraviolet lamps that can uncover hidden decals or items: The object is invisible if not lit by a specific lamp, only when the light of an UV source touches them they start to show up. A blue-light can be offered to the player as an inventory item or replacement to the standard lantern, a lantern you can pick up and move only in the world, even come in the form of a candle since why not? The player or the environment must move specific objects and / or light sources to the correct positions to uncover secrets such as codes. Some examples: Next to an UV lantern you find a note hinting there's a secret code in a particular room... you must pick up the lantern carry it to that room then place it on a support, illuminating the number-wheel combination or hint on the secret entrance you must go to. We can even reverse the process and have a static UV lamp on a wall, the player picks up an inventory item and must drop it under the lamp to see what's written on it... we can even have a hidden symbol on an AI which will shine when they walk under that one streetlight. They could also reveal frobable objects which can't be touched unless illuminated... maybe a hidden lock to open a door which becomes available when lit, or a readable note which normally appears blank but can be read or contains additional text if there's an UV lantern next to it. So many fun ideas we could do with this given our usual theme and ideas for secrets! At a technical level, the logical way seems like separating the lightmap of light sources marked with the UV spawnarg, then multiplying with its intensity the alpha channels of all material components marked with the UV material flag. This might mean UV lights have to be rendered to a separate pass which could break some performance optimizations? Would be great if an index was possible instead of one flag, that way different secrets can be revealed by different lamps... even an universal UV lamp / material set would do though.
  19. Welcome to the forums Ansome! And congrats on making it to beta phase!
  20. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  21. Some folks have been asking about the new tdm_show_viewpos cvar and screenshot_viewpos command, so I thought I'd make an thread about it as a reference. The purpose of the cvar is to show the viewpos on the player HUD, and the purpose of the command is to add the viewpos to screenshots in order to help with troubleshooting and beta testing. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6331 tdm_show_viewpos tdm_show_viewpos is a cvar to show/hide the viewpos on the player HUD, which can be set to the following: 0 --- hide 1 --- gray font color 2 --- cyan font color screenshot_viewpos screenshot_viewpos is a command that takes a screenshot with the viewpos added to it. screenshot_viewpos screenshot_viewpos <gamma> screenshot_viewpos can be typed at the console or bound to a key. The "gamma" is an optional argument, which as of 2.12 Beta is the r_ambientGamma value. Some mission authors prefer to have screenshots (from players) that are brighter, so they can see what is in the screenshot more easily. Setting the "gamma" argument is a convenient way to temporarily adjust the gamma just for the duration of the screenshot. For example, I have the following bound: bind "F12" "screenshot" bind "F11" "screenshot_viewpos" bind "F10" "screenshot_viewpos 1.3"
  22. This one has nothing to do with the change. It happens in 2.11 too. I have no idea what is wrong here, and why one patch casts shadow while the other similar one does not. There is even auxilliary surface with "shadow" material inside the stairs, which should also cast shadow but it does not.
  23. So I was reading the DarkRadiant Script Reference and it gives an example to move the cameraview by setting coordinates: import darkradiant as dr camview = GlobalCameraManager.getActiveView() camview.setCameraOrigin(dr.Vector3(50,0,50)) This works, but then I wanted to use the tdm position coordinates that you can get by doing getviewpos in the console in tdm. But these coordinates don´t give the same position in DR. Why is that? Is there an other way? Edit: WHOOPS it does actually work. (some layers in the testmap were disabled)
  24. 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!
  25. 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.
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