Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/shaders/' or tags 'forums/shaders/q=/tags/forums/shaders/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  2. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  3. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  4. I was about to but in the process of cleaning out the previous patches, I accidentally did a svn cleanup command with delete all unversioned files, without realizing I had done so on the Darkmod game directory, not the source code directory. Now Tortoise SVN claims that all these files would go to the recycle bin, but it's empty. Can't recover these files either, tried with several recovery tools. So all that work in progress stuff was lost, maps, textures, shaders, etc. All gone, last back up was....2014. All my fault, but this is too crushing, I'm done with this project for now sorry.
  5. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  6. OK, here you go: [ 30%] Linking CXX shared module libradiantcore.so cd /home/thebigh/Games/DarkRadiant/radiantcore && /usr/bin/cmake -E cmake_link_script CMakeFiles/radiantcore.dir/link.txt --verbose=1 /usr/bin/c++ -fPIC -pthread -O3 -DNDEBUG -Wl,-z,defs -shared -o libradiantcore.so CMakeFiles/radiantcore.dir/brush/Brush.cpp.o CMakeFiles/radiantcore.dir/brush/BrushModule.cpp.o CMakeFiles/radiantcore.dir/brush/BrushNode.cpp.o CMakeFiles/radiantcore.dir/brush/csg/CSG.cpp.o CMakeFiles/radiantcore.dir/brush/export/CollisionModel.cpp.o CMakeFiles/radiantcore.dir/brush/Face.cpp.o CMakeFiles/radiantcore.dir/brush/FaceInstance.cpp.o CMakeFiles/radiantcore.dir/brush/FacePlane.cpp.o CMakeFiles/radiantcore.dir/brush/FixedWinding.cpp.o CMakeFiles/radiantcore.dir/brush/TexDef.cpp.o CMakeFiles/radiantcore.dir/brush/TextureMatrix.cpp.o CMakeFiles/radiantcore.dir/brush/TextureProjection.cpp.o CMakeFiles/radiantcore.dir/brush/Winding.cpp.o CMakeFiles/radiantcore.dir/camera/Camera.cpp.o CMakeFiles/radiantcore.dir/camera/CameraManager.cpp.o CMakeFiles/radiantcore.dir/clipper/BrushByPlaneClipper.cpp.o CMakeFiles/radiantcore.dir/clipper/Clipper.cpp.o CMakeFiles/radiantcore.dir/clipper/ClipPoint.cpp.o CMakeFiles/radiantcore.dir/clipper/SplitAlgorithm.cpp.o CMakeFiles/radiantcore.dir/commandsystem/CommandSystem.cpp.o CMakeFiles/radiantcore.dir/eclass/Doom3EntityClass.cpp.o CMakeFiles/radiantcore.dir/eclass/EClassColourManager.cpp.o CMakeFiles/radiantcore.dir/eclass/EClassManager.cpp.o CMakeFiles/radiantcore.dir/entity/AngleKey.cpp.o CMakeFiles/radiantcore.dir/entity/curve/CurveCatmullRom.cpp.o CMakeFiles/radiantcore.dir/entity/curve/Curve.cpp.o CMakeFiles/radiantcore.dir/entity/curve/CurveEditInstance.cpp.o CMakeFiles/radiantcore.dir/entity/curve/CurveNURBS.cpp.o CMakeFiles/radiantcore.dir/entity/Doom3Entity.cpp.o CMakeFiles/radiantcore.dir/entity/doom3group/Doom3Group.cpp.o CMakeFiles/radiantcore.dir/entity/doom3group/Doom3GroupNode.cpp.o CMakeFiles/radiantcore.dir/entity/eclassmodel/EclassModelNode.cpp.o CMakeFiles/radiantcore.dir/entity/EntityModule.cpp.o CMakeFiles/radiantcore.dir/entity/EntityNode.cpp.o CMakeFiles/radiantcore.dir/entity/EntitySettings.cpp.o CMakeFiles/radiantcore.dir/entity/generic/GenericEntity.cpp.o CMakeFiles/radiantcore.dir/entity/generic/GenericEntityNode.cpp.o CMakeFiles/radiantcore.dir/entity/KeyValue.cpp.o CMakeFiles/radiantcore.dir/entity/KeyValueObserver.cpp.o CMakeFiles/radiantcore.dir/entity/light/Light.cpp.o CMakeFiles/radiantcore.dir/entity/light/LightNode.cpp.o CMakeFiles/radiantcore.dir/entity/light/Renderables.cpp.o CMakeFiles/radiantcore.dir/entity/ModelKey.cpp.o CMakeFiles/radiantcore.dir/entity/NameKeyObserver.cpp.o CMakeFiles/radiantcore.dir/entity/NamespaceManager.cpp.o CMakeFiles/radiantcore.dir/entity/RotationKey.cpp.o CMakeFiles/radiantcore.dir/entity/RotationMatrix.cpp.o CMakeFiles/radiantcore.dir/entity/ShaderParms.cpp.o CMakeFiles/radiantcore.dir/entity/speaker/SpeakerNode.cpp.o CMakeFiles/radiantcore.dir/entity/speaker/SpeakerRenderables.cpp.o CMakeFiles/radiantcore.dir/entity/target/TargetableNode.cpp.o CMakeFiles/radiantcore.dir/entity/target/TargetKeyCollection.cpp.o CMakeFiles/radiantcore.dir/entity/target/TargetKey.cpp.o CMakeFiles/radiantcore.dir/entity/target/TargetLineNode.cpp.o CMakeFiles/radiantcore.dir/entity/target/TargetManager.cpp.o CMakeFiles/radiantcore.dir/filetypes/FileTypeRegistry.cpp.o CMakeFiles/radiantcore.dir/filters/BasicFilterSystem.cpp.o CMakeFiles/radiantcore.dir/filters/XMLFilter.cpp.o CMakeFiles/radiantcore.dir/filters/XmlFilterEventAdapter.cpp.o CMakeFiles/radiantcore.dir/fonts/FontLoader.cpp.o CMakeFiles/radiantcore.dir/fonts/FontManager.cpp.o CMakeFiles/radiantcore.dir/fonts/GlyphInfo.cpp.o CMakeFiles/radiantcore.dir/fonts/GlyphSet.cpp.o CMakeFiles/radiantcore.dir/grid/GridManager.cpp.o CMakeFiles/radiantcore.dir/imagefile/BMPLoader.cpp.o CMakeFiles/radiantcore.dir/imagefile/dds.cpp.o CMakeFiles/radiantcore.dir/imagefile/ddslib.cpp.o CMakeFiles/radiantcore.dir/imagefile/ImageLoader.cpp.o CMakeFiles/radiantcore.dir/imagefile/JPEGLoader.cpp.o CMakeFiles/radiantcore.dir/imagefile/PNGLoader.cpp.o CMakeFiles/radiantcore.dir/imagefile/TGALoader.cpp.o CMakeFiles/radiantcore.dir/layers/LayerInfoFileModule.cpp.o CMakeFiles/radiantcore.dir/layers/LayerManager.cpp.o CMakeFiles/radiantcore.dir/layers/LayerModule.cpp.o CMakeFiles/radiantcore.dir/log/COutRedirector.cpp.o CMakeFiles/radiantcore.dir/log/LogFile.cpp.o CMakeFiles/radiantcore.dir/log/LogStreamBuf.cpp.o CMakeFiles/radiantcore.dir/log/LogStream.cpp.o CMakeFiles/radiantcore.dir/log/LogWriter.cpp.o CMakeFiles/radiantcore.dir/log/StringLogDevice.cpp.o CMakeFiles/radiantcore.dir/map/aas/AasFileManager.cpp.o CMakeFiles/radiantcore.dir/map/aas/Doom3AasFile.cpp.o CMakeFiles/radiantcore.dir/map/aas/Doom3AasFileLoader.cpp.o CMakeFiles/radiantcore.dir/map/aas/Doom3AasFileSettings.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/Export.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/Import.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/MapExporter.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/MapImporter.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/Models.cpp.o CMakeFiles/radiantcore.dir/map/algorithm/Skins.cpp.o CMakeFiles/radiantcore.dir/map/ArchivedMapResource.cpp.o CMakeFiles/radiantcore.dir/map/CounterManager.cpp.o CMakeFiles/radiantcore.dir/map/EditingStopwatch.cpp.o CMakeFiles/radiantcore.dir/map/EditingStopwatchInfoFileModule.cpp.o CMakeFiles/radiantcore.dir/map/format/Doom3MapFormat.cpp.o CMakeFiles/radiantcore.dir/map/format/Doom3MapReader.cpp.o CMakeFiles/radiantcore.dir/map/format/Doom3MapWriter.cpp.o CMakeFiles/radiantcore.dir/map/format/Doom3PrefabFormat.cpp.o CMakeFiles/radiantcore.dir/map/format/MapFormatManager.cpp.o CMakeFiles/radiantcore.dir/map/format/portable/PortableMapFormat.cpp.o CMakeFiles/radiantcore.dir/map/format/portable/PortableMapReader.cpp.o CMakeFiles/radiantcore.dir/map/format/portable/PortableMapWriter.cpp.o CMakeFiles/radiantcore.dir/map/format/primitiveparsers/BrushDef3.cpp.o CMakeFiles/radiantcore.dir/map/format/primitiveparsers/BrushDef.cpp.o CMakeFiles/radiantcore.dir/map/format/primitiveparsers/Patch.cpp.o CMakeFiles/radiantcore.dir/map/format/primitiveparsers/PatchDef2.cpp.o CMakeFiles/radiantcore.dir/map/format/primitiveparsers/PatchDef3.cpp.o CMakeFiles/radiantcore.dir/map/format/Quake3MapFormat.cpp.o CMakeFiles/radiantcore.dir/map/format/Quake3MapReader.cpp.o CMakeFiles/radiantcore.dir/map/format/Quake4MapFormat.cpp.o CMakeFiles/radiantcore.dir/map/format/Quake4MapReader.cpp.o CMakeFiles/radiantcore.dir/map/infofile/InfoFile.cpp.o CMakeFiles/radiantcore.dir/map/infofile/InfoFileExporter.cpp.o CMakeFiles/radiantcore.dir/map/infofile/InfoFileManager.cpp.o CMakeFiles/radiantcore.dir/map/Map.cpp.o CMakeFiles/radiantcore.dir/map/MapFileManager.cpp.o CMakeFiles/radiantcore.dir/map/MapModules.cpp.o CMakeFiles/radiantcore.dir/map/MapPosition.cpp.o CMakeFiles/radiantcore.dir/map/MapPositionManager.cpp.o CMakeFiles/radiantcore.dir/map/MapPropertyInfoFileModule.cpp.o CMakeFiles/radiantcore.dir/map/MapResource.cpp.o CMakeFiles/radiantcore.dir/map/MapResourceLoader.cpp.o CMakeFiles/radiantcore.dir/map/MapResourceManager.cpp.o CMakeFiles/radiantcore.dir/map/mru/MRU.cpp.o CMakeFiles/radiantcore.dir/map/namespace/ComplexName.cpp.o CMakeFiles/radiantcore.dir/map/namespace/Namespace.cpp.o CMakeFiles/radiantcore.dir/map/namespace/NamespaceFactory.cpp.o CMakeFiles/radiantcore.dir/map/PointFile.cpp.o CMakeFiles/radiantcore.dir/map/RegionManager.cpp.o CMakeFiles/radiantcore.dir/map/RootNode.cpp.o CMakeFiles/radiantcore.dir/model/export/AseExporter.cpp.o CMakeFiles/radiantcore.dir/model/export/Lwo2Chunk.cpp.o CMakeFiles/radiantcore.dir/model/export/Lwo2Exporter.cpp.o CMakeFiles/radiantcore.dir/model/export/ModelExporter.cpp.o CMakeFiles/radiantcore.dir/model/export/ModelScalePreserver.cpp.o CMakeFiles/radiantcore.dir/model/export/PatchSurface.cpp.o CMakeFiles/radiantcore.dir/model/export/ScaledModelExporter.cpp.o CMakeFiles/radiantcore.dir/model/export/WavefrontExporter.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5AnimationCache.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5Anim.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5Model.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5ModelLoader.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5ModelNode.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5Module.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5Skeleton.cpp.o CMakeFiles/radiantcore.dir/model/md5/MD5Surface.cpp.o CMakeFiles/radiantcore.dir/model/ModelCache.cpp.o CMakeFiles/radiantcore.dir/model/ModelFormatManager.cpp.o CMakeFiles/radiantcore.dir/model/NullModel.cpp.o CMakeFiles/radiantcore.dir/model/NullModelNode.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/PicoModelLoader.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/PicoModelModule.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/StaticModel.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/StaticModelNode.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/StaticModelSurface.cpp.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/clip.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/envelope.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/list.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/lwio.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/lwo2.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/lwob.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/pntspols.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/surface.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/vecmath.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/lwo/vmap.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/picointernal.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/picomodel.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/picomodules.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_3ds.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_ase.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_fm.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_lwo.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_md2.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_md3.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_mdc.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_ms3d.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_obj.c.o CMakeFiles/radiantcore.dir/model/picomodel/lib/pm_terrain.c.o CMakeFiles/radiantcore.dir/modulesystem/ModuleLoader.cpp.o CMakeFiles/radiantcore.dir/modulesystem/ModuleRegistry.cpp.o CMakeFiles/radiantcore.dir/particles/ParticleDef.cpp.o CMakeFiles/radiantcore.dir/particles/ParticleNode.cpp.o CMakeFiles/radiantcore.dir/particles/ParticleParameter.cpp.o CMakeFiles/radiantcore.dir/particles/ParticlesManager.cpp.o CMakeFiles/radiantcore.dir/particles/RenderableParticleBunch.cpp.o CMakeFiles/radiantcore.dir/particles/RenderableParticle.cpp.o CMakeFiles/radiantcore.dir/particles/RenderableParticleStage.cpp.o CMakeFiles/radiantcore.dir/particles/StageDef.cpp.o CMakeFiles/radiantcore.dir/patch/algorithm/General.cpp.o CMakeFiles/radiantcore.dir/patch/algorithm/Prefab.cpp.o CMakeFiles/radiantcore.dir/patch/Patch.cpp.o CMakeFiles/radiantcore.dir/patch/PatchModule.cpp.o CMakeFiles/radiantcore.dir/patch/PatchNode.cpp.o CMakeFiles/radiantcore.dir/patch/PatchRenderables.cpp.o CMakeFiles/radiantcore.dir/patch/PatchTesselation.cpp.o CMakeFiles/radiantcore.dir/precompiled.cpp.o CMakeFiles/radiantcore.dir/Radiant.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/GLProgramFactory.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/glprogram/GenericVFPProgram.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/glprogram/GLSLBumpProgram.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/glprogram/GLSLDepthFillProgram.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/OpenGLShader.cpp.o CMakeFiles/radiantcore.dir/rendersystem/backend/OpenGLShaderPass.cpp.o CMakeFiles/radiantcore.dir/rendersystem/debug/SpacePartitionRenderer.cpp.o CMakeFiles/radiantcore.dir/rendersystem/GLFont.cpp.o CMakeFiles/radiantcore.dir/rendersystem/OpenGLModule.cpp.o CMakeFiles/radiantcore.dir/rendersystem/OpenGLRenderSystem.cpp.o CMakeFiles/radiantcore.dir/rendersystem/RenderSystemFactory.cpp.o CMakeFiles/radiantcore.dir/rendersystem/SharedOpenGLContextModule.cpp.o CMakeFiles/radiantcore.dir/scenegraph/Octree.cpp.o CMakeFiles/radiantcore.dir/scenegraph/SceneGraph.cpp.o CMakeFiles/radiantcore.dir/scenegraph/SceneGraphFactory.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Curves.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Entity.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/General.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Group.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/GroupCycle.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Patch.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Planes.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Primitives.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Shader.cpp.o CMakeFiles/radiantcore.dir/selection/algorithm/Transformation.cpp.o CMakeFiles/radiantcore.dir/selection/clipboard/Clipboard.cpp.o CMakeFiles/radiantcore.dir/selection/group/SelectionGroupInfoFileModule.cpp.o CMakeFiles/radiantcore.dir/selection/group/SelectionGroupManager.cpp.o CMakeFiles/radiantcore.dir/selection/group/SelectionGroupModule.cpp.o CMakeFiles/radiantcore.dir/selection/ManipulationPivot.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/DragManipulator.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/ManipulatorBase.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/ManipulatorComponents.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/ModelScaleManipulator.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/RotateManipulator.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/ScaleManipulator.cpp.o CMakeFiles/radiantcore.dir/selection/manipulators/TranslateManipulator.cpp.o CMakeFiles/radiantcore.dir/selection/RadiantSelectionSystem.cpp.o CMakeFiles/radiantcore.dir/selection/SelectedNodeList.cpp.o CMakeFiles/radiantcore.dir/selection/selectionset/SelectionSet.cpp.o CMakeFiles/radiantcore.dir/selection/selectionset/SelectionSetInfoFileModule.cpp.o CMakeFiles/radiantcore.dir/selection/selectionset/SelectionSetManager.cpp.o CMakeFiles/radiantcore.dir/selection/selectionset/SelectionSetModule.cpp.o CMakeFiles/radiantcore.dir/selection/SelectionTestWalkers.cpp.o CMakeFiles/radiantcore.dir/selection/shaderclipboard/ClosestTexturableFinder.cpp.o CMakeFiles/radiantcore.dir/selection/shaderclipboard/ShaderClipboard.cpp.o CMakeFiles/radiantcore.dir/selection/shaderclipboard/Texturable.cpp.o CMakeFiles/radiantcore.dir/selection/TransformationVisitors.cpp.o CMakeFiles/radiantcore.dir/settings/ColourScheme.cpp.o CMakeFiles/radiantcore.dir/settings/ColourSchemeManager.cpp.o CMakeFiles/radiantcore.dir/settings/Game.cpp.o CMakeFiles/radiantcore.dir/settings/GameManager.cpp.o CMakeFiles/radiantcore.dir/settings/LanguageManager.cpp.o CMakeFiles/radiantcore.dir/settings/PreferencePage.cpp.o CMakeFiles/radiantcore.dir/settings/PreferenceSystem.cpp.o CMakeFiles/radiantcore.dir/shaders/CameraCubeMapDecl.cpp.o CMakeFiles/radiantcore.dir/shaders/CShader.cpp.o CMakeFiles/radiantcore.dir/shaders/Doom3ShaderLayer.cpp.o CMakeFiles/radiantcore.dir/shaders/Doom3ShaderSystem.cpp.o CMakeFiles/radiantcore.dir/shaders/MapExpression.cpp.o CMakeFiles/radiantcore.dir/shaders/ShaderExpression.cpp.o CMakeFiles/radiantcore.dir/shaders/ShaderLibrary.cpp.o CMakeFiles/radiantcore.dir/shaders/ShaderTemplate.cpp.o CMakeFiles/radiantcore.dir/shaders/TableDefinition.cpp.o CMakeFiles/radiantcore.dir/shaders/textures/GLTextureManager.cpp.o CMakeFiles/radiantcore.dir/shaders/textures/TextureManipulator.cpp.o CMakeFiles/radiantcore.dir/skins/Doom3SkinCache.cpp.o CMakeFiles/radiantcore.dir/undo/UndoSystem.cpp.o CMakeFiles/radiantcore.dir/vfs/DeflatedInputStream.cpp.o CMakeFiles/radiantcore.dir/vfs/DirectoryArchive.cpp.o CMakeFiles/radiantcore.dir/vfs/Doom3FileSystem.cpp.o CMakeFiles/radiantcore.dir/vfs/Doom3FileSystemModule.cpp.o CMakeFiles/radiantcore.dir/vfs/ZipArchive.cpp.o CMakeFiles/radiantcore.dir/xmlregistry/RegistryTree.cpp.o CMakeFiles/radiantcore.dir/xmlregistry/XMLRegistry.cpp.o -Wl,-rpath,/home/thebigh/Games/DarkRadiant/libs/wxutil:/home/thebigh/Games/DarkRadiant/libs/xmlutil:/home/thebigh/Games/DarkRadiant/libs/scene:/home/thebigh/Games/DarkRadiant/libs/math: ../libs/wxutil/libwxutil.so ../libs/module/libmodule.a -ljpeg -lpng12 ../libs/xmlutil/libxmlutil.so -lxml2 ../libs/scene/libscenegraph.so ../libs/math/libmath.so -L/usr/lib/x86_64-linux-gnu -pthread -lwx_baseu-3.0 -lwx_gtk3u_core-3.0 -lwx_gtk3u_stc-3.0 -lwx_gtk3u_adv-3.0 -lwx_gtk3u_gl-3.0 -lwx_gtk3u_xrc-3.0 -lsigc-2.0 -lftgl -lGLEW -lGLU -lGL -ldl /usr/bin/ld: CMakeFiles/radiantcore.dir/vfs/DeflatedInputStream.cpp.o: in function `archive::DeflatedInputStream::~DeflatedInputStream()': DeflatedInputStream.cpp:(.text+0x1b): undefined reference to `inflateEnd' /usr/bin/ld: CMakeFiles/radiantcore.dir/vfs/DeflatedInputStream.cpp.o: in function `archive::DeflatedInputStream::read(unsigned char*, unsigned long)': DeflatedInputStream.cpp:(.text+0xaa): undefined reference to `inflate' /usr/bin/ld: DeflatedInputStream.cpp:(.text+0xca): undefined reference to `inflate' /usr/bin/ld: CMakeFiles/radiantcore.dir/vfs/DeflatedInputStream.cpp.o: in function `archive::DeflatedInputStream::DeflatedInputStream(InputStream&)': DeflatedInputStream.cpp:(.text+0x149): undefined reference to `inflateInit2_' collect2: error: ld returned 1 exit status make[2]: *** [radiantcore/CMakeFiles/radiantcore.dir/build.make:4154: radiantcore/libradiantcore.so] Error 1 make[2]: Leaving directory '/home/thebigh/Games/DarkRadiant' make[1]: *** [CMakeFiles/Makefile2:787: radiantcore/CMakeFiles/radiantcore.dir/all] Error 2 make[1]: Leaving directory '/home/thebigh/Games/DarkRadiant' make: *** [Makefile:130: all] Error 2
  7. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  8. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  9. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  10. TDM really suffers from linear perspective deformation (see the moon in the sky when turning ), even lowering the FOV. image hosting site Isn't worthing some efforts to implement this shader as an engine part with the possibility for the player to choose between the classic - linear - perspective a more "shape-preserving" variant? https://reshade.me/forum/shader-presentation/3916-distortion-correction-conformal-perspective -> https://github.com/crosire/reshade-shaders/blob/master/Shaders/PerfectPerspective.fx
  11. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  12. I'd like to follow up on an earlier post, that keeps with the simple approach of retaining a fixed subtitle fieldwidth. Regarding about how one might test that a subtitle fieldwidth is "just right" for a given subtitle-line character limit (e.g., 42/line), font, and font scale, here's what I would suggest. Using dummy sound files, create a set of about 100 "worst likely case" subtitles that are exactly the length of the character limit. These are directly derived from the corpus of existing "story" and "speech" subtitles. Turn this set into 100 sound shaders for another version of my testSubtitles... program (with the desired fieldwidth, font, and font scale under test), and step through them. What you are looking to achieve is NO auto-wrap from the first to second line. If you get auto-wrap, then adjust the font scale and/or fieldwidth and iterate until good. This gives assurance about "worst likely cases", not "worst possible case", e.g, 42 W's in a row. Details: Suppose you have a function that takes a subtitle string and a font, and returns the "draw length" of that string in internal scale-independent font units, that is, pre-scaling/rendering. It's just a summation of lookups into the appropriate static character-width table (assuming kerning is not an issue). Because we will be using the calculated value just to rank the strings for "worse-ness", the "font unit" is arbitrary. [ @stgatilov, maybe you could provide me with such a function in C++? Then I could do what follows. ] OK, so that is embedded into a program that is turned loose on the existing subtitles, to: look for 2-line subtitles (in inline or srt form) where the lines together exceed the character limit convert those to a single string by replacing the linebreak with a space truncate them to the character limit calculate the "draw length" of each export the strings and their draw lengths into a csv (along with a field indicating the source) Do that for each available subtitle source (FM or stock barks), and import all the .csv files as sets of rows in a spreadsheet. Then sort the rows by draw length and deduplicate (ignoring source). Take the 100 "worst likely case" rows, export them, and turn them (using techniques already developed) into sound shaders for the testSubtitles... program. So, a bit of work, but you get assurance that you've optimized things to minimize future problems.
  13. Replying to various points I see made... The backup Fresnel would def look better with materials lighting toning it, b/c it's too monochromatic and even-looking. I thought AmbientRimColor was for materials, so when I noticed many things didn't use it I just figured they didn't have materials-based lighting implemented or their textures weren't prepped for it. Hence I chucked in the fallback fresnel. But, since the fallback fresnel is very monotone (monochromatic.. blue/gray haze on everything) and everything looks the same in shadows b/c no variations based on texture or materials I then tried applying the fake AO from dot(diffuse, 0.33) to add in variation to the fresnel (darker parts blocked more). But, lots of stuff just got their fresnel cancelled out when I did that. (EG: there's this dark brick texture on Saint Mattis FM in the underground .. it's so dark it just cancels out the fresenl if I mul it by fake AO). Tried doing a "if AO < 0.5, use 1-AO" to flip it, but it just went back to looking very monotone. That brick texture was also the one I I thought had no real normal map applied, but when I just piped normals through I saw it did have a normal.. just a very flat-looking normal without much variation. (IE: not as bumpy as, say, a round-rock stone wall texture). Looking down some walls, it looked like fresnel on a sheet of glass, but that was b/c the normal map on the texture was very flat. EG: wallpaper with the raised pattern..just looking down that wall the fresnel looks flat. But, zoom in with spyglass, and notice the fresnel is hugging the normal, it's just so faint that you don't see it unless zoomed in. Since missions can be a hodge-podge of assets, the goal was to use the shaders as a "butter knife" smoothing frosting on a cake. If textures can do PBR / materials and other stuff, then they take those branches. If not, then they use fallback methods to try to still add some detail. In a perfect world, every object/texture in the game would have PBR / Materials, specular maps, AO maps, etc. But, it's not perfect. The great part about shaders is we can do hacky fallback stuff if the cool stuff is missing. My idea is also to try to automatically offload some cool effects onto the shaders, so the FM designers don't have to think about it. EG: a shader that controls water should always add some default reflection to the surface, or, better yet, do calculations to determine transmission vs. reflection when looking down at the water vs looking parallel to it. And, do some depth calculations to determine where water edge is for edge softening / blending. Maybe also add a default water color value to blend in, so all water isn't crystal clear. That way FM designer just has to slap some water in their level without having to worry about messing with it to make it reflective or realistic-looking. Or, things like floors where the "tap tap" walking sound occurs, just have the game engine automatically use a shader that applies a slightly reflective cubemap on those textures to make tappy tile floors look polished and slightly reflective. Just build in some default enhancements that the game engine & shader logic handles, so the FM designer can focus more on making a level instead of trying to mess around with making textures and objects look good. I am still very much a nub when it comes to shaders. I hit my level of incompetence pretty quick when I start reading some of the white papers nvidia/amd publish on how to implement things in shaders. But, I like messing around with them, and like the idea of the shaders being able to make things look nicer automatically without level designers having to worry about micro-managing details like that. The shaders I chucked up here are just a WIP of hacks to see if the shaders could help smooth out more enhancement. There's def better / official ways to do things (like PBR). But, also hack alternatives to fallback on that the shaders can do when that's missing.
  14. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  15. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  16. Ok, dug through forum. Pg 5 shows the discussion on it. The black squares were caused by me adding normalization to the TBN values in the common / ambient vertex shaders before they went into the TBN matrix to pass to pixel/frag shaders. Ever since we found that out, I rid of that normalization in the vertex shaders, and left a comment in the shaders not to do it b/c of that issue. I just tested 64-bit + bloom, and I'm not getting black squares on my end. I'm using an Intel integrated HD 4600. I included all my "interaction" folder shaders in the .zip. Did you dump all of them into your interaction folder, or just the ambient/common frag shaders? I'm guessing it's a PITA to update anything on your end when I keep chucking out a bunch of micro-updates, so maybe you kept some older versions of files around? Check your ambient/common vertex shaders for TBN normalization and comment it out. If that doesn't work.. post your shaders here, and I'll look at them when I have time. Maybe there's a gfx-card-specific issue going on.. something that is fine on my end, but not yours ... that we can pin-point.
  17. This is something I wanted to try implementing myself more than an year ago, but ultimately figured it's overly advanced engine stuff for me: If no one else wants to I may still attempt it someday, in the meantime I wanted to write and ask about it at least. I don't know if this was previously discussed and I hope I'm not repeating something old: I've been seeing all the amazing changes done recently like volumetric lights... watching how far TDM has come makes me excited to see it get even further and become even more amazing. One of the last remaining renderer features I feel we're missing is the Depth Of Field effect. I do believe having this would make every environment in each FM even more incredible and realistic, while bringing TDM even closer to having top notch visuals on par with most modern engines (if we exclude PBR materials). Existing shaders and tutorials for the GLSL implementation are out there possibly even an existing idTech4 port; Initially I hoped it might be as easy as grabbing a freely licensed shader and integrating it in the engine, but usually things are always harder in reality. For starters I'm curious if others are with me in wanting this, if there are any plans for adding the feature, and if there remain any major roadblocks in the engine preventing it... engine wise I know the shader just needs access to the Z-buffer and can typically work its magic from the depth map. The best implementation I'm hoping we can get is the dynamic one, which smoothly adjusts focus based on where the player is looking (distance of the center pixel in the middle of the screen). By default the effect definitely shouldn't be excessive, only blurring distant or near things very slightly unless you're looking at a surface right in front of you. I don't believe it needs to be enabled by default as long as it's in the menu, like the sharpness filter it shouldn't bother anyone who doesn't want it and make things look beautiful for those that do.
  18. This is a thread for members to post inofficial hotfix patches in. These hotfixes are for people who want to keep using stable official releases of The Dark Mod and Dark Radiant, but with somewhat less bugs. These patches will overrule parts of the official release, and are therefor only compatible with the specific version of TDM/DR that they were created to patch. It is therefor necessary that you keep track of which hotfixes you installed, and uninstall them all when you upgrade to a new TDM/DR version. If any bugs persist in a future version, it's best to wait for a new patch to be released for that version. At time of writing, the official released versions are The Dark Mod version 2.10, and Dark Radiant version 2.14.0. When posting a patch, please include which version it is for. (Patches for developer versions are allowed, but don't expect those versions to last long.) Developers, keep in mind that while these patches will point you in the direction of a problem, the patch solution will sometimes differ from an official release solution. (For example, we can't rename packaged files, and so we have to sometimes refer to badly named ones.) It's possible that I - Nort - will be the only one posting these patches, and I'm fine with that. Update After having worked out a lot of patches during these past weeks, I've attached version 1.0 of my hotfix pack to this post. This pack makes all my previous hotfixes obsolete. Details about what they contain, are in the included release notes, because the list is too long to post here. The main features is the fixed console warnings, as well as the fixed mages. (Do not miss these mages. They are eating apples and everything.) If you have any questions about any changes, just ask. Version: The Dark Mod 2.10, Dark Radiant 2.14.0 Small correction: The release notes should say: "This new file creates defines several placeholder shaders. Placeholder shaders are mesh defaults which skins can refer to without risking conflicts with other meshes sharing the same skin. They are not simply misnamed shaders, or deprecated legacy shaders." Update Dark Radiant version 3.0.0 released today, so my patch version 1.0, only stayed relevant for about 24 hours. ...and that's fine. A great changelog of Progress, is all I ever wanted. While devs should still download my patch to see if everything in my patch change log has been addressed (which I doubt), normal users should instead go download Dark Radiant 3.0.0, where every change is official. Once I've assembled enough mental strength to begin over from the beginning again, I will start working on the next patch. It will likely take a shorter time to make this time. Update Remember, before uninstalling any def files, to first remove any entities they have created, mainly the noble and mage ragdolls. If Dark Radiant can't find the definitions for entities, it won't display them in the map. I don't know if they still remain in the code, and you probably don't want invisible obsolete entities in your map, so it's cleanest to remove the entities from the map before removing the patch files. Update I've decided to post-pone any further development until Dark Radiant release 3.1.0. The 3.0.0 was a big update, and big updates will typically come with smaller unforeseen issues. One such issue is that whole numbers aren't being displayed properly. It's thankfully only a cosmetic issue, but since it's so in-your-face, I think that the devs are likely dealing with other issues as well, and that the next update will be coming as soon as possible. ...so I think 3.1.0 will be more stable, and will come soonish.
  19. So it should be possible to find a generic GLSL shader for Gaussian Blur and / or DOF and integrate it. Just not something I ever worked with and understand well, especially as it requires engine changes. This discussion also came up on Discord though and several other players mentioned they want this, so there's hope and a reason for it happening after all... just hope there's someone with knowledge in shaders who can and wishes to help out.
  20. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  21. Wasn't TDM moving away from ARB to GLSL? Actually I think it was but the transition was incomplete so we're still using the former. Wonder what it would be best to do this under today, seems like the later is ideal if it's supported by both post-process as well as material shaders.
  22. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  23. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  24. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  25. We will look at some of this stuff, but SPOILER tags, please!!!
×
×
  • Create New...