Jump to content
The Dark Mod Forums

Search the Community

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

  • 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. @duzenkoTwo problems, first I did have my folders named darkmod in succession so I renamed to tdm and darkmod respectively. But the asset issue was fixed cause I forgot to run the flippin launcher... LOL So the engine boots up however... @stgatilovThe first time running, it decompressed textures but the game wouldn't start. Launched a second time and I get a fullscreen window, but it hangs on a black screen, last item in terminal is "Async thread started". When I run "thedarkmod.custom.debug" I get an ELF Exec error like it's compiled for wrong architecture, however a 'file' shows it is an aarch64 ARM executable. My terminal output below: EDIT: I noticed below the line "Unknown command '#'", I do know one project I was compiling on required me to modify a C file and change the # hashtags to // double forward slashes as ARM assembly uses // for comments. *Shrug* wooty@wootylx2k-ubn:~/build/tdm/darkmod$ ./thedarkmod.custom TDM 2.10/64 #9574 (1435:9574M) linux-aarch64 Aug 23 2021 01:34:57 failed parsing /proc/cpuinfo measured CPU frequency: 1000.1 MHz 1000 MHz unsupported CPU found interface lo - loopback found interface enx00249b1e62ae - 151.151.88.220/255.255.0.0 found interface virbr0 - 192.168.122.1/255.255.255.0 Found Unsupported CPU, features: TDM using Generic for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: /home/wooty/build/tdm/darkmod/ /home/wooty/build/tdm/darkmod/tdm_textures_wood01.pk4 (376 files) /home/wooty/build/tdm/darkmod/tdm_textures_window01.pk4 (389 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_natural01.pk4 (133 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_flat01.pk4 (302 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/wooty/build/tdm/darkmod/tdm_textures_sfx01.pk4 (69 files) /home/wooty/build/tdm/darkmod/tdm_textures_roof01.pk4 (72 files) /home/wooty/build/tdm/darkmod/tdm_textures_plaster01.pk4 (142 files) /home/wooty/build/tdm/darkmod/tdm_textures_paint_paper01.pk4 (63 files) /home/wooty/build/tdm/darkmod/tdm_textures_other01.pk4 (127 files) /home/wooty/build/tdm/darkmod/tdm_textures_nature01.pk4 (286 files) /home/wooty/build/tdm/darkmod/tdm_textures_metal01.pk4 (497 files) /home/wooty/build/tdm/darkmod/tdm_textures_glass01.pk4 (51 files) /home/wooty/build/tdm/darkmod/tdm_textures_fabric01.pk4 (43 files) /home/wooty/build/tdm/darkmod/tdm_textures_door01.pk4 (177 files) /home/wooty/build/tdm/darkmod/tdm_textures_decals01.pk4 (465 files) /home/wooty/build/tdm/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/wooty/build/tdm/darkmod/tdm_textures_base01.pk4 (407 files) /home/wooty/build/tdm/darkmod/tdm_standalone.pk4 (4 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals06.pk4 (696 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals05.pk4 (119 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals04.pk4 (2869 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals02.pk4 (1299 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/wooty/build/tdm/darkmod/tdm_sound_sfx02.pk4 (605 files) /home/wooty/build/tdm/darkmod/tdm_sound_sfx01.pk4 (966 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient02.pk4 (163 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient01.pk4 (220 files) /home/wooty/build/tdm/darkmod/tdm_prefabs01.pk4 (961 files) /home/wooty/build/tdm/darkmod/tdm_player01.pk4 (125 files) /home/wooty/build/tdm/darkmod/tdm_models_decls01.pk4 (103 files) /home/wooty/build/tdm/darkmod/tdm_models02.pk4 (2053 files) /home/wooty/build/tdm/darkmod/tdm_models01.pk4 (3163 files) /home/wooty/build/tdm/darkmod/tdm_gui_credits01.pk4 (49 files) /home/wooty/build/tdm/darkmod/tdm_gui01.pk4 (721 files) /home/wooty/build/tdm/darkmod/tdm_fonts01.pk4 (696 files) /home/wooty/build/tdm/darkmod/tdm_env01.pk4 (152 files) /home/wooty/build/tdm/darkmod/tdm_defs01.pk4 (187 files) /home/wooty/build/tdm/darkmod/tdm_base01.pk4 (198 files) /home/wooty/build/tdm/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/wooty/build/tdm/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_guards01.pk4 (378 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_females01.pk4 (172 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files) /home/wooty/build/tdm/darkmod/tdm_ai_base01.pk4 (9 files) /home/wooty/build/tdm/darkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files failed parsing /proc/cpuinfo alternative method used /proc/cpuinfo CPU processors: 16 /proc/cpuinfo CPU logical cores: 16 ----- Initializing Decls ----- ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 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 Unknown command '#' Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL: found device 'SB Omni Surround 5.1 Analog Stereo' [ACTIVE] OpenAL: found device 'Kensington SD4700P Dual Video Dock Digital Stereo (IEC958)' [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL: device 'SB Omni Surround 5.1 Analog Stereo' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display Borderless fullscreen - using current video mode for monitor 0: 3440 x 1440 ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: AMD OpenGL renderer: AMD Radeon (TM) Pro WX 4100 (POLARIS11, DRM 3.40.0, 5.11.0-31-generic, LLVM 12.0.1) OpenGL version: 4.6 (Core Profile) Mesa 21.3.0-devel (git-2b4b310 2021-08-21 hirsute-oibaf-ppa) 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 v - using GL_EXT_depth_bounds_test 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 v - using GL_ARB_bindless_texture 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: 8 Max geometry output vertices: 256 Max geometry output components: 4095 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 shadowMapN ... Linking GLSL program shadowMapNG ... 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 ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.10/64, linux-aarch64, code revision 9574 Build date: Aug 23 2021 Initializing event system ...852 event definitions Initializing class hierarchy ...172 classes, 1690368 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 45, 7160 bytes Statements: 20303, 812120 bytes Functions: 1278, 166124 bytes Variables: 91948 bytes Mem used: 2019680 bytes Static data: 3989840 bytes Allocated: 5034004 bytes Thread size: 7904 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 3 mods in the FM folder. Parsed 0 mission declarations, no mission database file present. -------- 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. --- Common Initialization Complete --- WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 4706 Async thread started Killed
  2. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  3. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  4. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  5. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  6. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  7. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  8. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  9. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  10. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  11. Finally got tri-screen working in TDM, though you guys might like to see - http://www.youtube.com/watch?v=YAyapfX7jpg http://www.youtube.com/watch?v=ySpAh-pVXDc Settings I used in the autoexec.cfg file seta r_mode "-1" seta r_aspectRatio "0" [i]- means ignored[/i] seta r_customWidth "5040" seta r_customHeight "1050" set com_videoram "2048" seta r_fovRatio "4.91" [update] I can now also confirm it working on nV surround as well. .
  12. I am curious if there is currently a way to get TDM running on 3 monitors either 5760x1200 or bezel corrected. I know there used to be a way to run Doom 3 like that with a doom3.x86 alternate file as poorly explained here. The last line of that post isn't particularly encouraging and I've messed about with this fix and hex edit to make the suggested changes but haven't had any luck. Is anyone running the game in surround/eyefinity? Anyone know how to accomplish this? Is support for this going to be included in 2.0?
  13. So, I recently bought the Ultima 40 Mk2 plus Surround set by Teufel and I love it as far as the sound is concerned. To be honest, I was going to buy something cheaper but my friends and colleagues talked me into buying Hifi while not having any proper background knowledge, which I now suffer the consequences from. Of course I got into trouble with my neighbors due to the volume pretty quickly. Even at low volumes the bass seems to penetrate the building a lot, so I started researching a little. I think I found some reasonable explanations for this and I thought someone around here might be knowledgable enough to confirm or disconfirm. The good thing is that the kind people at teufel allow customers to send back their products within 8 weeks, so I can just get a different set of speakers now. The subwoofer is obviously the most critical part of the system. As soon as I turn up the volume a little, the penetration becomes really high. It is a downfire-subwoofer (membrane / bassreflex on bottom) and it seems to be well established that these put all the bass in the floor to make you FEEL the bass physically. This is obviously bad for my neighbors. I guess I need to replace this one with a regular frontfire subwoofer. But here comes the part I am not so sure about. The front stereo speakers also have two bassreflex speakers with channels leading out to the back. The problem with that is, that I have to put the speakers pretty close to the wall, like 10 to 20 centimeters, due to the room geometry. I assume that this now works the sameway as with the downfire-subwoofer: The bassreflex-channels pump a lot of the bass into the wall, due to the distance not being big enough. This would also explain why my neighbor on the other side of that wall says that it'd feel as if he was sitting right in front of a bass speaker. So I am thinking, I should replace the stereo speakers either with bassreflex speakers having the channels at the front or get a completely different speaker architecture. I am also considering getting smaller booksheld speakers, e.g. the ones on the rear from the Teufel set. I mean there is still the subwoofer for the bass and I prefer all channel stereo over stereo when listening to music anyway. Any thoughts are welcome...
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  14. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  15. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to 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. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  16. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  17. http://www.ubergizmo.com/2014/03/hands-on-samsung-ud590-review-a-lean-mean-4k-monitor/ That is pretty damn sexy. Only issues I see are, no VESA mounts and that graphics ass required to run 3 of these. :\
  18. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  19. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
×
×
  • Create New...