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Hello yesterday i realised that the saving system as used now leads to loot losses i realized that when i found a small golden can for the 3rd time... I use Quick Save and Quick Load a lot, but if you save with a name you have to go to the save menu. reversed that is unfortunately equal. the saves with a name are NOT loaded with quick load... meaning that if i continue after a names save, fail a task, press quick load then my golden can WONT be loaded even while i EXPLICITLY saved that after the second find ...... could you PLEASE stop this annoying process of makeing double effort ?? its nice to have the Quick save, but it breaks the game for real that the quick load cannot load the LAST SAVE .... very annoying and very pitty and not needed at all. hope its very simple to implement. cheers.
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RTX 5090 with Core 2 Duo? Nvidia driver change opens up bizarre system build options First Intel Core 2 and Nvidia RTX 50 gaming experiments disappoint Something for your old CPUs. AMD Radeon RX 9060 XT launches on June 5, starting at $299 The 9060 XT comes in 16 GB ($350) and 8 GB ($300) configurations. TDP is 150-160W, both should have the same clocks. One interesting feature is that it comes with PCIe 5.0 x16, instead of x8 which competing RTX 5060 and 5060 Ti are limited to. This may help performance on older PCIe 4.0/3.0 systems. Launches June 5. AMD's FSR Redstone uses machine learning to achieve parity with Nvidia DLSS FSR "Redstone" refers to improvements to FSR4 coming in the second half of the year. It should compete with Nvidia's ray reconstruction technique, and use machine learning to enhance FSR AFMF frame generation for the first time. Redstone is only confirmed for RDNA 4 cards, and there's still no word on FSR4 features coming to RDNA 3/3.5 yet (definitely not coming to RDNA 2). AMD launches Radeon AI Pro R9700 to challenge Nvidia's AI market dominance 32 GB workstation variant of the 9070 XT. AMD Announces Threadripper HEDT and Pro 9000-Series CPUs: 96 cores and 192 threads for Desktops and Workstations Zen 5 Threadripper ranging from 12 to 96 cores arrives in July. Nvidia releases driver for entry-level RTX 5060 GPU amid launch review controversy Nvidia has pulled some shady tactics ahead of the RTX 5060 launch, discouraging day 1 reviews in favor of tightly controlled "previews", and also attempting to threaten Gamers Nexus. Nevertheless, Hardware Unboxed got a hold of the card and found it to be around 22% faster than the RTX 4060 at 1080p. Intel launches $299 Arc Pro B50 with 16GB of memory, 'Project Battlematrix' workstations with 24GB Arc Pro B60 GPUs The Arc Pro B50 and B60 are Intel's workstation GPUs. The B50 is notable for being a 70W, low profile card with 16 GB of VRAM allegedly retailing for $300, making it an attractive option for small form factors.
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Large Framerate Drop when AI Try to Pathfind Through Locked Doors
Jnon replied to Jnon's topic in TDM Editors Guild
Unfortunately, this would block all the AI, and there are some I'd like to still be allowed through. I assume this would also block all AI and not just those without keys or a can_unlock flag... Thank you for the suggestions. For the time being, I'm going to just give all AI in the same area as that door the "can_unlock" flag and hope nobody from too far away gets kited into that area. I assume what's happening is that the AI wants to get to the other side of the door, can't, and tries to map alternate paths to get inside which ends up scouring the entire "outdoor" area (one large zone for the entire map not including visportaled/location boundaried "indoor" areas) which taxes system resources. In future I'll make sure to read the fine manual before I sink six months into a map -
Thank you for the feedback, it's very useful! I did some tinkering with the particle system to have them appear at a specific frame in the animation, but haven’t had much success yet. I didn’t spend too much time on it since I’ve been focusing on adding all the items first, but I’ll definitely come back to it once that’s done. As for the lockpicking, the animation does show two picks even if the player only has one. I’ll try out the file/knife suggestion to get around that. Implementing the lockpick-in-lock part would be very tricky, so for now I’ll just add an option to disable that specific animation in case someone prefers not to have it in its current state.
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Changelog of 2.13 development: beta213-05 (rev 17312-10946) * Removed back menuLastGameFrame feature because of random texture popup (post). * Console font minor tweak to avoid artifact under P. * Minor fix for Catalan language. beta213-04 (rev 17306-10940) * Fixed bug with compass + X-ray glasses combination. * Fixed two buttons displayed in menu objectives during game (post). * Added new smoking animation. * Added menuLastGameFrame image to show game footage in in-game main menu (6608). * Changed install/uninstall mission to select/deselect in main menu. * Fixed editor images for HD carpets (6607). * More fixes for Catalan language. beta213-03 (rev 17294-10935) * Fixed crash in WS3 due to script name collision in invisibility potion. * Added praying animation. * Fixed heat-haze shaders with nontrivial Render Scale. * Restored back tonemapping in the menus. * Allow settings hotkeys for gasmine, slowfall, invisibility, made strings translatable. * Fixed double-cursor in game console on 1920x1080 (post). * Applied noise reduction to new vocals for drunk "jack" AI. * Added support for Catalan language. * Fixed UV maps on stove models (6312). beta213-02 (rev 17281-10932) * Fixed HOM-like artifacts in AT1 Lucy and trash frames on TDM start on Linux (post, post). * Disabled tonemap compression curve and reverted settings to 2.12 defaults (post). * Added menu options to disable volumetric lights and parallax mapping. * Fixed varioius issues with largesquare01 materials (6579). * Fixed several issues in the new parallax materials (6604). * Deleted plain_redgreen_design_HD material which references non-existent textures (6601). * Some main menu buttons during game start replaced with generic "Next" (post). * Climbing sounds now depend on material (4991). * Added shaded_lamp_with_grill model (6589). * New fabric_ornate and fabric_fleur materials. beta213-01 (rev 17262-10927) * Improving the fonts continued (thread). * Fixed unwanted mine deployment when player eats the last bit of food in hands (6598). * Removed old hack to fix for scripted savegame crash (4967). * Added a model ext_timber01_window01_empty.lwo (6600). * Fixed missing skin for atdm:ai_revenant_spirit (6595). dev17251-10920 * Added slowfall potion. * Added invisibility potion. * New tonemap settings are now default (post). * Added Texture Quality settings in the main menu. * Added pipes_industrial_modular models. * Minor adjustments to colored versions of gen3 environment maps. * Default value of inv_count is back at 1 to fix issues with inventory counts. * Fixed rare crash on loading collision models (post). * Refactored heatHaze shaders. dev17234-10914 * Added many new high-res materials, half of them with parallax mapping. * Implemented optional HDR compression in tonemapping + other improvements (post). * Implemented interactionSeparator syntax in materials (post). * Added new entityDef: atdm:radio. * Added colored versions of gen3 environment cubemaps for metallic materials. * Added new environment cubemaps: sparkles, studio, blurry. * Added coat_commoner_hanging and coat_inventor_hanging models. * Added mantle_clock_ticking sound. * Improved lightgem calculations while leaning (post). * Fixed regression with double-sided materials (5862). * New sorting of inventory grid items (6592). * Reduced font size of mission list, which allows to see more missions and longer names (post). * Added scrollbar to "notes" of a mission in the main menu. * Optimization: don't render interaction groups with black diffuse & specular. * Improved "scepter" material (thread). * Fixed normal map of ornament_relief_mold_eaglelshield (6585). * More tweaks to starry2 materials. * Made material noshadows: moon_full_shaded, shooting_star, moon_glow. * Added "inv_count" "1" spawnarg to atdm:playertool. * Gas mine now costs 125 instead of 75. * Added min/max builtin functions to game scripts. * Added script events about gravity, health, in-air movement. * Added script events setUserBy, setFrobActionScript. dev17171-10894 * Added entityDef archery_target01 with hit detection, it is now used in Training Mission. * Fixed missing steam_pipe02_straight in Training Mission. * Hiding mouse cursor during briefing in official missions (6576). * Cleaned up the code for extracting interaction groups in material. * Parallax mapping: supported "translate", self-shadows are disabled properly (6571). * Fixed meshes generator_big, generator_small, generator2, warehouse_front_doorframe (6581). * Fixed material on model stove_open02 (6580). * Fixed decals on ext_timber01_window01 (5782). * Improved largesquare01 materials with bumpmap and specular (6579). * Added skybox materials clouds3 and clouds_4_small + prefabs. dev17152-10890 * Major update of Training Mission, including vine arrows (4352). * Added TDM version + engine revision in lower-left corner of main menu. * Experimental implementation of parallax mapping (6571). * Fixed frob interaction with candle holder that's initially extinguished (6577). * Better icons for scrollbar thumb in menu, fixed author search (6339 6570 6449). * Fixed hiding mouse cursor during video briefing/debriefing (6576). * Fixed map immobilization not applied if opening map with inv use key. * Forbid adding missions to download when download is in progress (6368). * Skip disabled bump stages in environment mapping (6572). * Disabled texture compression for light images: falloff and IBL cubemaps. * Minor change in shadow map acne / blur radius computation (6571). * Added banner01_edgar and banner01_viktor banners, along with long versions. * Fixed UV map for longbanner_ragged model (6573). * Added missing jack/drunk_idle13.ogg sample (6507). * Fixed handle_curved02_latch prefab, deleted pull_handle (6286). * Replaced normal map of cobblestone_blue_black with high-res version (6574). * More detailed editor images of some materials (6575). * Added small_dresser_openable prefab. * Added banner_sword + tdm_bannerlong_sword materials. * Increased size of secret message overlay GUI. dev17121-10869 * Massive improvements in mission select & download menus, added search (6339 6570 6449). * Improvements and fixes for "builder priest" animated mesh. * Improvements of idle01 animation. * Improved newspaper01 model (6568). * Added gas mine to "map start pack" prefabs (6559). * Fixed text alignment in save/load menus. * Minor CI/build fixes. dev17104-10844 * Enabled the new system for tracking light value by default (6546). * New light value tracking integration covers ropes and doors + optimized shadow rays (6546). * Added atdm:playertools_gasmine (6559). * Workaround for compiler bug which broke particle collisions with texture layout (post). * Fixed r_showTris: color, values 2 and 3 (6560). * Minor improvements to drunk vocals (6507). * More tweaks to sculpted/girard_relief_pho. dev17095-10833 * Major improvements in drunk AIs: setting "drunk" spawnarg is enough now; new sounds, animation improvements, greetings, etc. (6507). Fixed drunk women AI (5047). * Incorporated stone font updates by Geep (thread). * New footstep sounds for ice and broken glass (6551). * Fixed light culling bug on elongated models with non-identity rotation (6557). * Added new system for tracking light value of entities (6546). It is disabled yet. * Technical change in loading of particle collisions (6546). * Now AI follower settings can be set as spawnargs, added prefab (6552). * Added proper dmap error message if map file contains an entity before worldspawn. * Fixed water_medium_running sound (5384). * Fixed window/metal_irregularpanes_moonlit material. * Fixed wood/boards/rough_boards_scratched (4157). * Fixed wall/ship_wheel model (6549). * Fixed gaps in awning_cloth_01_large model (6550). * Added weather particles with static collisions enabled (6545). * Added a pack of new factory_machines models (6537). * Added fabric/cloth_baize materials (red and purple). * Added window/diamond_pattern01_moonlit_bright material (6133). * Added AO and specular maps to sculpted/girard_relief material. * Added musicbox sound, added prefabs for it and for victrola. * Added wood/panels/mary_panel model. * DarkRadiant now knows about parallelSky param (6496). dev17056-10800 * Supported "efx_preset" spawnarg on location entities (6273, thread). * Fixed rendering of volumetric light and particles in X-ray views (6538). * Fixed rendering of particles in mirrors (6538). * Improved volume estimation for subtitles, very quiet subtitles are hidden (6491). * Fixed bug in idClip::Translation of non-centered models. * Third-party integration greatly reworked for better integration with conan (6253). * Stone/subtitle font improvements by Geep. * Fixed sleeping sounds for drunk AIs (6539), and other sounds for them too (6507). * Fixed missing shadow on endtable_001 model (6288). * Added girard_relief material. Known issues: * Shadows of Northdale Act 1 does not start (6509). (mission has been updated) dev17044-10746 * Supported mission overrides for cvars which are tied to gameplay state (5453). * Fixed crash on start with 32-bit Windows build. * Rebuilt all third-party libraries with conan 2 system (6253). * Reverted improvements of capped FPS to fix video/audio desync (5575). dev17042-10732 * Restored ability to create cvars dynamically, fixing bow in missions (5600). * Fixed issue where .cfg files were saved every frame (5600). * Added sys.getcvarf script event for getting float value of cvar (6530). * Extracted most of constants from weapon scripts into cvars (6530). dev17035-10724 * Support passing information between game and briefing/debriefing GUI via persistent info. Also changed start map & location selection, added on_mission_complete script callback (6509 thread). * New bumpmapped environment mapping is now default (6354). * New behavior of zero sound spawnarg is now default (6346). * Added sound for "charge post" model (6527). * Major refactoring of cvars system to simplify future changes (5600). Known issues: * Bow does not shoot in some missions: thread (only in this dev build) dev17026-10712 * Nested subviews (mirrors, remotes, sky, etc.) now work properly (6434). * Added GUI debriefing state on mission success (6509 thread). * Sound argument override with zero now works properly under cvar (6346 thread). * Environment mapping is same on bumpy and non-bumpy surfaces under cvar (6354 thread). * Default console font size reduced to 5, added lower bound depending on resolution. * Added high-quality versions of panel_carved_rectangles (6515). * Added proper normal map for stainglass_saint_03 (6521). * Fixed DestroyDelay warning when closing objectives. * Fixed the only remaining non-threadsafe cvar (5600). * Minor optimization of depth shader. * Added cm_allocator debug cvar (6505). * Fixed r_lockView when compass is enabled. dev17008-10685 * Enabled shadow features specific to maps implementation (poll). * Auto-detect number of parallel threads to use in jobs system (6503). * Improved parallel images loading, parallelized sounds loading, optimized EAS (6503). * Major improvements in mission loading progress bar (6503). * Core missions are now stored uncompressed in assets SVN (6498). * Deleted a lot of old rendering code under useNewRenderPasses + some cleanup (6271). dev16996-10665 * Environment mapping supports texcoord transforms on bumpmap (6500). * Fully disabled shadows on translucent objects (6490). * Fixed dmap making almost axis-aligned visportals buggy (6480). * com_maxFps no longer quantizes by milliseconds on Windows 8+. * Now Uncapped FPS and Vsync are ON by default. * Supported Vsync control on Linux. * Added set of prototype materials (thread). * Fixes to Stone font to remove stray pixels (post). * Loot candlestick no longer toggle the candle when taken. * Optimized volumetric lights and shadows in the new Training Mission (4352). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. * Now combination lock supports non-door entities by activating them. * Added low-poly version of hedge model (6481). * Added tiling version of distant_cityscape_01 texture (6487). * Added missing editor image for geometric02_red_end_HD (6492). * Added building_facades/city_district decal material. * Fixed rendering with "r_useScissor 0" (6349). * Added r_lockView debug rendering cvar (thread). * Fixed regression in polygon trace model (5887). * Added a set of lampion light entityDefs.
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PLAYERS Implemented new system to estimate light for AI purposes. Players usually try to hide bodies in dark places so that guards don't see it when passing by. However, the old light estimate system does not properly account for shadows, so what is dark for player can be fully bright for AI. The new system considers all the details including: shadows, projected light textures, cubemaps, blinking and multistage lights, invisible skins (thread). There are many improvements to mission lists in the main menu. It is easy to search mission by name/author prefix, more missions fit into the visible area, several lists can now be scrolled. Default settings should no longer cause any extra micro-stutters, because Uncapped FPS and Vsync are enabled by default now. Other improvements include: support for Vsync on Linux, better implementation of FPS limit on Windows 8 and later. Level loading is further accelerated with better utilization of multicore CPUs and parallel loading of sound samples. Loading progress bar has been reimplemented to reflect all the optimizations of the past years. Subtitles got some improvements as well. The volume estimation is much better now, subtitles for too quiet sounds are no longer shown. Visual appearance of the subtitles font has been greatly improved. Tonemapping has been altered to improve appearance of overly bright colors. Such colors are no longer clamped at value = 1 and they desaturate at high brightness. Finally, brightness slider should be much more useful now (post). The training mission is further updated with vine arrows, EFX reverb, and better performance. New footstep sounds added for broken glass and ice. MAPPERS Added support for parallax mapping. This effect can be used to fake highly detailed geometry in some cases. (wiki, thread) Major overhaul for drunk AIs. Mappers now only have to set the "drunk" spawnarg to "1" on any AI in order for that AI to appear "drunk", and better yet, there are several customization options available to mappers to make their drunk AI more unique. In order to make this happen, we added two new drunk vocal sets for the Drunk Moor and Drunk Jack, respectively. In addition to several bug fixes, there are now improved drunk animations and drunk greetings, female AI and manbeasts can now also be drunk, and drunk idle bark times have been improved. Supported GUI debriefing screen on mission success. Previously mappers could set up debriefing video, but could not make arbitrary interactive GUI like they could do with briefing (thread). Also, mapper can pass information from GUI briefing to game and from game to GUI debriefing via persistent info. Previously it was only used to pass info between missions in a campaign (wiki). Finally, missions are allowed to modify cvars in relatively safe way. This is possible due to the new concept of "cvar mission override", which are part of game state. They can be set by script function sys.setcvar and by game console commands setm / unsetm. Beware that most of cvars are still internal and are not fixed for the sake of backward compatibility! (thread) Also, the cvar system has been cleaned up a bit and is thread-safe now. Major improvements in bumpmapped environment mapping: texcoords transforms like translate and rotate do work now, it is OK to have several bumpmap stages toggled on and off dynamically. The visual appearance has also been changed and is now similar to non-bumpmapped case (thread). The behavior of zero sound spawnargs has been changed: now it indeed sets the volume to zero, while previously it had no effect compared to nonexistent spawnarg (thread). The interaction groups in material are now extracted differently. Most importantly, you can split material stages across interactions using the new interactionSeparator syntax (thread). Some features are now enabled for shadow maps despite them being impossible to implement with stencil shadows: shadows on transparent surfaces and alpha-tested shadows (poll). Nested subviews now work properly: mirrors, remotes, sky, etc. They cost tremendous amount of performance, so this is not a feature to rely on. But it is still better than to have a large mirror turn black whenever a small water puddle with mirror material gets into player's view. It has become easier to set standard EFX settings with the new efx_preset spawnarg (thread). Several new player tools have been added: slowfall potion (thread) gas mine invisibility potion (from @kingsal missions) BUGS * Fixed dmap making almost axis-aligned visportals buggy (6480). * Fixed bug in idClip::Translation of non-centered models. * Fixed light culling bug on elongated models with non-identity rotation (6557). * Fixed rendering of volumetric light and particles in X-ray views and mirrors (6538). * Workaround for compiler bug which broke particle collisions with texture layout (post). * Fixed rare crash on loading collision models (post). * Fixed map immobilization not applied if opening map with inv use key. * Fixed frob interaction with candle holder that's initially extinguished (6577). * Fixed frob_light_holder_toggle_light on entities with both skin_lit and skin_unlit. INTERNAL The system for third-party dependencies has been moved to Conan 2 and extended. Now the CI server regularly builds TDM and its dependencies completely from source code.
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Here yer go - [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2018.11.25 22:31:50 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on Nov 17 2018 14:24:15 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.07/64, code revision 7762 (7762) [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/meatlight] - []/[lights/stormy2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squareblast] - []/[lights/squareblast] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_strobe] - []/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/barrelexplode] - []/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/redglow] - []/[lights/squarelight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/popanimlight] - []/[textures/particles/rocketstripsmall.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/falloff_exp1] - []/[lights/falloff_exp1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/falloff_exp2] - []/[lights/falloff_exp2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/cloudscroll] - []/[lights/cloudscroll] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/cloudscroll2] - []/[lights/cloudscroll2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/cloudscroll3] - []/[lights/cloudscroll3] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/cloudturn] - []/[lights/cloudturn] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/stormy1] - []/[lights/stormy2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lightgratelight] - []/[lights/lightgratelight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lightgratelight_snd] - []/[lights/lightgratelight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_strobe_slow] - []/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spectrum2Light_round] - [lights/squarelight1a.tga]/[lights/spot01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spectrum2Light] - [lights/squarelight1a.tga]/[lights/fullambient.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/plasmaglow] - [lights/squarelight1a.tga]/[textures/particles/plasmalight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squareishlight] - [lights/squarelight1a.tga]/[lights/squareishlight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_snd_spectrum] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_snd_noflicker] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_global] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_parmsndflicker] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate8] - [lights/squarelight1a.tga]/[lights/grate8.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate8sqr_blinky] - [lights/squarelight1a.tga]/[lights/grate8sqr.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate7] - [lights/squarelight1a.tga]/[lights/grate7.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate7_blinky] - [lights/squarelight1a.tga]/[lights/grate7.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fullambient] - [lights/squarelight1c.tga]/[lights/fullambient_amb.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate6] - [lights/squarelight1c.tga]/[lights/grate6.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/triangle2] - [lights/squarelight1c.tga]/[lights/triangle1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/triangle1] - [lights/squarelight1c.tga]/[lights/triangle1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rred] - [lights/squarelight1c.tga]/[lights/rred.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/impflash] - [lights/squarelight1c.tga]/[lights/impflash.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/redspawnflash] - [lights/squarelight1c.tga]/[lights/redspawnflash.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spawnflash] - [lights/squarelight1c.tga]/[lights/spawnflash.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/defaultPointLight] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/default3DLight] - [lights/squarelight1a.tga]/[_cubicLight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/desertambientlight] - [lights/squarelight1a.tga]/[lights/squarelight_amb.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/desertlight2] - [lights/squarelight1a.tga]/[lights/desertlight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/defaultProjectedLight] - [_noFalloff]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambientLight] - [lights/squarelight1a.tga]/[lights/squarelight1_amb.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambientLight2] - [lights/squarelight1a.tga]/[lights/squarelight_amb.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/nofalloff] - [lights/squarelight1a.tga]/[lights/nofalloff.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/qcfloorvent01x] - [lights/squarelight1a.tga]/[lights/qcfloorvent01x.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorpgrate] - [lights/squarelight1a.tga]/[lights/floorpgrate.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/qc_comj] - [lights/squarelight1a.tga]/[lights/qc_comj.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight2] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01x_cv] - [lights/squarelight1a.tga]/[lights/floorvent01x_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fanblade3] - [lights/squarelight1a.tga]/[lights/fanblade3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fanlightgrate] - [lights/squarelight1a.tga]/[lights/fangrate.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_blast] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_strobe] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_flicker2] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_flicker] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_flicker3] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_flicker3_spectrum] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_flicker4] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_sin] - [lights/squarelight1a.tga]/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_strobe] - [lights/squarelight1a.tga]/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_flicker2] - [lights/squarelight1a.tga]/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_flicker] - [lights/squarelight1a.tga]/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mlight01] - [lights/squarelight1a.tga]/[lights/mlight01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blur_cv] - [lights/squarelight1a.tga]/[lights/blur_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight_cv] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight_still_cv] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/xblamplight_cv] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/bspot01_cv] - [lights/squarelight1a.tga]/[lights/bspot01_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/xbspot01_cv] - [lights/squarelight1a.tga]/[lights/bspot01_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rotate] - [lights/squarelight1a.tga]/[lights/rotate3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/bspot01] - [lights/squarelight1a.tga]/[lights/bspot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01_dblbright] - [lights/squarelight1a.tga]/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01] - [lights/squarelight1a.tga]/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01_global] - [lights/squarelight1a.tga]/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/flash] - [lights/squarelight1a.tga]/[lights/light.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blinds02] - [lights/squarelight1a.tga]/[lights/blinds02.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/duolight01] - [lights/squarelight1a.tga]/[lights/duolight01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight_tile4] - [lights/squarelight1a.tga]/[lights/blamplighttile.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplighte3] - [lights/squarelight1a.tga]/[lights/blamplighte3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/triangle] - [lights/squarelight1a.tga]/[lights/triangle.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight_split] - [lights/squarelight1a.tga]/[lights/squarelight_split.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1a] - [lights/squarelight1a.tga]/[lights/squarelight1a.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01blue] - [lights/squarelight1a.tga]/[lights/floorvent01blue.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01int] - [lights/squarelight1a.tga]/[lights/floorvent01int.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent02] - [lights/squarelight1a.tga]/[lights/floorvent01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate4] - [lights/squarelight1a.tga]/[lights/grate4.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01] - [lights/squarelight1a.tga]/[lights/floorvent01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01x] - [lights/squarelight1a.tga]/[lights/floorvent01x.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/crap01] - [lights/squarelight1a.tga]/[lights/crap01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1blue] - [lights/squarelight1a.tga]/[lights/squarelight1blue.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight2a] - [lights/squarelight1a.tga]/[lights/squarelight2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight2] - [lights/squarelight1a.tga]/[lights/squarelight2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/twopass] - [lights/squarelight1a.tga]/[lights/inverse.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1sky] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1_dblbright] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate3] - [lights/squarelight1b.tga]/[lights/grate3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate3x] - [lights/squarelight1b.tga]/[lights/grate3x.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rspot01drk] - [lights/squarelight1b.tga]/[lights/spot01drk.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot08] - [lights/squarelight1b.tga]/[lights/spot08.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blur] - [lights/squarelight1b.tga]/[lights/blur.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blur2] - [lights/squarelight1b.tga]/[lights/blur2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01drk] - [lights/squarelight1b.tga]/[lights/spot01drk.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot02] - [lights/squarelight1b.tga]/[lights/spot02.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/stainedglass] - [lights/squarelight1b.tga]/[lights/stainedglass3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spotlight04] - [lights/squarelight1b.tga]/[lights/spot04.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[lights/blur3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[textures\sfx\black_2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[textures\sfx\black_2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_spotlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_pointLight1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_pointLight2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_pointLight3] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/windowLight] - [lights/squarelight1b.tga]/[lights/window] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rotatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/swingingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/scalingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/scaleRotateLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rotateScaleLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/shearingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/colorAnimatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/doubleLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight] - [lights/squarelight1b.tga]/[lights/squarelight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/globalFadeLight] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/globalFadeLight2] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/duffysquarelight] - [lights/squarelight1b.tga]/[lights/squarelight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lightgratelight2] - [lights/squarelight1b.tga]/[lights/lightgratelight2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/duolight02] - [lights/squarelight1b.tga]/[lights/duolight01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/desertlight] - [lights/squarelight1b.tga]/[lights/desertlight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lanternglow] - [lights/squarelight1b.tga]/[lights/lanternglow] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/hellgate1_colorme] - [lights/squarelight1b.tga]/[lights/squarelight1_amb.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/hellgate1] - [lights/squarelight1b.tga]/[lights/hellgate1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/redlight01] - [lights/squarelight1b.tga]/[lights/hellgate1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_doublestreetlight] - [lights/squarelight1b.tga]/[lights/tdm_doublestreetlight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mansion01_window01] - [lights/squarelight1b.tga]/[lights/mansion01_window02] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mansion01_window02] - [lights/squarelight1b.tga]/[lights/mansion01_window01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mansion01_window04] - [lights/squarelight1b.tga]/[lights/mansion01_window04] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_walltorch] - []/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_walltorch_falloff_exp1] - []/[lights/falloff_exp1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_walltorch_falloff_exp2] - []/[lights/falloff_exp2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_walltorch_falloff_exp3] - []/[lights/falloff_exp2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_fireplace] - []/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/brightround] - [textures/lights/brightround]/[textures/lights/brightround] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground_candleflicker] - [textures/lights/brightround]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground_candleflicker_shadow] - [textures/lights/brightround]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground_torchflicker] - [textures/lights/brightround]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/8pt_cageflicker] - [textures/lights/brightround]/[lights/8pt_cagelight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_biground_fastpulse] - [textures/lights/brightround]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/falloff_exp1_candleflicker] - [textures/lights/brightround]/[lights/falloff_exp1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/falloff_exp2_candleflicker] - [textures/lights/brightround]/[lights/falloff_exp2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambient_brightround] - [textures/lights/brightround]/[textures/lights/brightround_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/doubleround] - [textures/lights/doubleround]/[textures/lights/doubleround] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambient_doubleround] - [textures/lights/doubleround]/[textures/lights/doubleround_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdmnofalloff] - [textures/lights/ambientlightnfo]/[textures/lights/ambientlightnfo_amb] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambientlightnfo] - [textures/lights/ambientlightnfo]/[textures/lights/ambientlightnfo_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambientlightnfo_clouds] - [textures/lights/ambientlightnfo]/[textures/lights/ambientlightnfo_clouds] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambient_biground] - [lights/biground1]/[lights/biground1_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambient_fade_1edge] - [textures/lights/fade_1edge]/[textures/lights/fade_1edge_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/ambient_roundedsquare] - [textures/lights/roundedsquare]/[textures/lights/roundedsquare_amb] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/paintinglight] - [textures/lights/brightround]/[textures/lights/paintinglight_01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lanternlight] - [textures/lights/brightround]/[textures/lights/tdm_lanternlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lanternlight_static] - [textures/lights/brightround]/[textures/lights/tdm_lanternlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_streetlamp_8fold] - [textures/lights/brightround]/[textures/lights/biground1_streetlamp_8fold] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_streetlamp_4fold] - [textures/lights/brightround]/[textures/lights/biground1_streetlamp_4fold] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_streetlamp_8fold_snd] - [textures/lights/brightround]/[textures/lights/biground1_streetlamp_8fold] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_streetlamp_4fold_snd] - [textures/lights/brightround]/[textures/lights/biground1_streetlamp_4fold] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lanternlight_4fold_small_snd] - [lights/biground1]/[textures/lights/tdm_lanternlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_squarelamp_snd] - [lights/biground1]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_squarelamp_snd_heavyflicker] - [lights/biground1]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_squarelamp_small_snd] - [lights/biground1]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lamp_desk] - [textures/lights/tdm_lampshade01]/[textures/lights/tdm_lampshade01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lamp_desk_02] - [textures/lights/tdm_lampshade02]/[textures/lights/tdm_lampshade02] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lamp_desk_03] - [textures/lights/tdm_lampshade_03]/[textures/lights/tdm_lampshade_03] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_round_pulse] - [lights/biground1]/[lights/biground1] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_clouds_pulse] - [lights/biground1]/[textures/lights/clouds] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_clouds_pulse] - [lights/squarelight1a]/[textures/lights/brightround] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_roundtop_window] - [lights/squarelight1a]/[textures/lights/tdm_roundtop_window] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_window_grating_2x3] - [textures/lights/brightround]/[textures/lights/tdm_window_grating_2x3] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_window_grating_2x2] - [textures/lights/brightround]/[textures/lights/tdm_window_grating_2x2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/church512x256] - [textures/lights/church512x256]/[textures/lights/church512x256] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/roundhalf] - [textures/lights/roundhalf]/[textures/lights/roundhalf] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/roundquarter] - [textures/lights/roundquarter]/[textures/lights/roundquarter] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff] - [lights/zol_nofalloff.tga]/[lights/zol_nofalloff.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff2] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff3] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff4] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff5] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_4point_chandelier] - [lights/zol_nofalloff2.tga]/[lights/4point_round] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/window_diamond_pattern] - [lights/zol_nofalloff2.tga]/[lights/window_diamond_pattern] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/diamond_pattern_andbars01] - [lights/zol_nofalloff2.tga]/[textures/lights/diamond_pattern_andbars01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_crossed] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_crossed] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_diamond_pattern3] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_diamond_pattern3] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_grated] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_grated] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_irregularpanes] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_irregularpanes] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_pattern01] - [lights/zol_nofalloff2.tga]/[textures/lights/square_pattern01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lamp_hang_swing] - [lights/zol_nofalloff2.tga]/[textures/lights/lamp_hang_swing_light] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/window01_interior_set] - 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[]/[lights/roundfire.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_brokenneon1] - []/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate8sqr] - []/[lights/grate8sqr.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\matrixsq.h ( 149):DEB (MISC) FR: 0] CMatrixSq constructor called, set vars.
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I did a bit of digging through the forum settings and I could not find any configuration for this. Looking at the underlying code, the comment count per page is hardcoded to 3. I could update the code, but I'm reluctant to do so as this would need to be re-applied after each update. That being said, it looks like we should start to brace for status updates being removed as Invision Forums v5 no longer supports status updates (we're still on v4.x): https://invisioncommunity.com/deprecation-tracker/status-updates-r19/ https://invisioncommunity.com/forums/topic/480551-status-updates-have-been-removed-in-v5/
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(Original Post) Hey ho. I am currently working on an alternative approach to blackjacking that doesn't rely on animation based hit collision, as it is now. Part of this approach is that the player gets a feedback on whether he can knockout the enemy in front of him via a suitable animation. As I am not familiar with neither modeling nor animating I would humbly ask for someone to help me out here. What I need is an animation that starts in the blackjack's idle state. The blackjack should then be slightly raised. Thanks in advance. ========================================= To test this out you can run the tdm_installer, select custom version and then select the dev16599-10071 dev build that can be found under dev/2.11. In addition you have to use this custom manifest url: http://ftp.thedarkmod.com/custom_builds/blackjack/manifest.iniz EDIT: There is a newer dev build available containing all the changes. The manifest is no longer needed. The ko indication can be toggled via the cvar tdm_blackjack_indicate. =========================================
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my bad , i was meant to type rtx 3050 desktop version I made an unwise purchase decision, I bought rx 6400 + rx 6600 non xt (6400 is used for backup needs only if one day the rx 6600 GPU goes awry like getting artifact, no display,etc ). I should have been able to get an rx 7800 or rtx 4070 with the price of rx 6400 + rx 6600 combined (with little additional funding of course) with this insane game system requirement, i will hold a pity party about 8GB GFX card in the next 3-4 yrs
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Thanks! I thought they were pretty fun. I haven't looked at those powder kegs in a long time, but it might be worth re making them someday. I remember them being fun to light with the flint and then tossing them on bad guys heads. @chumbucket91The powderkegs in volta 2 also use the flinder system but I think its a very different set up from the crates in volta 3. Might be useful in your search though.
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Hi all, So it's finally been released about 7 years after I've backed it.... My impression is that the textures and graphics even tweaked up to the max look terrible. It's very small compared to the average game at under 4gbs which seems to have been made by sacrificing texture/graphic quality. I really can't bring myself to play it due to this. Am I being too judgemental or am I within my rights?
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Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
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Hello togehter, I am just wondering. I got a PC with good specs (Ryzen 5700X, 32GB DDR4-3800 and RTX4090) but in some missions with many light sources I have high GPU utilization or even drops below 60fps. CPU util is low. My Monitor is an ultrawide wth 5120x1440 @ 60hz, FPS capped to 60fps. Is there a trick ?
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And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
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Oohhhh, the day has come! This old lurker releases another creation of his deranged mind...! What has he in store? Does it involve sunlight and pollen and hayfever? Will it involve strange towers and priests with bad breath? Naah, just some mediocre airship type of mission, aimed at the Anniversary mapping contest! I have a lengthy/humourly rant/lore for some of the building process for anyone interrested, in spoiler tags. According to DarkRadiant I have worked 570 hours on this, and that doesn't take into account all hours of coding and scripting. This feels like an insanely huge amount of mapping time for this small mission but I try not to judge myself. DarkRadiant says 570 so...I say thanks to all calm hours at the night shift at work where I could sit and script and write readables. And I also humbly bow myself to the scripting genuses that are on the forums. A special thanks to my girlfriend who (almost) always lets me talk about my projects. She has also written some of the readables and voiced some recordings in the mission. Thanks to Dragofer, Mirceakitsune and Melchior for much needed scripting help. Thanks to YouTube channels BGM President and Sound Effects where I've borrowed some music and sound effects. Thanks to my betatesters; nbohr1more, Bergante, datiswous, Wesp5, nightmare, Jaxa and Cambridge Spy. And a big thank you to the mod in general for still being alive and supportive! ########################################## MISSION RELATED STUFF ########################################## On an airship, heading for Flowerdale a lot of strange things can happen. As some people guzzle down liquor in the bar, some others skulk around in the shadows. Certain people cannot be trusted and there are even those that kill for a living. Somebody may or may not work for foreign powers. But everyone yearns for those shiny pennies. There are some strange things in the cargo, huge coffers that can hold bodies, alive and dead. This story may unfold in several different ways; Three characters can be chosen; Zacharias the thief, Oliver Mortimer, the assassin or Rupert Peabody, youngling of the Wizlas woodfolk. DOWNLOAD LINK https://drive.google.com/file/d/10w_SJSBAxxVFYTwPjJhIo48fEzvuTo1M/view?usp=sharing
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Hello taffers, the people over at TTLG forums have started a speedbuild game jam. 1st Thief Speedbuild Jam It's not a contest, and you have a tentative submission date of Dec 1, to get a mission built for T1-3 or TDM. Looks fun, and I'm going to participate too.
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Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
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TDM currently uses Scons as the build system to build the execuables from the source code for Linux and Mac. (I guess the Windows side uses whatever MS uses). This has been working more or less for a few years, and one shouldn't "fix" a working system. However, the merging of the D3 source code and the TDM source also brougth along a change to try to use pre-compiled headers. This, however, does somehow not work in the combination of scons, and gcc. Everytime a single line is changed anywhere (in fact, even if 0 lines are changed), the entire source code is recompiled from scratch. Due to the precompiled header, this goes a bit faster than before (16 mins vs 22 mins on my old PC), but it is still annoying having to wait that long, not to mention not being able to use the system during that time. So, it is highly desirable to fix this problem. Here is your chance to fame. Go fix it! Related thoughts: * the minimal invasive solution is prefered - if it can be made with scons, the better! There is no real need to rip out out and replace scons with another build system, unless this brings massive advantages (frankly, the only one I can see is "make it work with precompiled headers"). However, if you do so, prepare to get swear words thrown at because a new build system is likely to bring other, yet unknown problems Nobody will complain, tho, if you make the change to whatever, and it just works, tho Bonus points for: * Creating an automated build system. Something living on the greater internet, syncing SVN every minute, and when detecting a new checkin, re-compiling the source automatically, then publishing the build log on the web, and make the result downloadable.
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Last night we chatted on Discord about Vulkan support and PBR, bringing up a system for adding proper reflections once more. I suggested screenspace reflections but it was argued reflection probes would still be better than SSR in our case, a ticket for that is already open but I'm uncertain whether it's the best way: A manual approach would need new entities to be placed by the mapper... this requires extra effort and would exclude old FM's that are no longer updated, while the result will also be inaccurate and static meaning you won't see an AI reflected as they walk on a shiny metal plate for instance. If PBR with realistic graphics can be a hope for 2.12 or later, we'll definitely want to do it right rather than using a limited / limiting system. A technique came to mind that might just work for our engine and setup. I wanted to share it here before I forget the specifics; This might already be a common practice and even have a definition, for the purpose of this thread I'll just describe it as I originally imagined it and feel this would work for our engine. The idea is we'd use reflection probes but in an automated fashion: A probe is automatically spawned in every valid area (within bounds) in the player's view, at a given grid unit size. For example: If the grid scale is 16, a probe may exist at position '0 -48 16' another at ''0 -48 32' and so on. Every point projects its result on all surfaces in its radius which contain a specular channel masking it, the best alternative presently available till we were to convert all textures for PBR support. The cool thing is the same cubemap can also be projected as a light source, allow for global illumination in addition to just reflections! This would be similar to how the Irradiance Volume works in Blender / Eevee except each dot renders a little cubemap from its perspective. I already know what everyone is rightfully thinking: This is going to kill performance! After all each probe needs to produce a render from its perspective, and being a 360* panorama it will open portals in all directions. Normally that would be insane, but I thought of various ways in which the impact could be greatly minimized to very bearable amounts. The frame buffer of each probe will be at a very small resolution by default since much detail shouldn't be needed. Even 64x64 per cube face might do. Each probe only needs a draw distance double its grid size, given it only has to see as much as is necessary to fill the gaps between it and its neighbors. So if the grid size is set to 64, each probe would only have a draw distance of 128 to cover the space in between its neighbors, nothing beyond that would exist to it. Only probes the player can see would ever be spawned and calculated; If the view frustum doesn't overlap the virtual cube who's corners touch that probe's neighbors, the probe is dropped from memory. Probes are also only spawned in a valid visible space, never out of bounds including rooms culled by portals. A draw distance after which probes are removed or not spawned can also be included. This would further help by making any probe further than X distance be ignored, slowly fading away as to not noticeably pop in and out of existence. Reflections / GI are a discrete effect you'll only see up close. Similar to lights and shadows, the result of a probe should be cached and not calculated unless necessary. This means that unless something moves within radius of that probe its cubemap won't be rendered again. Probes would only be updated either when they first come into the player's view, or if something touching their cube has moved. Note that particles and lights with animated textures would have to count as you may see them in a detailed reflection, candles and torches would force constant updates per-frame for probes they intersect. If with all that performance is still affected, frame skipping is also a solution: Reflection probes can update at a lower frame rate to further decrease their impact. If you have a 60 Hz monitor and are running TDM at 60 FPS max, reflections could run at 30 / 20 / 10 FPS without looking out of place. They could in fact be defined as a fraction of your average framerate, so for the FPS you get you can decide whether it's going to be 1/2 or 1/4 or so on of that... this would have the added advantage of exponentially gaining back FPS the lower your FPS goes. There are several reasons why I believe this would be better than mappers manually placing new probe entities: Extra work is required for the mapper, who needs to figure out how to cover each area in probe lights. Every piece of the map would need to be encompassed in a reflection / GI probe otherwise you won't get shiny surfaces or bounce lighting which will look out of place. Most existing FM's will never be updated to use this: Only maps created or updated after the feature is introduced would benefit, anyone playing old missions will get boring visuals without reflections / GI which will be inconsistent to new ones. I strongly believe this should be done as an universal effect like SSAO. Single large probes will produce inaccurate results; The larger a cubemap is, the more drift and a fake results you get with distance from its center. This can be mitigated by using parallax corrected cubemaps which should be used for automated cubemaps too... none the less you get a single point of vision for a large room which makes the result inaccurate the further you go... with an automated approach you could have many probes in a dense grid (if your hardware allows it) for a much more accurate result at any position and angle. What are your thoughts on this solution, do you think it's realistic and can work out? I do believe it should be either this or screenspace reflections the way they're done in Godot or Blender / Eevee. If SSR isn't the right choice for our engine, reflections and global illumination alike could be captured using a global grid of capture points shining within their respective areas.
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2025-04-20I'd like to track my level design progress a bit more often now, so I'm using the feed in my profile here.
I've been working intensively on Springheel's YouTube course over the past few days. I'm currently up to lesson 8. There is so much information that needs to be processed and practiced.
I have started to create my own house. As I don't have the imagination to create a good floor plan, I grabbed a floor plan generator from Watabou and experimented with it. I chose a floor plan that I will modify slightly, but at least I now have an initial idea.
I used two guards as a measuring tape: The rooms are two guards high. It turned out that I can simply double the number of boxes in DarkRadiant in grid size 8 that are drawn in the floor plan.
I practiced the simplest things on the floor plan first. Drawing walls, cutting walls, inserting doors, cutting out frames, creating VisPortals, furnishing rooms.
I have had my first success in creating a book. Creating a book was easier than I thought. I have a few ideas with books. The level I'm creating will be more or less a chill level, just for me, where I'll try out a few things. I don't have an idea for my own mission yet. I want to start small first.
For the cellar, I wanted to have a second entrance, which should be on the outside. I'm fascinated by these basement doors from the USA, I think they're called Bilco basement doors. They are very unusual in Germany, but this type of access is sometimes used for deliveries to restaurants etc., where barrels can be rolled or lifted into the cellar.
I used two Hatch Doors, but they got completely disoriented after turning. I have since got them reasonably tamed. It's not perfect, but it's acceptable.
In the cellar today I experimented with a trap door that leads to a shaft system. The rooms aren't practically finished yet, but I want to continue working on the floor plan for now. I'll be starting on the upper floor very soon.
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Ich möchte nun mal öfters ein bisschen meinen Werdegang beim Leveldesign tracken, dazu nutze ich hier den Feed in meinem Profil.Ich habe mich in den vergangenen Tagen intensiv mit dem Youtube-Kurs von Springheel beschäftigt. Aktuell bin ich bis zu Lektion 8 gekommen. Das sind so viele Informationen, die erstmal verarbeitet werden wollen und trainiert werden wollen.
Ich habe mich daran gemacht, ein eigenes Haus zu erstellen. Da mir die Fantasie fehlt, einen guten Raumplan zu erstellen, habe ich mir einen Grundrissgenerator von Watabou geschnappt und damit experimentiert. Ich habe mich für einen Grundriss entschieden, den ich noch leicht abwandeln werde, aber zumindest habe ich nun eine erste Idee.
Als Maßband habe ich zwei Wächter genommen: Die Räume sind zwei Wächter hoch. Es hat sich herausgestellt, dass ich in DarkRadiant in Gittergröße 8 einfach die doppelte Anzahl an Kästchen übernehmen kann, die im Grundriss eingezeichnet sind.
Ich habe bei dem Grundriss erstmal die einfachsten Sachen geübt. Wände ziehen, Wände zerschneiden, Türen einsetzen, Zargen herausschneiden, VisPortals erstellen, Räume einrichten.
Ich habe erste Erfolge mit einem Buch gehabt. Das Erstellen eines Buchs ging leichter als gedacht. Ich habe ein paar Ideen mit Bücher. Das Level, das ich gerade erstelle, wird mehr oder weniger ein Chill-Level, einfach nur für mich, bei dem ich ein paar Sachen ausprobieren werde. Ich habe noch keine Idee für eine eigene Mission. Ich möchte erst einmal klein anfangen.
Beim Keller wollte ich gerne einen zweiten Zugang haben, der sich außen befinden soll. Mich faszinieren diese Kellertüren aus den USA, Bilco basement doors heißen die, glaube ich. Diese sind in Deutschland sehr unüblich, diese Art von Zugängen gibt es aber manchmal zur Anlieferung bei Restaurants etc., wo Fässer dann in den Keller gerollt oder gehoben werden können.Ich habe zwei Hatch Doors verwendet, die allerdings nach dem Drehen vollkommen aus dem Ruder liefen. Inzwischen habe ich sie einigermaßen gebändigt bekommen. Es ist nicht perfekt, aber annehmbar.
Im Keller habe ich heute mit einer Falltür experimentiert, die zu einem Schachtsystem führt. Die Räume sind noch quasi nicht eingerichtet, aber ich möchte erstmal am Grundriss weiterarbeiten. In Kürze fange ich das Obergeschoss an.
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Nice to see you launch into mapping! Regarding hatch doors, the problem exists if the doors consists of brushes since they're still part of worldspawn and therefore cant have their own local axis, so theyll always rotate around the global xyz axis. The solution is to either export each door as an .lwo or .ase model while they're horizontal or vertical (should be under File in DarkRadiant - you'll also need your FM to be in a project folder so you can add custom models), or - the easier method - bind the doors to model-based handles. The latter will cause the doors to use the handles' local axis.
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@Dragofer Heya, thanks so much for your tips
these are really helpful. Next time when I rotate doors diagonally I'm going to use the translate tool instead of the [R] Rotate Sphere
My level is still looking very plain; nothing comparable with what I've seen in other Missions. But hey, it's like an art class: some of you design since 15 years or more; I've just begun
I should lower my expectations and keep on learning
At the moment I'm super addicted to DarkRadiant
these are the days of much sitting and less sleeping
I need to find a new balance
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idTech4 engine has used on Doom 3 already had a destructible entity system for the destructible barrels, was that removed? In Doom3 you can create debris entities and they become physics entities, never heard of this "flinder" stuff so I assume is a new TDM entity type. Don't know if this is useful for TDM, if not ignore, but who knows could give some hints. This was how I created a simple destructible wood barrel in Doom 3 engine. First I defined the broken debris peace's: (yes they are individual entities and models) entityDef debris_woodbarrel_1 { "spawnclass" "idDebris" "mins" "-3 -3 -3" "maxs" "3 3 3" "model" "models/maps/temple/mapobj/pipo broken/pipo_debri_1.lwo" //"skin" "skins/exp_barrel_red" "health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "1 1 450" // how fast the projectile leaves the gun (or distance if fuse is 0) "random_velocity" "1" "angular_velocity" "105 215 10" // how the projectile is rotating when it leaves the gun "thrust" "0" // the rate of acceleration (always in the direction of the projectiles model) "thrust_start" "0" // when to start accelerating "thrust_end" "0" // when to stop accelerating "linear_friction" "1.0" // "air" friction "angular_friction" "0.1" "contact_friction" "0.9" "bounce" "0.1" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce. "mass" "50" "gravity" "1066" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it. "fuse" "10" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance). "detonate_on_fuse" "1" // whether projectile should detonate when it's fuse runs out "detonate_on_death" "0" // whether projectile should detonate when it's "killed" (health runs out) "detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle "detonate_on_actor" "0" // whether projectile should detonate when it hits a character in the game "smoke_fly" "debristrail.prt" // particle effect while in the air "snd_bounce" "tray_impact" // parametric particles -- temp "model_detonate" "" "smoke_detonate" "" // particle effect when detonates "smoke_fuse" "" "smoke_bounce" "" } entityDef debris_woodbarrel_2 { ... } etc, then I define the main entity: entityDef moveable_woodbarrel { "editor_color" "0 .5 .8" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 48" "editor_rotatable" "1" "editor_usage" "Moveable woodbarrel. Works just like a func_moveable. However the barrel" "editor_usage1" "has special handling to make it appear more round. This version also explodes when damaged enough." "editor_usage2" "Only add model, model_detonate or model_burn or health to override defaults" "editor_var burn" "number of seconds to burn before exploding." "editor_model model_damage" "model to leave as damaged base" "editor_model model_detonate" "ips model to switch to for explosion." "editor_model model_burn" "ips model to show when on fire." "editor_var def_debris" "add as many as you like, debris1, debris2, etc.. " "editor_var health" "how much health the barrel has, default is 5. If burn is set to 1, the health is effectively doubled so you have to kill it twice to get the explosion" "editor_var respawn" "if non zero the number of seconds to respawn after killed" "editor_var respawn_range" "no player in distance range to actually respawn - default 256" "editor_var respawn_again" "try again in seconds if player in range - default 10" "editor_var triggerTargets" "if set to 1 will trigger targets after being killed" "editor_mat mtr_lightExplode" "light shader to use for explosion" "editor_mat mtr_lightBurn" "light shader to use for burning" "spawnclass" "idExplodingBarrel" "density" "0.02" "friction" "0.2" "bouncyness" "0.4" "def_splash_damage" "damage_moverCrush" "ignore_player" "1" "model" "models/maps/temple/mapobj/pipo.lwo" "def_debris" "debris_woodbarrel_1" "def_debris1" "debris_woodbarrel_2" "def_debris2" "debris_woodbarrel_3" "def_debris3" "debris_woodbarrel_4" "def_debris4" "debris_woodbarrel_5" "def_debris5" "debris_woodbarrel_6" "def_debris6" "debris_woodbarrel_7" "def_debris7" "debris_woodbarrel_8" "def_debris8" "debris_woodbarrel_9" "health" "35" "snd_explode" "wood_barrel_breaking" "snd_bounce" "woodimpact" } This was the effect: https://drive.google.com/file/d/1lsXwNssxp-QO3MZKOmUiBd1DWhd0V7HY/view?usp=sharing Hope this helps.
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I have a working setup of a destroyable 3D objects in the form of the camgoyle, security cameras and the turret. I've extended the flinderize system for these entity types, but the basic components that should work on any static entity type are: A health spawnarg, so that the entity knows when to break. By default it'll be vulnerable to sword attacks, broadheads, fire arrows and fast-moving moveables. A "broken" spawnarg, which defines the model to switch to when the entity is broken. The flinder spawnargs shown above. The damage detection on a func_static is simple. For example, a fire arrow's splash damage is always 30 as long as the entity was within the splash radius, and you can't disable certain damage types. I don't recall a general-purpose entity type that offers better control atm, but technically you could turn your door into a disabled security camera if you wanted to make use of all of the damage spawnargs described on this wiki page, but you'd need to assign a simple collision mesh to the door.