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  1. 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:
  2. Right now core count is printed by job system, and features are printed by SIMD processing system. From the implementation point, vectorization and multithreading are orthogonal...
  3. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  4. revelator

    solus

    OPSEC ? sorry i ususally know most chat terms but newer heard that one . no still on Solus but i do like the BSD kernel in general sadly not alot of ready made desktop system for it. Sound stutter on system shock ? not that i could notice but i did have to do a few tweaks to dead space remake, it ran like a slideshow with the config from lutris. use proton experimental instead of wine ge and insert this in system options Game Execution, key VKD3D_DISABLE_EXTENSIONS value VK_KHR_present_id,VK_KHR_present_wait. this fixes most of the lag. i did notice a lot of warnings from the sound system in the syslog it seems related to jackd. try running this in konsole. sudo eopkg check | grep Broken | awk '{print $4}' | xargs sudo eopkg it --reinstall it fixed most things for me, takes a while to run though. restart after it is finished. still a few warnings after running this but the sound warnings have dissapeared. the remaning warnings are related to KDE and is a known bug in the current version, a fix is underway.
  5. AHA, you're indeed correct! Changing the skin names so they start with "a1"' did the trick! This was actually a successful experiment I was trying out! The wiki goes into some detail about making "general skins" that can affect all models. My hope was that, if I made two models using the same skins, then I could just write a single skin file that would change all of them! For example, since "Straight Frame" and "V-Frame" models both use plaster_01 as their main background... ...all I have to do is make a general skin to change that specific plaster texture... ...and then any of the "V-Frame" and "Straight Frame" models can have different backgrounds! It's not a perfect system, as some skins just don't contrast well with the wooden beams, but I should still be able to get a LOT more out of my models now!
  6. 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.
  7. 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.
  8. TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/

     

  9. Bumping this thread. I was trying to parse the code for LibreCoop recently, the multiplayer coop mod for Doom3, or Dhewm3 more exactly. The main alternative is OpenCoop, but I think LibreCoop is more developed. Anyway, it got me thinking how much work would have to go into a coop mod for TDM. It's still my biggest wish item. The idea I got was one has to basically walk system by system through the code and think about the client and server side of packet swapping. TDM has a lot more and more complicated systems than Doom3, but once you start getting a feel for it, I think the basic system doesn't change that much. In a way it reminded me a bit of a pared down save/load system, what you need to update a game state, except you're streaming it in in real game-time, and you using tricks to fill in gaps to ease the load. The other thing I noticed is that maps themselves need their scripts tweaked and anything else happening in the world. But I wonder if there's a way to procedurally do that when a map is loading, so one could just use the FM files as released. It looks like it'd take more than a year or two if one were working steadily through it, although I think one would get efficient at it over time. Like I was noticing, there's a consistent logic to it. But most of all I think it'd be worth it. I really like Thief coop, and I think it'd be great for TDM. I'm just FYI'ing about it now because I was browsing through the other coop mods. Not even soliciting opinions or anything. Just thinking aloud (avisible?) about it.
  10. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  11. Hello, all. This thread is meant as a follow-up companion piece to my previous thread listing royalty-free music by Kevin MacLeod that could be usable for new missions for The Dark Mod. In this thread, I take a slightly different approach. Instead of focusing on one author and his royalty-free music, I'll be writing an ever-expanding list of songs, compositions tracks and ambients by various musical artists that could come in useful for mission makers working on FMs for TDM. Aside from ambient music for background atmosphere, I'll also be listing some historical music and compositions from the real world's ca 14th-17th century that are in the public domain and could be used as background music in your missions, provided that someone does a royalty-free recording of them (i.e. not released on some payed-for album, but at most a royalty-free album or online collection/archive). Please note that, though I will try to provide you with links to royalty-free versions of historical compositions in particular, I sometimes might not be sure of the status of some of these recreations/recordings and you'll have to snoop around for their royalty-free status on your own. However, if you do confirm that, e.g. some freelance artist recorded a well-known 16th century piece of music, and is giving it away royalty-free, possibly with the only necessity being attribution, then please let me know and I'll include any download links and the details concerning necessary attribution. Thank you ! And now, it's time to begin... ---- Royalty-free ambients As in "free to distribute and use (though possibly with attribution)", not necessarily "free of the TDM universe royalty". Free Music Archive (FMA) From his particular website, I'll only be including tracks that have broad Creative Commons licenses or free licenses, and tracks that are suited to both Non-commercial and Commercial use. In other words, largelly CC BY 4.0 and CC BY 4.0 Deed. It's better to search for ambients and tracks that are more lenient with their licenses. Lee Rosevere - All the Answers - Awkward Silences (B) - Baldachin - Betrayal - Compassion (keys version) - Delayed Reaction - Edge of the Woods (kind of too modern sounding in parts, but maybe you could find a use for it á la some of the old grungy-sounding ambient tunes in Thief) - Expectations - Everywhere (sounds like a calm but moody mansion ambient to me) - Gone - Her Unheard Story - It's A Mystery - Not Alone - Old Regrets - Reflections - Slow Lights - Snakes - Something To Fill The Space - Thoughtful (especially the first half to first two thirds, before the more electronic beat kicks in) - The Long Journey - The Nightmare - The Past - Time to Think - Under Suspicion (maybe the bit between 2:26 and 2:48 would be the best for a tension sting, the rest sounds a bit too modern spy-fi for the TDM setting) - What's in the Barrel ? - You're Enough (A) - Maarten Schellekens - A Bit of Discomfort - Daydream - Deliverance - Free Classical Theme (arguably more like for an SF film with classical music portrayed electronically, but not bad) Salakapakka Sound System - Aiti, joku tuijottaa meita metsasta - Holle - Kadonnut jalkia jattamatta - Privatomrode i Vasteros - Syttymissyy tuntematon 1 - Syttymissyy tuntematon 2 Sawako albums - 098 (ambient for background humming and buzzing, perhaps machinery, electricity, industrial ambience, etc.) - Billy Gomberg Remix - If You're Ther (odd city ambience, between moody music and city background ambience, mild background thumping) - Lisbon ambience (maybe usable as background ambience in some mission set at a more Mediterranean city) - Mizuame (Sawako Sun) (could work as ambience for a larger baths or spa hall, with the sound of water, and human voices occassionally heard in the background) - November 25, 2007 - Snowfall - Spring Thaw - Tim Prebble Remix - UNIVERSFIELD - A Beatiful Sky (this track would actually be good for a church or cathedral interior) - A Calm Soulful Atmosphere For A Documentary Film (calm but somewhat mysterious ambient, reminds me of some of the Dishonored ambients) - A Grim Horror Atmosphere - A Music Box With A Tense Atmosphere - Atmosphere for Documentaries (rather suspensful ambient with an undertone of woodwind instruments) - Background Horror Tension - Beautiful Relaxing Ambient (a calmer ambient that's good for a location with some degree of grandeur or one that provides relief to the player) - Blood-chillingly Creepy Atmospheres - Bloody - Cloaked in Mystery - Corpse Rot - Crime City - Dark Background - Deep Space Exploration (has a nice atmosphere of mystery and exploration) - Drifting in Harmony (calm but suspensful ambient) - Embrace of the Mist - Exoplanet (mysterious ambient, could work for various environments) - Exploring the Cursed Cemetery (short, fifteen second tension sting with piano) - Evening Meditation In The Open Air (could work for a number environments during evening hours) - Fading Memories - Gloomy Atmosphere for Documentaries - Gloomy Reverie - Grim Atmosphere - Horror Atmosphere (Version 2) - Horror Background Atmosphere 6 - Horror Background Atmosphere for Horror and Mystical - Horror Background Atmosphere for Scary Scenes - Horror Background Atmosphere for Suspensful Moments (1) - Horror Background Atmosphere for Suspensful Moments (2) - Horror Dark Atmosphere (Version 1) - Horror Music Box - Intergalactic Ambience (good calm theme of mystery and wonder) - In the Embrace of Darkness - Mars (suspensful ambient for a suspensful location, with a metallic undertone in its melody) - Meditation in Nature (aside from outdoor environments, could work in a number of other environments as well) - Melodies of Fear - Midnight Secrets - Mild Heaven (a calm ambient, maybe could work for night time city streets and city rooftops) - Moment of a Dream (suspensful theme, hopefully not too electronic in undertone) - Mysterious Passerby - Mystery Atmosphere - Mystery Horror - Mystery House - Mystical Dark Atmosphere - Nebula Soundscape (sounds like a good ambient for outdoor or cave environments or maybe even churches and city rooftops) - Ominous Criminal Atmosphere - Sad Emotional Piano for Documentary Films - Scary Dark Cinematic For Suspensful Moments - Scary Horror Atmosphere - Sinister Mystery - Sinister Piano Melodies (short, fifteen second tension sting with piano) - Siren's Call (I feel this one has more limited uses, though maybe it could work for suspense in an industrial environment) - Soothing Serenade (calm, soothing ambient, with a slight hint of mystery, could work for several types of environments) - Soothing Soundscapes (calm, soothing ambient, with a slight hint of mystery, could work for several types of environments) - Spooky Hallway - Suspense Atmosphere Background - Tense Dark Background - Tense Horror Atmosphere - Tense Horror Background Atmosphere - The Box of Nightmares - This Sunset (good for an evening or night time ambient, even includes subtle cricket chirping sounds) - Tropical Escapes (good for an outdoor environment with a waterfall, flowing stream or falling rain) Many of these tracks by UNIVERSFIELD are quite short, about a minute or slightly under a minute, but good as tension-building themes or as suspensful ambients. ---- Historical background music - lute and similar string instruments La Rossignol ("The Nightingale"} - a Renaissance era piece, anonymous composer. This one was written as an instrumental duet for two musicians. So, if you'd use this for a scene of AI characters playing their instruments, you should use two such characters for added believability. Here's what the composition sounds like when played as a duet on: - lute (obviously the most medieval/Renaissance instrumentation) - acoustic guitar (example 1) and acoustic guitar (example 2) - 11-string guitar what it sounds when played as a duet on an 11-string guitar - licensed album version (presumably lute) If you find any royalty-free version in good quality, let me know. Lachrimae ("Tears", sometimes known as "Seven Teares") by John Dowland - another Elizabethan era piece, by a 16th-17th century composer. Various reconstructions: - on lute (example solo performance at the Metropolitan Museum) - on lute, with vocal accompaniment (lutist and female soprano) - on lute, violas, and other (six musician ensemble performance) - on viola da gamba (five musician ensemble performance) Lachrimae Pavan ("Teary Pavane / Pavane of the Tears") by John Dowland - a variation on the previous composition, for the Renaissance pavane style dance. Various reconstructions: - on lute - on acoustic guitar (example 1), (example 2), (example 3) Again, I'd like to find a royalty-free version of these two compositions. Frog Galliard - one more by Dowland, for now. Another composition for a Renaissance dance style, the galliard. Reconstructions: - on lute (solo performance) - on lute, deeper sound (solo performance) - on acoustic guitar (example 1), (example 2), (example 3) Royalty-free version would be appreciated. Greensleeves - by an anonymous 16th century author, quite possibly a folk song of the era. Trust me, you know this one, even if you don't know the name. It's one of the most well-known bits of Renaissance secular and courtly music in the popular imagination. (Trust me, it's been referenced in everything. Even the first Stronghold game from the early 2000s had an in-game character sing a made-up ditty to the tune/melody of this song.) Reconstructions: - on lute (solo performance) - classical guitar (solo performance) - acoustic guitar (solo performance) I bet there's a royalty-free version of this one somewhere. I'll snoop around, and if you find one before I do, let me know. In taberna quando sumus ("When we are at the tavern") - anonymous period song from the 14th century, of Goliard origin. Written and sung entirely in Latin (so if you can explain Latin within the TDM setting or use only an instrumental version, go for it). An unabashed drinking song, you could use this for more rascally Builder priests/monks or for various commoners and lower-ranking noblemen while they're having a good time at the inn. A pretty well-known song even nowadays (though the most famous melody for it might be the more recent arrangement). Reconstructions: - example performance 1 - example performance 2 Again, an entirely royalty-free version of this one could come in handy. Historical background music - by Jon Sayles Jon Sayles is a musician who runs the Free Early and Renaissance Music website. His recordings are in .mp3 format (so you will need a conversion to .ogg) and Sayles has made them all freely available. The instrument he used for his musical reconstructions is the classical guitar. Some examples of Sayles' reconstructions of period music by anonymous or known authors: Saltarello, based on the late-medieval and Renaissance dance tune from Italy Madrigal by Anthony Holborne Al fonsina by Johannes Ghiselin Ich weiss nit by Ludwig Senfl So ys emprentid by John Bedyngham, mid-1400s Riu, riu, chiu, famous 15th century Spanish Christmas carol Fantasia, by Orlando Gibbons, late 16th and early 17th century Die Katzenpfote, German-speaking lands, anonymous author, 15th century A gre d'amors, 14th century, anonymous French author Nightengale (unrelated to La Rossignol), by Thomas Weelkes El Grillo, 15th to early 16th century composition by Josquin des Prez The Witches' Dance, by anonymous, Renaissance English composition Ma fin est mon comencement, by 14th century composer Guillame de Machaut In Nomine, late 15th and early 16th century composition by John Taverner Ricercare ("ricker-caré", nothing to do with rice or care), by Adrian Willaert Fantasia by Thomas Lupo, 16th-17th century English composer The Nite Watch, composed by Anthony Holborne - appropriate for TDM Plenty more where these came from... Historical background music - from the A-M Classical website This website offers plenty of freely available, royalty-free .mp3s of early and classical musical compositions and instrumental songs. The only thing you need to do is provide attribution, as everything on the site is via a Creative Commons license (this is noted on every page). Counting Christmas songs from the Middle Ages and Renaissance alone, I was able to download loads of them already years and years ago. Though they're far from epic recordings, if you're just looking for a competently done free version of these compositions, this is an excellent site. A few examples of medieval music from the A-M Classical site: Angelus ad Virginem (played quietly on organ), Diex soit en cheste maison by Adam de la Halle (organ and other instruments), Greensleeves (this is for a carol version of the lyrics, but the melody is the same as standard Greensleeves) Historical background music - by Vox Vulgaris The Swedish band/ensemble Vox Vulgaris aren't very active nowadays, but they did plenty of early music recording in the early-to-mid 2000s. From what I've read about their song releases, they're okay with others using the songs from their 2003 album and other material they've done. I don't know if their website is still around (there's an archived version) and whether you can still contact the band members, but if you'd like to be extra sure and ask, go ahead. I don't think they've changed their copyleft stance to their own works, but it pays off to be sure. So, here are some of VV's own takes on period music: Cantiga 166 - based on the eponymous song (full title "Cantiga 166 - Como póden per sas culpas (os homés seer contreitos)"), by Spanish composer Alphonso X from the 13th century (yes, king Alphonso X ! They didn't call him Alphonso the Learned for nothing). To provide you with a point of comparison, here, here and here are versions by other artists. (If I remember correctly, this particular VV song was also used by moonbo in his Requiem FM, as part of an inn's muffled background music. I did a real double-take when I played the mission for the first time and recognised it.) Cantiga 213 - based on the eponymous song (full title "Cantiga 213 - Quen sérve Santa María, a Sennor mui verdadeira"), again by Spanish composer, king Alphonso X from the 13th century. To provide you with a point of comparison, here and here are versions by other artists. Saltarello - based on the well-known melody for the Italian late-medieval Renaissance dance, the saltarello (also the saltarello trotto specifically in this case). To provide you a point of comparison, here and here are versions by other artists. La Suite Meurtrière - I can't quite source this one, it might be their own original composition, though "in the style of" some particular period music. Rókatánc (Fox Dance) - this is a really wild bit of period dance and festive music, possibly Hungarian-inspired, given the name. I think this would fit both a tavern environment or some public event for the nobility and patricians, including an armed sparring tournament or similar. Final note from me New suggestions are always welcome as I expand this thread. For any suggestions concerning Kevin MacLeod's royalty-free music, please use the other thread I've already made, purely for listing MacLeod's stuff.
  12. I tried the beta yesterday in the Training Mission. The new frob system is very nice. It's very easy now to pick up a body (obviously), and, the manipulation of limbs is easy as well (although it will surely take some time for me to get used to it, simply because I'm so used to the old system). Not so excited about some other changes. The leaning, for example, while improving the viewing angle of the player, feels a bit unrealistic. I know, the new system is closer to the one in the original game, but, I don't know if any of you tried to lean in real life. No way any human being could lean so wide, unless it's tied to a rubber band. I get it, gameplay isn't always about realism (actually, in most cases, it isn't), but, I think a game shouldn't feel too arcade-y, and, this definitely does feel arcade. And, I always liked Dark Mod for its rather realistic movement. Same with the new mantling. I don't know what you felt was wrong with the mantling before, but, this new, faster system just feels arcade. The mantling was already very quick compared to what a human is capable in real life, but, the new system even exaggerates that. Yes, it feels smooth and fast, but, I prefer a bit of realism. So, yeah, rather a 1 out of 3 out of the systems I mentioned which I feel like is an improvement. The leaning and mantling, I rather consider setback. I think this is, in general, a bit "bleeding edge" in terms of gameplay changes. I really didn't feel like mantling and leaning needed an improvement, for example, and, it might make a change for missions which were designed with the original gameplay.
  13. I wrote earlier that I owe this masterpiece a review, so... Here is my detailed review of this groundbreaking and seminal Mission Fan. SPOILERS ABOUND ! TDM PLAYER BEWARE, YOU'RE IN FOR SPOILERS AND MAYBE EVEN A SCARE ! This mission... subverted my expectations. Starting with the briefing video. Not since the days of Sergio Leone's Spaghetti Westerns have I seen such daring subversion right at the start. You're expecting one thing... then, bam ! I tried everything to infiltrate the mansion from the outside ! No luck ! Well and truly, expectations subverted ! NPC dialogue heard from the inside... stellar ! Brought a tear to my eye. Or was it just one of the raindrops that fell on my head ? What else brought a tear to my eye ? The senselessly slaughtered guard at the courtyard ! Clearly, a cautionary story that he who grabs a sword... and yet, forgets to dim his lantern, the fool... shall die by someone's sword or arrow. Figures ! That you hid the masterful sidequest of collecting the pennies-for-a-thought from the rather racy fountain, in order to later thoughtfully redistribute them to the poor and hungry street urchins of Bridgeport, is nothing short of design brilliance worthy of at least a two hours long, detailed GDC lecture. I'd watch such a lecture on a loop, 24 hours a day, twelve times a day. Brilliant stuff ! Ah, the side-yard, with steps and a basement entrance that looked and felt straight out of Thief II's opening mission, Running Interference... Could the cunning TDM homages to the classics get any better ?! Could they ? Well, soon enough, I discovered that, yes, they could get even better ! There was an even more amazing homage that I didn't expect ! Read on to find out what... The chefpick was... indescribably cool. I now yearn for it to be included in every single FM. The classic lockpicks feel completely passé. I knocked out both NPCs and... what is this unexpected social commentary ?! The knocked-out have names ?! I applaud your deeply incisive observation, worthy of a skilled chef with a kitchen knife, that the NPCs in games are not mere fictional constructs, but fictional beings with names, hearts and souls ! I confess, upon this moving revelation, I started shedding tears so uncontrollably, I nearly had to quit playing the mission. Yet, I pressed on, heartened and refreshed by such displays of humanity in a work of stealthy interactive fiction ! The commentary was no less subtle and stealthy, I tell you ! As subtle as the protagonist's gritty, grounded accent ! Two different entrances into the local vent system... I... I can't even... So many possible routes of entry. Truly, in the grand tradition of the TDM immersive sim design philosophy ! The choice of giving the intrepid protagonist a temporary rat companion, bribable by cheese, who fetches priceless hidden loot, was equal parts innovative and a hard-hitting social commentary on the abuse of animals for theft and burglary, and people "ratting out" their fellow tenants by revealing the hiding places of their priceless belongings ! I was deeply impressed ! I was thoroughly amazed ! You even had my 'stalgia sense tingling ! Why ? That minor element of your FM even reminded me of the old but gold Thief II FM campaign The Flying Age: The Abominable Flying Machines of Dr. Zeppelinger, where you escape a prison cell by giving a mouse a bit of cheese you've managed to find, and the mouse then provides you with a means of escape. I have scarcely ever seen such a wonderful duo of homages to other past LGS missions and fan missions ! Of course, the shocking revelation with the undead in the freezer was an even more biting commentary on the undead precariat of today, and their ruthless and dehumanizing exploitation by The Man, maaan, the snobby culinary establishment. Undeadkind merely want to roam their abandoned tombs and catacombs in peace (pieces ?) and get a bite or two out of a stray vagrant or drunk guard every now and then, no big deal. Society needs to be more charitable to undeadkind ! And you've even included a gas arrow up in the rafters ! You well and truly know your audience, as I'm an old, die-hard gas arrow collecting enthusiast. I am a sophisticated, yet simple man: I see a gas arrow in Thief or The Dark Mod, I immediately grab it, owing to its rarity. Thank you for such generous mission design. To cut a long story short, I have had a thorough, engrossing and moving cultural experience with this short-but-dazzling mission ! In the shadowed alleys of TDM fan mission sites, I have crossed paths with missions that were ruthlessly difficult and confounding, yet rewarding, but never have I played a mission this... authentic... avantgarde... thought-provoking... It even made me feel hungry ! Riveting, simply riveting. Like working on the skeleton of a 1930s Art Deco skyscraper. Ultimate verdict: 22 frommages out of 20, with a happy cheese-filled rat as the cherry on the top. (But what kind of frommage ? Cheddar ? Swiss cheese ? Gouda ?! I dunno. Don't have a cheesemaking degree.) In other words, I cannot rate this mission other than with the Chef Excellence Award for... Excellence ! *chef's kiss* Le Mission Légendaire Magnifique ! Roll over, Requiem ! Roll over, Crucible of Omens ! Roll over, Iris ! This, this... is the pinnacle TDM fan mission of all time.
  14. NOTE (3 March 2024): This mission has problems running on DarkMod 2.11. Be sure you are running the DarkMod 2.12 or later. A rare artifact, the Builder's Chalice, is available for the taking. Looks pretty straightforward, but looks can be deceiving... Yes, another mission for 2022. I think this makes eight this year already; we had eight for all of 2021! Great work, everyone! This is a smallish mission. It does not have any spiders or undead. It is a puzzle-heavy mission, with a built-in hints system in case you get stuck. This mission contains a couple of small homages to Grayman. This mission requires TDM 2.10. It uses some 2.10 features (subtitles, secrets, volumetric lights). Note that the volumetric lights are used in a specific way, such that your "Shadows Implementation" can be either Maps or Stencils, the volumetric lights will work either way. Version 2 of the mission is here: https://www.dropbox.com/s/pbz6spmqpo4vrg4/byanyothernameV2.pk4?dl=1 This fixes the "Open Doors on Unlock" problem. Have fun! Special thanks to JackFarmer, who created some wonderful and appropriate ambient sounds. He also did some Alpha testing to catch some early mistakes. Also thanks to the Beta testers, who struggled with some frustratingly-hard (or impossible) early variations: Cambridge Spy, Acolytesix, wesp5, datiswous, Bienie, Shadow Thanks to Chloe for some great voice work. I made plentiful use of sounds from freesound.org: https://freesound.org/people/HerbertBoland/sounds/75194/ https://freesound.org/people/craigsmith/sounds/482781/ https://freesound.org/people/InspectorJ/sounds/403005/ https://freesound.org/people/rhodesmas/sounds/322930/ https://freesound.org/people/fisch12345/sounds/325112/ https://freesound.org/people/BockelSound/sounds/489507/ https://freesound.org/people/ultradust/sounds/167747/ https://freesound.org/people/Crinkem/sounds/496328/ https://freesound.org/people/LucasDuff/sounds/467697/ https://freesound.org/people/RuidosoSoundFX/sounds/507161/ As always I've used some of Springheel's modules and Orbweaver's ambient sounds. And finally, huge thanks to the developers of The Dark Mod, especially 2.10, another milestone in this fantastic game. A few more screenshots
  15. Hello, all. I've decided to post some lists of royalty-free music from Kevin MacLeod's well-known site Incompetech.com, lists that include tracks and themes chosen as potentially useful for The Dark Mod mission creators. Mr. MacLeod's made plenty of really good royalty-free music over the years, including various ambient themes and other music that could work pretty well in The Dark Mod. From what I know and remember, there's already been a fair few released FMs that used a few tracks from MacLeod's archive, so he is not unknown to the TDM community. The older (and fully usable) version of MacLeod's site is here and another archive of his royalty-free music can be found here (on Wikimedia Commons). I've added the links as well. As of April 2024, I have also added links to the official YouTube uploads of the individual tracks, all part of MacLeod's official YouTube channel. For the sake of easier reading and finding a song in the lists below, I've arranged them all in alphabetical order. Religious / churchly ambients Types of settings: Builder churches, chapels, cathedrals, monasteries, abbeys, etc. Various solemn and calm religious ambients. - Agnus Dei X (YT link. Somber but livelier in places, male and female choir vocals in muffled Latin.) - Bathed in Light (YT link. A rather soothing ambient, I suppose it could work inside a pleasant-seeming Builder church, including as a place of relief in a scary mission.) - Gregorian Chant (YT link) - Lasting Hope (YT link) - Midnight Meeting (YT link) - Organic Meditations 1 (YT link) and Organic Meditations 2 (YT link) - Rites (YT link) - Private reflection (YT link) - Supernatural (YT link. Good for an abandoned church, spooky candle-lit catacombs, etc.) - Virtutes Vocis (YT link) Potentially: - Tiny Fugue (YT link) - Toccata and Fugue in D Minor (YT link. Famous organ composition by Bach, IMHO might sound too Barocque for a late-medieval style setting, but good for a hint of eerieness.) Spooky / horror / ominous ambients Types of settings: Crypts, catacombs, haunted caves, eerie ruins, lairs and places where undead and other monsters roam, etc. Some of the more industrial-sounding ones could also be useful for missions set at factories or warehouses occupied by criminal gangs, and so on (i.e. also for non-supernatural threats and non-supernatural creepiness). - Aftermath (YT link), WiCo link) - Ancient Rite (YT link, WiCo link) - Anxiety (YT link, WiCo link) - Apprehension (YT link, WiCo link) - Blue Sizzle (YT link, WiCo link) - Bump in the Night (YT link, WiCo link) - Chase Pulse (YT link, WiCo link) and Chase Pulse Faster (YT link, WiCo link. Both could work in some ghost-haunted location, with ghosts pursuing the player.) - Classic Horror 3 (YT link, WiCo link. Good for a haunted house, manor house or other private household interior.) - Crypto (YT link) - Dark Pad (YT link) - Dark Standoff (YT link) - Darkness Speaks (YT link. Shorter sting, good for a scripted creepy event.) - Decay (YT link, WiCo link) - Deep Noise (YT link, WiCo link) - Digital Bark (YT link, WiCo link) - Distant Tension (YT link, WiCo link) - Dopplerette (YT link, WiCo link) - Echoes of Time 1 (YT link, WiCo link) - Echoes of Time 2 (YT link, WiCo link) - Fire Prelude (YT link) - Gathering Darkness (YT link, WiCo link) - Ghostpocalypse 1 - The Departure (YT link) - Ghost Processional (YT link) - Ghost Story (YT link, WiCo link) - Grave Matters (YT link) - Heart of the Beast (YT link, WiCo link) - Himalayan Atmosphere (YT link. Eerie theme, could work in some ancient ruins.) - Ice Demon (YT link, WiCo link) - Irregular (YT link) - Land of Phantoms (YT link) - Lithium (YT link) - Long Note 1, Long Note 2 and Long Note 3 - Medusa (YT link) - Mind Scrape (YT link) - Mirage (YT link) - Nervous (YT link, WiCo link) - Night Break (YT link, WiCo link) - Ominous (YT link. Shorter ambient, but pretty spooky.) - One of Them (YT link, WiCo link) - Ossuary 1 (YT link) - Ossuary 5 (YT link) - Ossuary 6 (YT link) - Penumbra (YT link, WiCo link) - Political Action Ad (YT link. Yes, a song for this concept has such an ominous atmosphere. ) - Redletter (YT link, WiCo link) - Right Behind You (YT link, WiCo link) - Satiate - strings version (YT link) - Spacial Harvest (YT link) - Spacial Winds (YT link, WiCo link. Might be good for Middle Eastern themed scares.) - Spider Eyes (YT link. This could work well inside a household, or inside some public building.) - Supernatural (YT link. Calmer melody, good for a haunted religious buldings and its grounds.) - Sunset at Glengorm (YT link and YT remastered link) - Steel and Seething (YT link) - Tenebrous Brothers Carnival - Mermaid (YT link. Sounds serene, but is rather creepy and tense, maybe underground/underwater ruins.) - The Dread (YT link, WiCo link) - The Hive (YT link, WiCo link) - The Voices (YT link, WiCo link 1, WiCo link 2. Very otherworldly, good for some haunted area or other dimension.) - Unnatural Situation (YT link) - Unease (YT link, WiCo link. Would sound best in a manor house, museum, or other fancy interiors.) - Unseen Horrors (YT link, WiCo link) - Very Low Note (YT link, WiCo link) Tension-building / mysterious / general ambients Type of setting/situation: General ambients, especially in parts of FMs where the plot thickens and some coded development is triggered that makes for a new "act" in the overall story of the mission. (Imagine the likes of moonbo's missions and how they're structured and you get a bit of an idea.) - Air Prelude (YT link) - Awkward Meeting (YT link, WiCo link. Our thief hero or heroine meets an ally or informant for a bit of chit-chat.) - Blue Sizzle (YT link, WiCo link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Calmant (YT link. A calm, quiet piano theme, but it has an air of mystery and isolation. An emotionally neutral, uncertain theme.) - Crypto (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Dama-May (YT link. A bit of a peculiar tense theme, but some might find some uses for it.) - Dark Times (YT link) - Disappointment (YT link) - Disconcerned (YT link) - Dopplerette (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Dragon and Toast (YT link) - Enter the Maze (YT link) - Fantastic Dim Bar (YT link) - Fire Prelude (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Frozen Star (YT link. Exploring some long-lost ruins, mysterious compound or complex, it's soothing but creepy.) - Ghost Processional (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Gloom Horizon (YT link) - Grave Matters (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Greta Sting (YT link. A short sting, under twenty seconds, useful for revelatory scripted scenes and building suspense.) - Grim League (YT link) - Heavy Heart (YT link) - Industrial Music Box (YT link. Somber and personal, reminds me of the music box theme we already have in the game.) - Interloper (YT link) - Invariance (YT link) - Irregular (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness/mysteriousness.) - Isolated (YT link. A calm, somber ambient, for thoughtful situations. A bit more modern and guitarry-sounding, but could work in TDM.) - It Is Lost (YT link, WiCo link. Maybe a theme for exploring some mysterious underground ruins ?) - Lamentation (YT link. Maybe a castle or manor house household where bad events transpired.) - Lasting Hope (YT link) - Lithium (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Long Note 1, Long Note 2 and Long Note 3 (YT link 1, YT link 2, YT link 3. These are IMHO versatile enough both for tension-building and mild creepiness.) - Lord of the Land (YT link. Maybe usable as a quiet background theme while sneaking through a busier castle or manor house.) - Lost Frontier (YT link. Exploring some city or castle ruins in The Empire that seem majestic at first glance but could hide a darker secret.) - Mourning Song (YT link) - New Direction (YT link. Very interesting ambient, could work well for a slow-burning urban noir atmosphere and doesn't sound modern.) - Night of Chaos (YT link) - Night on the Docks - piano version (YT link. Part of a trio of slow noir themes, the others use a sax and trumpet. This is the only one of the three that sounds pre-1900 compatible.) - On The Passing of Time (YT link, WiCo link) - Oppressive Gloom (YT link) - Overheat (YT link) - Quiet Panic (YT link. Short and quiet, good for tension-building, including for scripted events.) - Relent (YT link. The clarinet in this one might be slightly anachronistic, but it's an interesting contemplative melody.) - Road to Hell (YT link) - Satiate - strings version (YT link. This one's IMHO versatile enough both for tension-building and mild horror.) - Satiate - percussion version (YT link. This one's IMHO better purely as a tension-building theme.) - Scissors (YT link. This would be an excellent theme for a mission set at a factory, inventor's workshop or a warehouse.) - Shores of Avalon (YT link. Quieter tension-builder.) - Simplex (YT link. A pretty good one, though some of the quieter beats are a bit more electronic.) - Spacial Harvest (YT link. This one's IMHO versatile enough both for tension-building and mild horror.) - Spring Thaw (YT link) - Stay the Course (YT link) - Sunset at Glengorm (YT link and YT remastered link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Temple of the Manes (YT link. I'd imagine this could work in an atmospheric mission set inside a castle or fortified manor house.) - Tempting Secrets (YT link) - Tenebrous Brothers Carnival - Intermission (YT link. Tense but melodic theme, with some heavy background percussions.) - The North (YT link) - Thunder Dreams (YT link) - Tranquility (YT link. A longer and very calm ambient theme, but has an air of mystery and strangeness.) - Unanswered Questions (YT link) - Unnatural Situation (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Unpromised (YT link. Can work both in an urban and a rural/wilderness environment.) - Very Low Note (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness, would be ideal for a cave or basement.) - Winter Reflections (YT link. Good for a mission set during a snowed-in winter night.) Period instrument background music (stylistically European) Types of settings: Taverns, village scenes, town life, feasts, scenes among commoners or nobles. Mostly stuff with a calm and cosy atmosphere. - Achaidh Cheide (YT link) - Angevin B (YT link. This one sounds a bit more aristocratic or courtly, good for a feast or public event.) - Danse Macabre - harp version - Errigal (YT link. This one sounds a bit more aristocratic or courtly, but it's a good secular piece of music.) - Evening Fall - harp (YT link) - Folk Round (YT link) - Heavy Interlude (YT link. Short but really cool, IMHO could also work for a background scene of two AI characters sparring for fun.) - Master of the Feast (YT link. Good for a scene with at least two or three musicians and multiple noble/patrician characters attending a feast.) - Minstrel Guild (YT link) - Midnight Tale (YT link) - Old Road (YT link) - Pale Rider (YT link) - Pippin the Hunchback (YT link) - Suonatore di Liuto (YT link) - Teller of the Tales (YT link) North African, Middle Eastern and other "exotic" background music Types of settings: The TDM universe's analogues of the Mediterranean, North African, Middle Eastern regions, and other "exotic" locations. - Asian Drums (YT link. Could work for a Middle Eastern or North African style mission, good slow, tension-building ambient theme.) - Cambodian Odyssey (YT link. This is better suited to a south Asian or southeast Asian setting, but could work in a Middle Eastern locale as well. Tense theme, quiet percussions.) - Desert City (YT link. Could work for a Middle Eastern or North African style mission, good all-around urban ambient theme.) - Drums of the Deep (YT link (shorter) and YT link (longer). Could work for a Middle Eastern or North African style mission, good tension-building ambient theme.) - East of Tunesia (YT link. Could work in a mission with either a Mediterranean or North African style environment, e.g. a port city.) - Ibn Al-Noor (YT link. Good for a Middle Eastern or North African style mission, especially for a palace or public event environment.) - Lotus (YT link. Good as a general ambient theme for a Middle Eastern or North African style mission, or some other exotic locale.) - Mystery Bazaar (YT link. Another good one for a Middle Eastern or North African style mission, ideally some marketplace or square.) - Perigrine Grandeur (YT link. Middle Eastern style percussions interspersed with a grunge-like tune reminescent of those from Thief.) - Tabuk (YT link. Slow, but slightly more dramatic theme for a Middle Eastern or North African style environment.) - Tenebrous Brothers Carnival - Snake Lady (YT link. Has a Middle Eastern feel to it, very good for building suspense and tension.) Wilderness / nature ambients Types of settings: Outdoor areas with groves, forests, rivers, small lakes, mountain valleys, caves. Potentially also some Pagan villages and camps. - Black Bird (YT link. Tribal type stuff.) - Dewdrop Fantasy (YT link and YT link) - Kalimba Relaxation Music (YT link. Maybe could work in a cave or similar environment ?) - Evening Fall - harp (YT link) - Firesong (YT link. Tribal type stuff.) - Intuit (YT link. Tribal type stuff.) - Healing (YT link. I think this one could also work in an urban environment.) - Heavy Heart (YT link. Also works as a general ambient theme.) - Magic Forest (YT link) - River Flute (YT link) - Moorland (YT link. Could work for an isolated Pagan tribe village.) - Shamanistic (YT link) - Spirit of the Girl (YT link) - Thunderbird (YT link) - The North (YT link. A very short but looping theme, IMHO also works as a general ambient theme.) - The Pyre (YT link) - The Sky of Our Ancestors (YT link) - Unpromised (YT link) - Very Low Note (YT link. IMHO very good for a cave or cave system.) - Virtutes Instrumenti (YT link) - Willow and the Light (YT link) - Winter Reflections (YT link. Good for a mission set in winter or in some cavern strewn with magic crystals.) Non-serious bonus suggestion - Crunk Knight (YT link. When the Bridgeport City Watch throw an annual office party :-))) ) Giving MacLeod proper attribution if you chose to use this music in your mission Each song comes with an attribution quote that you need to include if you're going to use any of this music in your fan mission. If there is a final credits sequence in your mission, or you can include this quote at least as part of the mission's release notes, please do so. Though you can buy a license from Kevin and don't need to use attribution, all of this music is for free, as long as you give him credit. The credit-giving (attribution) is as follows: Name of Song Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Replace "Name of Song" with the actual name of the song, keep the rest of the quote in this format and include it in your "free music used" credits for your mission, and you're golden. Final note from me If you've found some other good tracks in Kevin's musical archives that could fit the tone of The Dark Mod and its setting and would like to include them in this list, please let me know and I'll update this post. Don't send me a personal message, just post your suggestion in this thread. Thank you ! I sincerely hope these lists will be of at least some use to mission builders. Good luck ! If you want to seek out non-MacLeod royalty-free music and public domain music, I've started a thread for that as well. Not too many download links yet, but it's meant to give you inspiration what sort of ambients or period music you could search for.
  16. Also don't forget if you use the location system it makes it easy to add EAX as well (especially using the presets): https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)#Locations
  17. I plan to gradually try out all or most of the different path node types and adjust them depending on the interaction. Though I don't plan to use it in this particular mission, I have a keen interest in the follow type, as I'll want an NPC to follow the player character in another, future FM I'd like to create. Never too soon to try out various functions while I'm already learning new FM-building skins after a long hiatus. Thank you for the suggestion. I completely forgot about the location system ambients as an option ! A few years back, when I was testing various stuff in DR, I did actually use that approach instead, once or twice. I haven't used DR much in recent years, so I eventually forgot about setting it up that way. Acknowledged, and I'll look into it. It'll save a lot of time concerning the audio side of the mission. My first few missions won't have much a natural environment, they'll largelly be small and focused on buildings or urban spaces, so I won't need to bother with detailed audio for rivers yet. I have an outdoor FM planned for later (it's in the pre-production phase), and I'll have a good reason to study it in greater detail. It's actually okay, I don't reallt need rectangular speakers. Given that I've been reminded I can set a main ambience for each room - something I did know before, but forgot, after not working properly with DR these past few years - I'll do just that, and use the speakers for more secondary ambience concerns. Handy indeed. A rectangular shape would be easier to remember. I'll just use the filters in the editor to put away the speakers if I ever the get the impression they're blocking my view. Also, I don't actually mind the shape all that much. As you and the others say, the size/radius of the speaker is the actual key aspect. I'm a bit disappointed it's seemingly not possible to resize speakers the same way you can resize brushes or certain models, though you can still tweak the radius numerically, manually. As long as I can work with that, the actual shape of a speaker isn't really important. My main concern is expanding the minimum and maximum radius areas to an extent where they'll be audible for most for all of the respective areas the player will visit, rather than fading away quickly once the player leaves the hub of the speaker behind. As was already said above, I'll use the different utility to set the main ambient for the individual rooms, rather than a manually placed speaker, and I'll reserve the speakers for additional sound effects or more local ambience. I've already added some extra parameters to the speakers I'm testing out in my FM, so I'll take a look at those soon, though I'll deal with the main room ambience settings first. I'd like to thank everyone for their replies. While I'm not surprised by the answers, I'm now more confident in working with the path node and speaker entities. On an unrelated sidenote to all of this, the same in-development FM where I'm testing the speaker placement and range was tested yesterday for whether an NPC AI can walk from the ground floor all the way to the topmost floor, without issues. Thankfully, there have been no issues at all, and the test subject - a female mage, whom I won't use in the completed FM, sadly - did a successful first ascent of the tower-like building that'll serve as the main setting. (That's all your getting from me for now, concerning the FM contents.)
  18. Why do you want a square visualization for sounds? If is because you are afraid, that because of the fact the sound shape goes through walls, in a squared like room, that sound may go as well, then don't be, afaik unless there's zero portals in a scene, sound will be blocked by "walls" automatically. It uses the portals to know where it can "flow" into other rooms. So only the size not the shape of the visualization, is what matters, like OrbWeaver said, the shape is only a visualization for the inner and outer radius of a sound. In other words the area or "field of influence" of a sound and that "field" afaik, expands equally in a 3D volume, in a sphere like manner (to be more precise two spheres, a smaller inner one and a larger outer one), so a sphere shape, IMO is the best approximation for it. I also assume, a cube would be misleading because on the current system, if the player parked at the corners of the cube, he/she wouldn't hear the sound, thou I never tested it.
  19. Hi, this mission is crashing on my system and I cannot go on. Playing "Hidden Hands - The lost citadel" Version 6 on Fedora Linux Version 38. I paste the whole output of the console below. Perhaps someone can find the cause for the crash, that would be very nice [stefan@fedora darkmod]$ ./thedarkmod.x64 TDM 2.11/64 #10264 (1435:10264) linux-x86_64 Jan 30 2023 02:02:43 /proc/cpuinfo CPU frequency: 899.998 MHz 900 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX found interface lo - loopback Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [M] /home/stefan/darkmod/fms/hhtlc [M] /home/stefan/darkmod/fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4 (665 files - 0xf04d8d7e) [C] /home/stefan/darkmod/ [C] /home/stefan/darkmod/tdm_textures_wood01.pk4 (382 files - 0x54c704d0) [C] /home/stefan/darkmod/tdm_textures_window01.pk4 (399 files - 0x50a48869) [C] /home/stefan/darkmod/tdm_textures_stone_sculpted01.pk4 (464 files - 0x3bd63c7c) [C] /home/stefan/darkmod/tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff) [C] /home/stefan/darkmod/tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2) [C] /home/stefan/darkmod/tdm_textures_stone_cobblestones01.pk4 (271 files - 0xc46ab14f) [C] /home/stefan/darkmod/tdm_textures_stone_brick01.pk4 (527 files - 0x1d087cf8) [C] /home/stefan/darkmod/tdm_textures_sfx01.pk4 (69 files - 0x2c673886) [C] /home/stefan/darkmod/tdm_textures_roof01.pk4 (69 files - 0x24547b7) [C] /home/stefan/darkmod/tdm_textures_plaster01.pk4 (142 files - 0x9747529e) [C] /home/stefan/darkmod/tdm_textures_paint_paper01.pk4 (67 files - 0xa4a95a09) [C] /home/stefan/darkmod/tdm_textures_other01.pk4 (127 files - 0x36932451) [C] /home/stefan/darkmod/tdm_textures_nature01.pk4 (286 files - 0x19240606) [C] /home/stefan/darkmod/tdm_textures_metal01.pk4 (509 files - 0x441d098f) [C] /home/stefan/darkmod/tdm_textures_glass01.pk4 (51 files - 0x3f3721e) [C] /home/stefan/darkmod/tdm_textures_fabric01.pk4 (43 files - 0x649daf73) [C] /home/stefan/darkmod/tdm_textures_door01.pk4 (177 files - 0xb0130166) [C] /home/stefan/darkmod/tdm_textures_decals01.pk4 (474 files - 0xe2ff12c6) [C] /home/stefan/darkmod/tdm_textures_carpet01.pk4 (130 files - 0x79bc3d7c) [C] /home/stefan/darkmod/tdm_textures_base01.pk4 (435 files - 0xc07a324) [C] /home/stefan/darkmod/tdm_standalone.pk4 (4 files - 0xb3f36d20) [C] /home/stefan/darkmod/tdm_sound_vocals_decls01.pk4 (32 files - 0x53cda0aa) [C] /home/stefan/darkmod/tdm_sound_vocals07.pk4 (1111 files - 0xa13ec4c2) [C] /home/stefan/darkmod/tdm_sound_vocals06.pk4 (696 files - 0x44c85e78) [C] /home/stefan/darkmod/tdm_sound_vocals05.pk4 (119 files - 0x6cf23214) [C] /home/stefan/darkmod/tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256) [C] /home/stefan/darkmod/tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1) [C] /home/stefan/darkmod/tdm_sound_vocals02.pk4 (1299 files - 0x5092940e) [C] /home/stefan/darkmod/tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2) [C] /home/stefan/darkmod/tdm_sound_sfx02.pk4 (605 files - 0x31673482) [C] /home/stefan/darkmod/tdm_sound_sfx01.pk4 (987 files - 0x97451b7a) [C] /home/stefan/darkmod/tdm_sound_ambient_decls01.pk4 (8 files - 0x9404877c) [C] /home/stefan/darkmod/tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec) [C] /home/stefan/darkmod/tdm_sound_ambient02.pk4 (163 files - 0x84efad22) [C] /home/stefan/darkmod/tdm_sound_ambient01.pk4 (220 files - 0xee228c81) [C] /home/stefan/darkmod/tdm_prefabs01.pk4 (1017 files - 0x506baa0b) [C] /home/stefan/darkmod/tdm_player01.pk4 (127 files - 0xd983fc45) [C] /home/stefan/darkmod/tdm_models_decls01.pk4 (101 files - 0x146c787) [C] /home/stefan/darkmod/tdm_models02.pk4 (2241 files - 0x42cdbf62) [C] /home/stefan/darkmod/tdm_models01.pk4 (3326 files - 0x829270f2) [C] /home/stefan/darkmod/tdm_gui_credits01.pk4 (49 files - 0xbff51863) [C] /home/stefan/darkmod/tdm_gui01.pk4 (758 files - 0xcbf4fd2d) [C] /home/stefan/darkmod/tdm_fonts01.pk4 (696 files - 0x7c5027bf) [C] /home/stefan/darkmod/tdm_env01.pk4 (176 files - 0x8bd4045b) [C] /home/stefan/darkmod/tdm_defs01.pk4 (194 files - 0xe5f440dc) [C] /home/stefan/darkmod/tdm_base01.pk4 (223 files - 0x9704b43c) [C] /home/stefan/darkmod/tdm_ai_steambots01.pk4 (31 files - 0x26416485) [C] /home/stefan/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files - 0x15c3ef89) [C] /home/stefan/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files - 0x25e463ad) [C] /home/stefan/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0xa6f7c573) [C] /home/stefan/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files - 0x566fb35a) [C] /home/stefan/darkmod/tdm_ai_humanoid_nobles01.pk4 (51 files - 0x5ca54cab) [C] /home/stefan/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files - 0x5e7a666b) [C] /home/stefan/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files - 0x45ec787e) [C] /home/stefan/darkmod/tdm_ai_humanoid_guards01.pk4 (379 files - 0x9801be8d) [C] /home/stefan/darkmod/tdm_ai_humanoid_females01.pk4 (172 files - 0xc7de4598) [C] /home/stefan/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files - 0x6dea9b57) [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files - 0x886c9a98) [C] /home/stefan/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c) [C] /home/stefan/darkmod/tdm_ai_base01.pk4 (9 files - 0x1de319e8) [C] /home/stefan/darkmod/tdm_ai_animals01.pk4 (82 files - 0x6c0fda50) File System Initialized. -------------------------------------- Couldn't open journal files /proc/cpuinfo CPU processors: 2 /proc/cpuinfo CPU logical cores: 4 ----- Initializing Decls ----- WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14 WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51 WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1321 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'german'. I18N: Found no character remapping for german. I18N: 1321 strings read from strings/german.lang I18N: 'strings/fm/german.lang' not found. I18NLocal: 'strings/fm/english.lang' not found, skipping it. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' [ACTIVE] OpenAL: found device 'HDA Intel PCH, CS4208 Analog (CARD=PCH,DEV=0)' OpenAL: found device 'HDA Intel PCH, HDMI 0 (CARD=PCH,DEV=3)' OpenAL: found device 'HDA Intel PCH, HDMI 1 (CARD=PCH,DEV=7)' OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)' OpenAL: device 'ALSA Default' opened successfully OpenAL: HRTF is available [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is disabled (reason: 0 = ALC_HRTF_DISABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Mesa Intel(R) HD Graphics 615 (KBL GT2) OpenGL version: 4.6 (Core Profile) Mesa 23.1.9 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing X - GL_EXT_depth_bounds_test not found v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 16 Max geometry output vertices: 256 Max geometry output components: 1024 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.11/64, linux-x86_64, code revision 10264 Build date: Jan 30 2023 Initializing event system ...873 event definitions Initializing class hierarchy ...172 classes, 1732032 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 56, 9048 bytes Statements: 23155, 926200 bytes Functions: 1358, 177432 bytes Variables: 107720 bytes Mem used: 2149432 bytes Static data: 408 bytes Allocated: 1152120 bytes Thread size: 7928 bytes Maximum object size: 816 Largest object type name: speaker_zone_ambient ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 42 mods in the FM folder. Parsed 46 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: hhtlc -------- Initializing Session -------- session initialized -------------------------------------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:file materials/puzzle_paintings.mtr, line 228: material 'textures/puzzle/flower' previously defined at materials/puzzle_paintings.mtr:14 WARNING:file sound/ambient.sndshd, line 79: sound 'firstfloor' previously defined at sound/ambient.sndshd:51 WARNING:file sound/soul.sndshd, line 129: sound 'builder_tim_1' previously defined at sound/soul.sndshd:102 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at sound/ambient.sndshd:1 WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count 15 warnings WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 4247 Async thread started Couldn't exec autocommands.cfg - file does not exist. Found 0 new missions and 0 packages. Found 42 mods in the FM folder. reloading guis/msg.gui. WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'QuitGameDialogAskEverytimeOption' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'ColorPrecision' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'OpenDoorsOnUnlock' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'InvPickupMessages' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'HideLightgem' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'BowAimer' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'FrobHelper' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'showTooltips' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertAttack' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'MeleeInvertParry' has value count unequal to choices count WARNING:idChoiceWindow:: gui 'guis/mainmenu.gui' window 'SCGeneralBind5' has value count unequal to choices count reloading guis/mainmenu.gui. WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:48 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:53 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:58 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:63 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:68 WARNING:unknown destination 'FlareBox::rect' of set command at /fms/hhtlc/hhtlc_1b4187d3b30d65cf.pk4/guis/map/hhtlc.gui:73 --------- Map Initialization --------- Map: hhtlc ------- Game Map Init SaveGame ------- ---------- Compile stats ---------- Memory usage: Strings: 57, 9144 bytes Statements: 23506, 940240 bytes Functions: 1379, 179716 bytes Variables: 108332 bytes Mem used: 2188540 bytes Static data: 408 bytes Allocated: 1176676 bytes Thread size: 7928 bytes collision data: 1373 models 163204 vertices (5100 KB) 273893 edges (12838 KB) 110189 polygons (8170 KB) 15680 brushes (2322 KB) 138243 nodes (6480 KB) 243924 polygon refs (3811 KB) 58507 brush refs (914 KB) 85771 internal edges 9795 sharp edges 0 contained polygons removed 0 polygons merged 39637 KB total memory used 2123 msec to load collision data. map bounds are (22831.0, 23151.4, 9093.0) 79 KB passage memory used to build PVS 52 msec to calculate PVS 252 areas 598 portals 14 areas visible on average 7 KB PVS data [Load AAS] missing maps/hhtlc.aas48 [Load AAS] loading maps/hhtlc.aas96 done. [Load AAS] loading maps/hhtlc.aas32 done. [Load AAS] missing maps/hhtlc.aas100 [Load AAS] loading maps/hhtlc.aas_rat done. [Load AAS] loading maps/hhtlc.aas_elemental done. WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model WARNING:Couldn't load sound 'explosion_all_clear.wav' using default [map entity: atdm_trigger_voice_12] [decl: explosion_all_clear in <implicit file>] [sound: explosion_all_clear.wav] No running thread for RestoreScriptObject(), creating new one. -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 2786 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: lights/qc_comj [map entity: light_159] [decl: lights/qc_comj in <implicit file>] [image: lights/qc_comj] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: MapMansion1] [decl: atdm:map_of in def/tdm_shopitems.def] [decl: guis/assets/game_maps/map_of_icon in <implicit file>] [image: guis/assets/game_maps/map_of_icon] 0 purged from previous 219 kept from previous 2070 new loaded all images loaded in 41.8 seconds ---------------------------------------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... Linking GLSL program testImageCube ... Linking GLSL program depth ... Linking GLSL program interaction_ambient ... Linking GLSL program interaction_stencil ... Linking GLSL program interaction_shadowmap ... Linking GLSL program stencil_shadow ... Linking GLSL program shadow_map ... Linking GLSL program frob_silhouette ... Linking GLSL program frob_highlight ... Linking GLSL program frob_extrude ... Linking GLSL program frob_apply ... Linking GLSL program heatHazeWithDepth ... Linking GLSL program HeatHazeWithMaskAndDepth ... Linking GLSL program heatHaze ... Linking GLSL program heatHazeWithMaskAndBlur ... Linking GLSL program fresnel ... Linking GLSL program ambientEnvironment ... Linking GLSL program heatHazeWithMaskAndDepth ... ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 394497k referenced 125k purged ---------------------------------------- ----------------------------------- 77079 msec to load hhtlc Interaction table generated: size = 0/512 Initial counts: 6903 entities 665 lightDefs 5265 entityDefs ------------- Warnings --------------- during hhtlc... WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon WARNING:Couldn't load image: lights/qc_comj WARNING:Couldn't load sound 'explosion_all_clear.wav' using default WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer2.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer3.lwo' contains different model WARNING:idCollisionModelManagerLocal::LoadModel: collision file for 'models/ritual_hammer4.lwo' contains different model 7 warnings Interaction table generated: size = 0/512 Initial counts: 6903 entities 665 lightDefs 5265 entityDefs WARNING:Restarted sound to avoid offset overflow: sound/ambient/environmental/water_pool02.ogg WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/silence.ogg WARNING:Restarted sound to avoid offset overflow: sound/ambient/ambience/alien05.ogg Linking GLSL program environment ... The ambient volume is now -1.885291 decibels (range: -60..0), i.e., 87.749992% of full volume. Restarting ambient sound snd_ct_babtistery'(derelict03) with volume -1.885291 signal caught: Segmentation fault si_code 128 Trying to exit gracefully.. ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 2786 models kept. --------------------------------------------------- Regenerated world, staticAllocCount = 0. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- ModelGenerator memory: 67 LOD entries with 0 users using 1072 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- Sys_Error: ERROR: pthread_join Frontend failed shutdown terminal support About to exit with code 1
  20. If you can do this, I don't know how. But it's something I want as well and was actually going to raise it as a feature request. I think speakers are spherical so they model real sound which radiates from a source outwards. I find this doesn't work so well with some scenarios though: water. For example you want to hear the sound of waves lapping a shoreline or a running water sound for a stream, river or canal. If the shoreline or stream is on the longer side, you have to have a speaker with a huge radius to cover it and the sounds extends too far along perpendicular to the body of water. Or alternatively multiple speakers but then you have to manage overlap and it becomes a pain. wind. Same idea but vertical - if you have a long edge or balcony then you need a large radius speaker to cover it and it might extend too low so you hear wind noises on the ground. @Petike the Taffer If all you want is for a sound to fill a room, just use the location system ambients instead. But you can only have one sound I think, so you couldn't have say your ambient music and also a weather sound at the same time without using a speaker for one of them.
  21. One way to do that would be to link the map with the location system. A mapper can already make a system to do that with the location scripts. Basically when the player enters a location (or a set of locations), it can trigger a script that switches out the map for one with that location highlighted. That's how Thief used to do it, and I think it's still fitting with the setting. Having a literal dot moving around the map would be much harder. I'm not sure we could do that without source code support. But It also wouldn't be as fitting to the genre. I'd be happy to see some mappers having a highlighting-map though, just for some interesting variety.
  22. Since it's a one-off problem, only for the first ambient at game start, then the way you fixed it is really the right way, because the system-level alternative would be whole a little subsystem (a specialized fidelay and mandatory _z soundshader) just to handle the first 0.1 seconds of game start, and then the old system for all the maps already out there, which is a bit much. And I think it's not even that common because many ambients start quietly to begin with. That said, there might be an easy bit of code that could make sure the fade in always works for the first ambient that doesn't mess with anything else in the system, like a hardcoded initial 0.1 sec. delay only for it, and that may be worth doing. But it'd need experimenting and testing to make sure it works as intended and doesn't have unintended consequences. Anyway, it's good we have this documented for now as the way to fix the problem for other people in the future that run into it searching for a fix. In fact it'd be good to put in the wiki to make sure the fix doesn't get lost.
  23. As the title says, I made an ebuild for The Dark Mod a while ago, figured I might as well post about it here in case anyone here is using Gentoo (or wants to adapt it for other distributions). The game gets installed system-wide and files are symlinked to the user's home directory whenever the game is started after an update (or for the first time), so the game files are only in one location but also users' save states don't conflict. The ebuild itself is here: https://git.sr.ht/~dblsaiko/ebuilds/tree/master/games-rpg/thedarkmod, and you can install the game by enabling my Portage overlay and then emerging the games-rpg/thedarkmod package: # eselect repository enable 2xsaiko # (alternatively, add the repo using layman) # emerge games-rpg/thedarkmod
  24. 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] - 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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] - 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[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] - 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[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] - 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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] - [lights/zol_nofalloff2.tga]/[lights/window01_interior_set] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_pointedtop_big01] - [lights/zol_nofalloff2.tga]/[textures/lights/tdm_pointedtop_big01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_pearly_white] - [lights/zol_nofalloff2.tga]/[textures/lights/round_pearly_white] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [] - []/[models/md5/chars/steambots/bc_lanternbot] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [] - []/[models/md5/chars/steambots/bc_lanternbot] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lanternbot_spot] - [textures/lights/brightround]/[textures/lights/tdm_lanternbot_spotlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/roundfire2] - []/[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.
  25. No I can't see the videos. Put them up on Youtube as non-listed videos. Also, what's your system? Is it a relatively slow or older system? The first time one enters a location, there's some work being done that might be pre-churned from then on, so I think it might have something to do with the work load slowing all kinds of things down, including the ambient going online. If you know your way around DR (or editing the map file directly), you could test things like setting the native volume of the location entity to zero from the start, and see if it happens when other speakers turn on for other reasons the first time, like a trigger. It may be an issue that all speakers face that this system inherits.
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