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  1. On wikipage https://wiki.thedarkmod.com/index.php?title=Tdm_mapsequence.txt it states: and in the example code: It seems it's possible to define something like this: Mission 1: tunnel street prison Mission 2: lake warehouse1 Mission 3: warehouse2 ending where tunnel, street and prison are different map files and part of the first mission in a campaign of 3 missions. So since it's not fully supported, I wonder what is actually supported by tdm.
  2. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  3. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch The TDM Modpack and wesp5's Unofficial Patch are incompatible since both the Pack and the Patch use a similar approach to mods. With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. TDM Modpack v4.0 Compatible with The Dark Mod 2.12 ONLY A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v4 series: v4.0 v3 series: v3.8 | v3.6 | v3.5 | v3.4 | v3.3 | v3.2 | v3.0 v2 series: v2.8 | v2.7 | v2.6 | v2.5 | v2.4 | v2.2 | v2.0 v1 series: v1.8 | v1.6 | v1.4 | v1.2 | v1.0 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: AUTO COMMANDS -:- By activating Auto Commands some key bindings will be set automatically. F1, F2, F3 and F4 keys are not used by the game and we are reserving them for mods: - F1: Cycle through the Skills category - F2: Cycle through the Tools category - F3: Switch between Loot and Stealth stats - F4: Direct shortcut to "Penumbra" None of these categories or shortcuts can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. Enable Auto Commands if you plan on using Core Essentials and/or the Skill Upgrade. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC LOOT INVENTORY Credits: snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Bring up the "Loot" inventory icon and press "Use" or just press F3 repeatedly if using Auto Commands. ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Sometimes it is difficult to tell if an object is being held or not. Three dots will be displayed on screen whenever you grab an object, unless the object has name, in which case the name of the object will be displayed. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ SHADOWMARK TOOL Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ OTHER ADDITIONS Re-worked Inventory menu (more compact). Semi-transparent backgrounds for the in-game Inventory Grid and Objectives screen. Alternative high mantle sound for our protagonist. Revamped and extended "Mission Complete" audio theme. -:- MOD: SKILL UPGRADE -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: Did you know? When using Auto Commands you can press F1 to access the "Skills" category and F4 to quickly access "Penumbra"... ~ SKILL: OBSERVATION Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the "Peek Door" item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: MANIPULATION Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the "Blow / Ignite" item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: COMBINATION Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: DISTRACTION Credits: snatcher. Availability: All missions. Description: When the "Whistle" item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALTERATION Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the "Penumbra" item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. Press F4 to quickly access this ability if using Auto Commands. THE PATH TO UMBRA: How to become one with the shadows -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets and By Any Other Name. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with customized, "High Voltage" electric mines. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  4. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  5. Hello. I am trying to build TDM on Linux and am getting errors. I'm new to Linux, so don't judge too harshly. The game installs and works through the installer, I just want to try to make a reproducible build into a package. gcc-c++-10 cmake-3.20 + cmake -DCMAKE_SKIP_INSTALL_RPATH:BOOL=yes '-DCMAKE_C_FLAGS:STRING=-pipe -frecord-gcc-switches -Wall -g -O2' '-DCMAKE_CXX_FLAGS:STRING=-pipe -frecord-gcc-switches -Wall -g -O2' '-DCMAKE_Fortran_FLAGS:STRING=-pipe -frecord-gcc-switches -Wall -g -O2' -DCMAKE_INSTALL_PREFIX=/usr -DINCLUDE_INSTALL_DIR:PATH=/usr/include -DLIB_INSTALL_DIR:PATH=/usr/lib64 -DSYSCONF_INSTALL_DIR:PATH=/etc -DSHARE_INSTALL_PREFIX:PATH=/usr/share -DLIB_DESTINATION=lib64 -DLIB_SUFFIX=64 -S . -B x86_64-linux -DCMAKE_BUILD_TYPE=Release -- The C compiler identification is GNU 10.3.1 -- The CXX compiler identification is GNU 10.3.1 -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working C compiler: /usr/bin/cc - skipped -- Detecting C compile features -- Detecting C compile features - done -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ - skipped -- Detecting CXX compile features -- Detecting CXX compile features - done -- Performing Test MSSE2_SUPPORTED -- Performing Test MSSE2_SUPPORTED - Success Determining SVN revision Setting up precompiled header for GCC -- Configuring done -- Generating done CMake Warning: Manually-specified variables were not used by the project: CMAKE_Fortran_FLAGS CMAKE_SKIP_INSTALL_RPATH INCLUDE_INSTALL_DIR LIB_DESTINATION LIB_INSTALL_DIR LIB_SUFFIX SHARE_INSTALL_PREFIX SYSCONF_INSTALL_DIR -- Build files have been written to: /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux + cmake --build x86_64-linux --verbose --parallel 4 gmake: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' /usr/bin/cmake -P /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/CMakeFiles/VerifyGlobs.cmake /usr/bin/cmake -S/usr/src/RPM/BUILD/thedarkmod-2.11 -B/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux --check-build-system CMakeFiles/Makefile.cmake 0 gmake: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' gmake: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' /usr/bin/cmake -E cmake_progress_start /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/CMakeFiles /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux//CMakeFiles/progress.marks gmake: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' /usr/bin/gmake -f CMakeFiles/Makefile2 all /usr/bin/gmake -f CMakeFiles/TheDarkMod.dir/build.make CMakeFiles/TheDarkMod.dir/depend gmake[2]: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' [ 0%] Copying header /usr/bin/cmake -E copy_if_different /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/precompiled.h /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h gmake[2]: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' gmake[2]: Entering directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' [ 0%] Precompiling header /usr/bin/c++ @/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/compile_flags.rsp -x c++-header -o /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h.gch /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h In file included from /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/Bvh.h:19, from /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/../renderer/Model.h:19, from /usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux/TheDarkMod_pch/precompiled.h:75: /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h: In member function 'idCircCone& idCircCone::Transform(const idMat3&)': /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h:166:1: error: no return statement in function returning non-void [-Werror=return-type] 166 | } | ^ /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h: In member function 'idCircCone& idCircCone::Negate()': /usr/src/RPM/BUILD/thedarkmod-2.11/idlib/bv/CircCone.h:169:1: error: no return statement in function returning non-void [-Werror=return-type] 169 | } | ^ cc1plus: some warnings being treated as errors gmake[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:80: TheDarkMod_pch/precompiled.h.gch] Error 1 gmake[2]: Leaving directory '/usr/src/RPM/BUILD/thedarkmod-2.11/x86_64-linux' gmake[1]: *** [CMakeFiles/Makefile2:82: CMakeFiles/TheDarkMod.dir/all] Error 2 gmake: *** [Makefile:91: all] Error 2 error: Bad exit status from /usr/src/tmp/rpm-tmp.8903 (%build) RPM build errors: Bad exit status from /usr/src/tmp/rpm-tmp.8903 (%build) Command exited with non-zero status 1 9.77user 1.88system 0:13.02elapsed 89%CPU (0avgtext+0avgdata 388056maxresident)k 181768inputs+834096outputs (127major+186554minor)pagefaults 0swaps It looks like the problem is in CircCone.h, I looked what exactly is there. ID_INLINE idCircCone &idCircCone::Transform( const idMat3 &rotation ) { axis = rotation * axis; } I'm not a programmer and don't understand how to fix this. For the test, I tried to build TDM version 2.10. is going, but this file is not there.
  6. Just want to mention some locations that are hosting our data, as examples. Like our game(-sourcecode) can be installed from opensuse official game repo. And darkradiant from a ubuntu repo. We got the game(and assets) on moddb. I tried to get tdm installer / binary on several app repo's, but others succeeded. And We all tried to get tdm (game & assets) on steam and Gog. But got it my old installer-frontend on tdm's download page and a package on playonlinux (tdm windows on wine). And my written tdm-wiki article about installing tdm on several os'ses. https://software.opensuse.org/package/thedarkmod?locale=si Official game Repo listing: https://en.opensuse.org/openSUSE:Games Opensuse Build service: https://build.opensuse.org/package/show/games/thedarkmod Darkradiant on ubuntu https://packages.debian.org/sid/darkradiant Tdm wiki article: https://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation
  7. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  8. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  9. I'll try to get more of these added to the wiki tonight unless someone beats me to it: https://wiki.thedarkmod.com/index.php?title=Add-ons
  10. In a few lists, TDM missions are presented sorted (or sortable) alphabetically: * In the mission downloader GUI * On the web page: https://www.thedarkmod.com/missions/ * On the wiki: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod The Chicago Manual of Style (CMOS) recommends placing initial articles (The, A, An) at the end of the full title: "A Tale of Two Cities" would appear as "Tale of Two Cities, A". Titles do not include subtitles unless they are essential for identification. If a subtitle is included, the initial article should be placed at the end of the full title, not before the subtitle. (https://style.mla.org/articles-and-alphabetization/) I mentioned this in "0006339: Polishing menus: mission downloader" (https://bugs.thedarkmod.com/view.php?id=6339), but I suggest following CMOS in all cases where titles are an entry in a list.
  11. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  12. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  13. The Dark Mod v1.0 was released on October 17th 2009 https://www.thedarkmod.com/posts/october-17th-2009/ Knowing that many current mappers are participating in the TDS 20th Anniversary Contest, I intend to bring the final proposal to Moddb to see if we can get either some old dormant authors or new authors to join in. If we even get one mission to celebrate the 15th anniversary with that would be enough to count this as a success.
  14. Hello Guys I need some help/hints/advice It´s because i prefer being/working offline , and also my Brother in france has no real internet (he mostly needs to go to a public Library ) So my idea was to get the DarkRadiant Sektion from the WIKI downloaded for offline use . therefore I tryed "HTTrack_64-noinst-3.49.2" which I got from "Heise.de" It´s told that the Standard use is good for most webpage-downloads --- but after more than 10hrs and over 10Gib with million off external stuff I stopped the download . 1. the Download is making a total mirror of "wiki.thedarkmod.com/..." even with the setting to ".../index.php?title=DarkRadiant" this wouldn´d be bad but wasn´t intendet 2. My most concern is about the millions off external links , which mostly look like useless stuff .(and often seems have nothing to do with TDM/DR) (it looks like it has downloaded the whole "thief.fandom.com/wiki" and at the end before i stopped it "en.wikipedia.org/wiki" So my question is how to trigger the App to get maybe just the internal links to work , or does one need alll the others ? P.S. ? had anyone tried this before ? succcessfull ? and how big would the download be ? I appreciate any comment you can give me and maybe a PM from a German would be nice Greetings from Bergante
  15. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  16. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  17. Darkmod.cfg seta in_grabmouse "0" seta in_grabkeyboard "0" seta in_nowarp "0" seta in_nograb "0" seta in_dgamouse "0" seta in_mouse "1" seta v_nowmfullscreen "0" seta sys_videoRam "0" seta in_padInverseRY "0" seta in_padInverseRX "0" seta in_padDeadZone "0.15" seta in_padMouseSpeed "2.5" seta sys_lang "english" seta r_useBindlessTextures "1" seta r_useNewBackend "1" seta r_gpuBufferNonpersistentUpdateMode "0" seta r_legacyTangents "1" seta net_serverDlTable "" seta net_serverDlBaseURL "" seta net_serverDownload "0" seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow" seta g_mapCycle "mapcycle" seta g_voteFlags "0" seta g_gameReviewPause "10" seta g_countDown "10" seta g_password "" seta g_rotoscope "0" seta g_testModelHeadJoint "Spine2" seta g_testModelHead "atdm:ai_head_citywatch" seta g_skipViewEffects "0" seta g_fov "90" seta g_showBrass "1" seta g_showProjectilePct "0" seta g_showHud "1" seta g_showPlayerShadow "0" seta pm_air_regainingSpeed "4" seta pm_air "1800" seta pm_modelView "0" seta pm_thirdPersonDeath "0" seta pm_thirdPerson "0" seta pm_thirdPersonClip "1" seta pm_thirdPersonAngle "0" seta pm_thirdPersonHeight "0" seta pm_thirdPersonRange "80" seta pm_bobroll "0.0015" seta pm_bobpitch "0.001" seta pm_bobup "0.03" seta pm_runroll "0.003" seta pm_runpitch "0.001" seta pm_runbob "0.35" seta pm_walkbob "0.3" seta pm_crouchbob "0.2" seta pm_bboxwidth "32" seta pm_crouchrate "0.87" seta pm_deadviewheight "10" seta pm_deadheight "20" seta pm_normalviewheight "68" seta pm_normalheight "74" seta pm_crouchviewheight "34" seta pm_crouchheight "38" seta pm_maxviewpitch "89" seta pm_minviewpitch "-89" seta pm_noclipspeed "200" seta pm_walkspeed "70" seta pm_stepsize "16" seta pm_jumpheight "48" seta g_enablePortalSky "2" seta g_showcamerainfo "0" seta g_damageScale "1" seta g_decals "1" seta g_doubleVision "1" seta g_bloodEffects "1" seta g_projectileLights "1" seta g_muzzleFlash "1" seta gui_CenterY "0.5" seta gui_CenterX "0.5" seta gui_Height "1.0" seta gui_Width "1.0" seta ui_showGun "1" seta ui_autoSwitch "1" seta ui_team "Red" seta ui_skin "skins/characters/player/marine_mp" seta ui_name "Player" seta si_serverURL "" seta si_spectators "1" seta si_usePass "0" seta si_warmup "0" seta si_teamDamage "0" seta si_timeLimit "10" seta si_maxPlayers "4" seta si_map "game/mp/d3dm1" seta si_gameType "singleplayer" seta si_name "DOOM Server" seta tdm_lod_bias "2.0" seta tdm_voice_from_off_volume "0" seta tdm_voice_player_volume "0" seta tdm_music_volume "0" seta tdm_door_auto_open_on_unlock "1" seta tdm_bow_aimer "0" seta tdm_lp_debug_hud "0" seta tdm_lp_pawlow "0" seta tdm_lp_randomize "1" seta tdm_lp_auto_pick "0" seta tdm_lp_autopick_attempts "3" seta tdm_lp_pick_timeout "500" seta tdm_lp_sample_delay "10" seta tdm_lp_base_count "5" seta tdm_empty_model "models/darkmod/misc/system/empty.lwo" seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo" seta tdm_lg_weak "0" seta tdm_lg_interleave_min "40" seta tdm_lg_interleave "1" seta pm_rope_snd_rep_dist "32" seta pm_min_stepsound_interval "200" seta pm_stepvol_crouch_creep "-7" seta pm_stepvol_crouch_run "4" seta pm_stepvol_crouch_walk "-2" seta pm_stepvol_creep "-5" seta pm_stepvol_run "8" seta pm_stepvol_walk "0" seta tdm_underwater_blur "3" seta tdm_rope_pull_force_factor "140" seta gui_objectiveTextSize "1.0" seta gui_barSize "1.0" seta gui_lightgemSize "1.0" seta gui_bigTextSize "1.0" seta gui_smallTextSize "1.0" seta gui_iconSize "1.0" seta tdm_inv_use_visual_feedback "1" seta tdm_door_control "0" seta tdm_inv_use_on_frob "1" seta tdm_inv_loot_sound "frob_loot" seta tdm_inv_hud_pickupmessages "1" seta tdm_hud_hide_lightgem "0" seta tdm_hud_opacity "0.7" seta tdm_invgrid_hud_file "guis/tdm_invgrid_parchment.gui" seta tdm_grabber_reverse_control "0" seta tdm_bounce_sound_min_vel "80" seta tdm_bounce_sound_max_vel "400" seta tdm_throw_max_vel "900" seta tdm_throw_time "1200" seta tdm_throw_max "3500" seta tdm_throw_min "600" seta tdm_phys_show_momentum "0" seta tdm_ai_hearing_hardcore "1.5" seta tdm_ai_hearing_challenging "1.0" seta tdm_ai_hearing_forgiving "0.6" seta tdm_ai_hearing_nearly_deaf "0.2" seta tdm_ai_hearing "2" seta tdm_ai_vision_hardcore "1.005" seta tdm_ai_vision_challenging "0.804" seta tdm_ai_vision_forgiving "0.402" seta tdm_ai_vision_nearly_blind "0.134" seta tdm_ai_vision "1" seta tdm_melee_difficulty "normal" seta tdm_melee_max_particles "10" seta tdm_melee_forbid_auto_parry "0" seta tdm_melee_auto_parry "1" seta tdm_melee_invert_parry "0" seta tdm_melee_invert_attack "0" seta tdm_melee_mouse_thresh_ "0" seta tdm_dragged_item_highlight "1" seta tdm_drag_encumber_max "0.4" seta tdm_drag_encumber_maxmass "55" seta tdm_drag_encumber_minmass "10" seta tdm_drag_jump_masslimit "20" seta tdm_drag_af_free "0" seta tdm_drag_af_ground_timer "800" seta tdm_drag_damping_af "0.4" seta tdm_drag_damping "0.0" seta tdm_drag_stuck_dist "38.0" seta tdm_drag_force_max "100000" seta tdm_drag_limit_force "1" seta tdm_collision_damage_scale_horiz "0.5" seta tdm_collision_damage_scale_vert "1" seta tdm_frobhelper_ignore_size "40.0" seta tdm_frobhelper_fadeout_duration "500" seta tdm_frobhelper_fadein_duration "1500" seta tdm_frobhelper_fadein_delay "500" seta tdm_frobhelper_alpha "1.0" seta tdm_frobhelper_alwaysVisible "0" seta tdm_frobhelper_active "0" seta tdm_frob_fadetime "100" seta tdm_frob_width "10.0" seta tdm_frob_distance_default "63" seta pm_lean_toggle "0" seta pm_lean_door_bounds_exp "8.0" seta pm_lean_door_max "40" seta pm_lean_door_increments "10" seta pm_lean_to_valid_increments "25" seta pm_lean_forward_stretch "15" seta pm_lean_forward_height "0.4" seta pm_lean_forward_time "400.0" seta pm_lean_forward_angle "2" seta pm_lean_stretch "2" seta pm_lean_height "0.4" seta pm_lean_time "400.0" seta pm_lean_angle "15.0" seta pm_shoulderDrop_angleIncrement "22.5" seta pm_shoulderDrop_maxAngle "91.0" seta pm_shoulderAnim_delay_msecs "0.0" seta pm_shoulderAnim_dip_dist "5.0" seta pm_shoulderAnim_rockDist "3.0" seta pm_shoulderAnim_dip_duration "0.5" seta pm_shoulderAnim_msecs "700.0" seta tdm_reattach_delay "100" seta tdm_crouch_toggle_hold_time "400" seta tdm_toggle_crouch "1" seta tdm_footfall_sounds_movetype_specific "1" seta pm_ladderSlide_speedLimit "400.0" seta pm_mantle_cancel_speed "150.0" seta pm_mantle_pullFast_msecs "450" seta pm_mantle_maxLowObstacleHeight "36.0" seta pm_mantle_minflatness "0.707" seta pm_mantle_height "0.2" seta pm_mantle_reach "0.5" seta pm_weightmod "1" seta pm_softhinderance_run "1.0" seta pm_softhinderance_walk "0.5" seta pm_softhinderance_creep "0.2" seta pm_softhinderance_active "1" seta pm_push_max_mass "200" seta pm_push_heavy_threshold "0.15" seta pm_push_accel_time "1000" seta pm_push_start_delay "1000" seta pm_push_maximpulse "300" seta pm_pushmod "0.15" seta pm_swimspeed_frequency "0.8" seta pm_swimspeed_variation "0.6" seta pm_max_swimspeed_mod "1.4" seta pm_crouchmod "0.54" seta pm_running_creepmod "0.22" seta pm_creepmod "0.44" seta pm_runmod "2.12" seta tdm_savegame_compress "1" seta tdm_force_savegame_load "0" seta tdm_mainmenu_confirmquit "1" seta tdm_debug_aastype "aas32" seta tdm_allow_http_access "1" seta tdm_proxy_pass "" seta tdm_proxy_user "" seta tdm_proxy "" seta tdm_fm_restart_delay "0" seta tdm_default_relations_def "atdm:team_relations_default" seta tdm_show_trainer_messages "1" seta tdm_menu_music "1" seta tdm_wideScreenMode "7" seta r_aspectRatio "1" seta r_customHeight "1080" seta r_customWidth "1920" seta tdm_ai_show_aasfuncobstacle_state "0" seta tdm_show_health "0" seta tdm_ai_debug_greetings "0" seta tdm_ai_debug_transition_barks "0" seta tdm_ai_opt_nolipsync "0" seta tdm_ai_opt_update_enemypos_interleave "48" seta tdm_ai_opt_interleavethinkframes "0" seta tdm_ai_opt_interleavethinkskipPVS "0" seta tdm_ai_opt_interleavethinkmaxdist "0" seta tdm_ai_opt_interleavethinkmindist "0" seta tdm_ai_search_type "4" seta tdm_ai_visdist_show "0.0" seta tdm_ai_search_show "0.0" seta tdm_showko "0" seta tdm_showsprop_radius "0" seta tdm_showsprop "0" seta tdm_spr_debug "0" seta tdm_sndprop_disable "0" seta tdm_ai_acuity_L5 "1.5" seta tdm_ai_acuity_L4 "1.3" seta tdm_ai_acuity_L3 "1.1" seta tdm_ai_show_conversationstate "0" seta tdm_ai_show_enemy_visibility "0" seta tdm_ai_sight_scale "1000.0" seta tdm_ai_sight_thresh "1.0" seta tdm_ai_showelevator "0" seta tdm_ai_showdoor "0" seta tdm_ai_debug_blocked "0" seta tdm_ai_showAASarea "0" seta tdm_ai_showgoalpos "0" seta tdm_ai_showdest "0" seta tdm_ai_showalert "0" seta tdm_ai_showtasks "0" seta tdm_ai_showanimstate "0" seta tdm_ai_showko "0" seta tdm_ai_showfov "0" seta tdm_ai_debug "0" seta tdm_ai_bumpobject_impulse "250" seta tdm_ai_tact "20.0" seta tdm_ai_sight_combat_cutoff "20.0" seta tdm_ai_sightmin "15.0" seta tdm_ai_sightmax "40.0" seta tdm_ai_sight_mag "1.0" seta tdm_ai_sight_prob "0.7" seta tdm_ai_showname "0" seta tdm_ai_showbark "0" seta tdm_ai_sndvol "0.0" seta tdm_player_wait_until_ready "1" seta com_automation_port "3879" seta gui_mediumFontLimit "0.30" seta gui_smallFontLimit "0.15" seta s_decompressionLimit "6" seta s_useHRTF "1" seta s_useEAXReverb "1" seta s_numberOfSpeakers "2" seta s_doorDistanceAdd "450" seta s_globalFraction "0.8" seta s_subFraction "0.75" seta s_playDefaultSound "0" seta s_volume_dB "0" seta s_meterTopTime "2000" seta s_reverse "0" seta s_spatializationDecay "2" seta s_maxSoundsPerShader "0" seta s_device "default" seta s_diffractionMax "10" seta r_useParallelAddModels "1" seta r_maxShadowMapLight "1000" seta r_postprocess_sharpness "1" seta r_postprocess_sharpen "1" seta r_postprocess_desaturation "0.00" seta r_postprocess_colorCorrectBias "0.0" seta r_postprocess_colorCorrection "5" seta r_postprocess_colorCurveBias "0.0" seta r_postprocess_brightness "1" seta r_postprocess_gamma "1.2" seta r_glBlacklistExtensions "" seta r_shadowMapSinglePass "0" seta r_shadowMapCullFront "0" seta r_useFenceSync "1" seta r_frameIndexMemory "4096" seta r_frameVertexMemory "4096" seta r_cinematic_legacyRoq "0" seta r_shadowMapSize "1024" seta r_fboDepthBits "24" seta r_fboSRGB "0" seta r_fboColorBits "64" seta r_newFrob "0" seta r_glCoreProfile "2" seta r_useAnonreclaimer "0" seta r_screenshot_format "jpg" seta r_debugArrowStep "120" seta r_debugLineWidth "1" seta r_debugLineDepthTest "0" seta com_smp "1" seta r_forceLoadImages "0" seta r_lightSourceRadius "0" seta r_shadows "2" seta r_shadowPolygonFactor "0" seta r_shadowPolygonOffset "-1" seta r_offsetunits "-0.1" seta r_offsetfactor "-2" seta r_clear "2" seta r_useSoftParticles "1" seta r_skipDepthCapture "0" seta r_skipBump "0" seta r_skipSpecular "0" seta r_ambientGamma "1" seta r_ambientMinLevel "0" seta r_swapInterval "1" seta r_softShadowsRadius "1.0" seta r_softShadowsQuality "24" seta r_fullscreen "1" seta r_multiSamples "4" seta r_glDebugContext "0" seta r_glDebugOutput "0" seta r_tonemap "1" seta image_blockChecksum "0" seta image_downSizeLimit "256" seta image_ignoreHighQuality "0" seta image_downSizeBumpLimit "128" seta image_downSizeSpecularLimit "64" seta image_downSizeBump "0" seta image_downSizeSpecular "0" seta image_usePrecompressedTextures "1" seta image_useNormalCompression "1" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1" seta image_roundDown "1" seta image_forceDownSize "0" seta image_downSize "0" seta image_lodbias "0" seta image_anisotropy "4" seta image_filter "GL_LINEAR_MIPMAP_LINEAR" seta r_debugGLSL "0" seta r_fboResolution "1" seta r_cinematic_checkImmediately "0" seta r_cinematic_log_flush "0" seta r_cinematic_log_ffmpeg "0" seta r_cinematic_log "0" seta r_usePersistentMapping "1" seta r_bloom_blursteps "2" seta r_bloom_downsample_limit "128" seta r_bloom_weight "0.3" seta r_bloom_detailblend "0.5" seta r_bloom_threshold_falloff "8" seta r_bloom_threshold "0.7" seta r_bloom "1" seta r_ssao_edgesharpness "1" seta r_ssao_base "0.1" seta r_ssao_intensity "1.0" seta r_ssao_bias "0.05" seta r_ssao_radius "32" seta r_ssao "3" seta jobs_numThreads "2" seta in_padInvertPitchAxis "0" seta in_padInvertYawAxis "0" seta m_strafeSmooth "4" seta m_smooth "1" seta m_strafeScale "6.25" seta m_yaw "0.022" seta m_pitch "0.022" seta sensitivityMenuOverride "0" seta sensitivityMenu "1.0" seta sensitivity "5" seta in_toggleZoom "0" seta in_toggleCrouch "0" seta in_toggleRun "0" seta in_alwaysRun "0" seta in_freeLook "1" seta in_anglespeedkey "1.5" seta in_pitchspeed "140" seta in_yawspeed "140" seta gui_configServerRate "0" seta com_maxFPS "60" seta com_savegame_preview_format "jpg" seta com_numQuickSaves "2" seta com_guid "" seta com_fixedTic "0" seta decl_stack "1" seta in_padL3HoldWhileDeflected "1" seta in_padTwoButtonMaxTimeMs "50" seta in_padLongPressTimeMs "250" seta com_preloadDemos "0" seta com_compressDemos "1" seta con_legacyFont "0" seta com_product_lang_ext "1" seta logFile "0" seta com_showFPSavg "4" seta com_showFPS "0" seta com_purgeAll "0" seta r_skipDynamicShadows "0" Condump: TDM 2.09/64 #9108 (1435:9108) linux-x86_64 Feb 3 2021 21:16:28 found interface lo - loopback found interface enp59s0 - 192.168.0.6/255.255.255.0 Found Generic CPU, features: SSE SSE2 SSE3 TDM using SSE3 for SIMD processing. no 'darkmod' directory in exe path /home/krovas/Archive/002_apps/thedarkmod, sk ipping WARNING: using hardcoded default base path ------ Initializing File System ------ Current search path: /home/krovas/Archive/002_apps/thedarkmod/fms/black_mage /home/krovas/Archive/002_apps/thedarkmod/fms/black_mage/black_mage.pk4 (355 f iles) /home/krovas/Archive/002_apps/thedarkmod/ /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_wood01.pk4 (376 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_window01.pk4 (389 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_sculpted01.pk4 (4 63 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_natural01.pk4 (13 3 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_flat01.pk4 (302 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_cobblestones01.pk 4 (224 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_sfx01.pk4 (69 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_roof01.pk4 (72 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_plaster01.pk4 (142 file s) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_paint_paper01.pk4 (63 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_other01.pk4 (127 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_nature01.pk4 (286 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_metal01.pk4 (497 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_glass01.pk4 (51 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_fabric01.pk4 (43 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_door01.pk4 (177 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_decals01.pk4 (465 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_carpet01.pk4 (92 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_textures_base01.pk4 (407 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_standalone.pk4 (4 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals_decls01.pk4 (27 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals07.pk4 (1111 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals06.pk4 (696 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals05.pk4 (119 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals04.pk4 (2869 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals03.pk4 (743 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals02.pk4 (1299 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_vocals01.pk4 (82 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_sfx02.pk4 (605 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_sfx01.pk4 (966 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient_decls01.pk4 (8 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient03.pk4 (24 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient02.pk4 (163 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_sound_ambient01.pk4 (220 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_prefabs01.pk4 (961 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_player01.pk4 (125 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_models_decls01.pk4 (103 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_models02.pk4 (2053 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_models01.pk4 (3163 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_gui_credits01.pk4 (49 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_gui01.pk4 (721 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_fonts01.pk4 (696 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_env01.pk4 (152 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_defs01.pk4 (187 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_base01.pk4 (198 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_steambots01.pk4 (24 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_monsters_spiders01.pk4 (80 fi les) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_undead01.pk4 (55 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_pagans01.pk4 (10 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_nobles01.pk4 (48 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_mages01.pk4 (8 files ) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_heads01.pk4 (100 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_guards01.pk4 (378 fi les) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_females01.pk4 (172 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_builders01.pk4 (91 f iles) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_beasts02.pk4 (229 fi les) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_humanoid_beasts01.pk4 (23 fil es) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_base01.pk4 (9 files) /home/krovas/Archive/002_apps/thedarkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files /proc/cpuinfo CPU processors: 8 /proc/cpuinfo CPU logical cores: 16 ----- Initializing Decls ----- WARNING:file sound/tdm_sfx_world.sndshd, line 773: sound 'chime_hour' previousl y defined at sound/black_mage.sndshd:120 WARNING:file sound/tdm_sfx_world.sndshd, line 787: sound 'chime_15' previously defined at sound/black_mage.sndshd:134 WARNING:file sound/tdm_sfx_world.sndshd, line 801: sound 'chime_30' previously defined at sound/black_mage.sndshd:148 WARNING:file sound/tdm_sfx_world.sndshd, line 815: sound 'chime_45' previously defined at sound/black_mage.sndshd:162 WARNING:file sound/tdm_sfx_world.sndshd, line 829: sound 'chime_60' previously defined at sound/black_mage.sndshd:176 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at so und/black_mage.sndshd:1 ------------------------------ /proc/cpuinfo CPU frequency: 2300 MHz I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg 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: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' [ACTIVE] OpenAL: found device 'HDA NVidia, HDMI 0 (CARD=NVidia,DEV=3)' OpenAL: found device 'HDA NVidia, HDMI 1 (CARD=NVidia,DEV=7)' OpenAL: found device 'HDA NVidia, HDMI 2 (CARD=NVidia,DEV=8)' OpenAL: found device 'HDA NVidia, HDMI 3 (CARD=NVidia,DEV=9)' OpenAL: found device 'HDA NVidia, HDMI 4 (CARD=NVidia,DEV=10)' OpenAL: found device 'HDA NVidia, HDMI 5 (CARD=NVidia,DEV=11)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=0)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=1)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=3)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=4)' OpenAL: found device 'sof-hda-dsp, (CARD=sofhdadsp,DEV=5)' OpenAL: device 'ALSA Default' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Setup X display connection Using screen 0 of 0x60a2c00 display Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1920x1080 Chosen visual: 0x021 ...creating GL context: core-fc ...initializing QGL ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Mesa Intel(R) UHD Graphics (TGL GT1) OpenGL version: 4.6 (Core Profile) Mesa 21.0.3 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc v - using GLX_VERSION_1_4 Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_bindless_texture not found 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 shadowMapN ... Linking GLSL program shadowMapNG ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... --------------------------------- New buffer size: 12288 kb New buffer size: 12288 kb Linking GLSL program depth ... Linking GLSL program interaction_ambient ... Linking GLSL program interaction_stencil ... Linking GLSL program interaction_shadowmap ... WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed: 0:157(55): warning: `diffuse' used uninitialized 0:159(61): warning: `specular' used uninitialized 0:166(35): warning: `specular' used uninitialized 0:169(41): warning: `specular' used uninitialized 0:174(15): warning: `diffuse' used uninitialized 2:128(2): error: `return' with wrong type int, in function `UseShadowMap' retur ning float 0:229(56): warning: `specular' used uninitialized 0:233(54): warning: `specular' used uninitialized 0:233(66): warning: `diffuse' used uninitialized 0:250(71): warning: `diffuse' used uninitialized 0:262(7): warning: some implementations may not support implicit int -> uint co nversions for `&' operators; consider casting explicitly for portability File indexes: 0 - stages/interaction/manylight.frag.glsl 1 - stages/interaction/manylight.params.glsl 2 - stages/interaction/manylight.shadowmap.glsl WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to progr am manylight. Linking GLSL program manylight ... Linking GLSL program stencil_shadow ... Linking GLSL program shadow_map ... Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.09/64, linux-x86_64, code revision 9108 Build date: Feb 3 2021 Initializing event system ...842 event definitions Initializing class hierarchy ...172 classes, 1670528 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 47, 7920 bytes Statements: 20610, 824400 bytes Functions: 1274, 170724 bytes Variables: 93240 bytes Mem used: 2121016 bytes Static data: 4014424 bytes Allocated: 5142468 bytes Thread size: 7912 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 14 mods in the FM folder. Parsed 14 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: black_mage -------- Initializing Session -------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed: 0:157(55): warning: `diffuse' used uninitialized 0:159(61): warning: `specular' used uninitialized 0:166(35): warning: `specular' used uninitialized 0:169(41): warning: `specular' used uninitialized 0:174(15): warning: `diffuse' used uninitialized 2:128(2): error: `return' with wrong type int, in function `UseShadowMap' retur ning float 0:229(56): warning: `specular' used uninitialized 0:233(54): warning: `specular' used uninitialized 0:233(66): warning: `diffuse' used uninitialized 0:250(71): warning: `diffuse' used uninitialized 0:262(7): warning: some implementations may not support implicit int -> uint co nversions for `&' operators; consider casting explicitly for portability File indexes: 0 - stages/interaction/manylight.frag.glsl 1 - stages/interaction/manylight.params.glsl 2 - stages/interaction/manylight.shadowmap.glsl WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to progr am manylight. WARNING:file sound/tdm_sfx_world.sndshd, line 773: sound 'chime_hour' previousl y defined at sound/black_mage.sndshd:120 WARNING:file sound/tdm_sfx_world.sndshd, line 787: sound 'chime_15' previously defined at sound/black_mage.sndshd:134 WARNING:file sound/tdm_sfx_world.sndshd, line 801: sound 'chime_30' previously defined at sound/black_mage.sndshd:148 WARNING:file sound/tdm_sfx_world.sndshd, line 815: sound 'chime_45' previously defined at sound/black_mage.sndshd:162 WARNING:file sound/tdm_sfx_world.sndshd, line 829: sound 'chime_60' previously defined at sound/black_mage.sndshd:176 WARNING:file sound/video.sndshd, line 12: sound 'main' previously defined at so und/black_mage.sndshd:1 8 warnings pid: 36018 Async thread started Couldn't exec autocommands.cfg - file does not exist. reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. --------- Map Initialization --------- Map: tbm Linking GLSL program ambientEnvironment ... Linking GLSL program HeatHazeWithMaskAndDepth ... ------- Game Map Init SaveGame ------- ---------- Compile stats ---------- Memory usage: Strings: 48, 7960 bytes Statements: 22142, 885680 bytes Functions: 1324, 176644 bytes Variables: 98116 bytes Mem used: 2234368 bytes Static data: 4014424 bytes Allocated: 5194860 bytes Thread size: 7912 bytes collision data: 743 models 89233 vertices (2091 KB) 187358 edges (6586 KB) 96503 polygons (6932 KB) 5170 brushes (762 KB) 35083 nodes (1644 KB) 146356 polygon refs (2286 KB) 28595 brush refs (446 KB) 64253 internal edges 1324 sharp edges 0 contained polygons removed 0 polygons merged 20751 KB total memory used 210 msec to load collision data. map bounds are (10400.0, 8848.0, 5136.0) max clip sector is (325.0, 553.0, 642.0) 24 KB passage memory used to build PVS 2 msec to calculate PVS 122 areas 300 portals 15 areas visible on average 1 KB PVS data [Load AAS] loading maps/tbm.aas48 [Load AAS] loading maps/tbm.aas96 [Load AAS] loading maps/tbm.aas32 done. [Load AAS] loading maps/tbm.aas100 [Load AAS] loading maps/tbm.aas_rat [Load AAS] loading maps/tbm.aas_elemental done. Linking GLSL program heatHazeWithMaskAndDepth ... Linking GLSL program heatHazeWithDepth ... WARNING:Couldn't load sound 'gate_close200' using default [map entity: func_static_5900] [decl: gate_close200 in <implicit file>] [sound: gate_close200] WARNING:Couldn't load sound 'gate_open200' using default [map entity: func_static_5900] [decl: gate_open200 in <implicit file>] [sound: gate_open200] WARNING:Couldn't load sound 'nature_lava' using default [map entity: speaker_28] [decl: nature_lava in <implicit file>] [sound: nature_lava] WARNING:Couldn't load sound 'frob_secret_button' using default [map entity: SecretButton6] [decl: frob_secret_button in <implicit file>] [sound: frob_secret_button] WARNING:Image name "-" is too short WARNING:Couldn't load gui: 'guis/map_of.gui' Unknown token '}' WARNING:Couldn't load model: 'fms/black_mage/models/curved_beam.ase' (nor the f allback to LWO) WARNING:Couldn't load model: 'fms/black_mage/models/curved_beam.ase' (nor the f allback to LWO) No running thread for RestoreScriptObject(), creating new one. -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- New buffer size: 52636 kb New buffer size: 20995 kb Static vertex data ready New buffer size: 52636 kb Static index data ready New buffer size: 20995 kb 0 models purged from previous level, 1601 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s [map entity: func_static_112] [model: models/darkmod/furniture/beds/builder_bed01.lwo] [decl: textures/darkmod/metal/detailed/rivet_strip01 in materials/tdm_metal_d etailed.mtr] [image: textures/darkmod/metal/detailed/rivet_strip01_s] WARNING:Couldn't load image: rope_belt [map entity: Amos] [decl: atdm:ai_builder_guard_rusted in def/tdm_ai_builder_guard.def] [decl: atdm:ai_builder_guard_rusted_unarmed in def/tdm_ai_builder_guard.def] [decl: tdm_ai_rusted_builder01 in def/tdm_ai_builder_guard.def] [model: models/md5/chars/builders/guard/rusted_builder.md5mesh] [decl: rope_belt in <implicit file>] [image: rope_belt] WARNING:Couldn't load image: arms_legs [map entity: Amos] [decl: atdm:ai_builder_guard_rusted in def/tdm_ai_builder_guard.def] [decl: atdm:ai_builder_guard_rusted_unarmed in def/tdm_ai_builder_guard.def] [decl: commoner/poor_dirty_ragged in skins/tdm_ai_townsfolk_commoner.skin] [decl: arms_legs in <implicit file>] [image: arms_legs] WARNING:Couldn't load image: belt [map entity: Amos] [decl: atdm:ai_builder_guard_rusted in def/tdm_ai_builder_guard.def] [decl: atdm:ai_builder_guard_rusted_unarmed in def/tdm_ai_builder_guard.def] [decl: commoner/poor_dirty_ragged in skins/tdm_ai_townsfolk_commoner.skin] [decl: belt in <implicit file>] [image: belt] WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns [map entity: func_static_1225] [decl: mansion_redwood in skins/tdm_models_architecture_modules.skin] [decl: models/darkmod/wood/panels/panel_vase_painted_white_ns in <implicit fi le>] [image: models/darkmod/wood/panels/panel_vase_painted_white_ns] WARNING:Couldn't load image: - [map entity: sausage_cake] [decl: atdm:static_custom_item in def/func.def] [decl: - in <implicit file>] [image: -] WARNING:Couldn't load image: tdm_tongue [map entity: servant_girl] [decl: atdm:ai_townsfolk_female in def/tdm_ai_townsfolk_female.def] [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def ] [decl: female_head02 in def/tdm_ai_heads_springheel.def] [model: models/md5/chars/heads/npcs/female_head02.md5mesh] [decl: tdm_tongue in <implicit file>] [image: tdm_tongue] WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon [map entity: memory_sketch_1] [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] WARNING:Couldn't load image: makealpha( textures/glass/glass2) [map entity: func_static_1954] [model: models/darkmod/wearables/headgear/spectacles.ase] [decl: textures/glass/glass2_nvp in materials/tdm_glass.mtr] [image: makealpha( textures/glass/glass2)] 0 purged from previous 189 kept from previous 1627 new loaded all images loaded in 18.9 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 314267k referenced 14004k purged ---------------------------------------- Loading EAX effect 'infoloc_outside' (#1) Loading EAX effect 'infoloc_courtyard' (#2) WARNING:alEffectf(AL_EAXREVERB_LATE_REVERB_DELAY, 0.360) failed: 0xa003 Loading EAX effect 'infoloc_corridor' (#3) Loading EAX effect 'infoloc_corridor2' (#4) Loading EAX effect 'infoloc_servants' (#5) Loading EAX effect 'infoloc_north_tower1' (#6) Loading EAX effect 'infoloc_gallery' (#7) Loading EAX effect 'infoloc_crypt' (#8) Loading EAX effect 'infoloc_lower_crypt' (#9) Loading EAX effect 'infoloc_north_tower2' (#10) Loading EAX effect 'infoloc_to_crypt' (#11) Loading EAX effect 'infoloc_pantry' (#12) Loading EAX effect 'infoloc_library' (#13) Loading EAX effect 'infoloc_workroom' (#14) Loading EAX effect 'infoloc_bedroom1' (#15) Loading EAX effect 'infoloc_bedroom2' (#16) Loading EAX effect 'infoloc_bath1' (#17) Loading EAX effect 'infoloc_bath2' (#18) Loading EAX effect 'infoloc_bath3' (#19) Loading EAX effect 'infoloc_jail' (#20) Loading EAX effect 'infoloc_barracks' (#21) Loading EAX effect 'infoloc_inside' (#22) Loading EAX effect 'infoloc_closet' (#23) Loading EAX effect 'infoloc_back_stairs' (#24) Loading EAX effect 'infoloc_south_tower4' (#25) Loading EAX effect 'infoloc_hallway2' (#26) Loading EAX effect 'infoloc_attic' (#27) Loading EAX effect 'cave_labyrinth' (#28) Loading EAX effect 'final_cave' (#29) Loading EAX effect 'lava_cave' (#30) Loading EAX effect 'infoloc_sarcophac' (#31) Loading EAX effect 'infoloc_lower_crypt_prison' (#32) Loading EAX effect 'infoloc_lower_crypt_prison2' (#33) Loading EAX effect 'infoloc_courtyard_mine' (#34) Loading EAX effect 'infoloc_courtyard_wall' (#35) Loading EAX effect 'cave_prison_corridor' (#36) Loading EAX effect 'cave_prison' (#37) sound: found efxs/tbm.efx ----------------------------------- 24591 msec to load tbm Interaction table generated: size = 72382/131072 Initial counts: 4334 entities 388 lightDefs 3354 entityDefs ------------- Warnings --------------- during tbm... WARNING:alEffectf(AL_EAXREVERB_LATE_REVERB_DELAY, 0.360) failed: 0xa003 WARNING:Couldn't load gui: 'guis/map_of.gui' WARNING:Couldn't load image: - WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon WARNING:Couldn't load image: makealpha( textures/glass/glass2) WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load model: 'fms/black_mage/models/curved_beam.ase' (nor the f allback to LWO) WARNING:Couldn't load sound 'frob_secret_button' using default WARNING:Couldn't load sound 'gate_close200' using default WARNING:Couldn't load sound 'gate_open200' using default WARNING:Couldn't load sound 'nature_lava' using default WARNING:Image name "-" is too short 17 warnings Switching to EFX 'infoloc_outside' (#1) Linking GLSL program ssao ... Linking GLSL program ssao_blur ... Linking GLSL program ssao_depth ... Linking GLSL program ssao_depth_mip ... Linking GLSL program ssao_show ... Linking GLSL program bloom_downsample ... Linking GLSL program bloom_downsample_brightpass ... Linking GLSL program bloom_blur ... Linking GLSL program bloom_upsample ... Linking GLSL program bloom_apply ... Restarting ambient sound snd_grounds'(outside_ambient) with volume 0 ]condump graphics_issue.txt Dumped console text to graphics_issue.txt.
  18. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  19. You followed the conventions here: https://wiki.thedarkmod.com/index.php?title=A_to_Z_Scripting:_Script_addons_for_players and created your own tdm_user_addons_wesp5.script ?
  20. The description of missions on server is located here: http://missions.thedarkmod.com/available_missions.xml (cvar tdm_mission_list_urls). Every mission has "id" field, you can put it into template to see details: http://missions.thedarkmod.com/get_mission_details.php?id=25 (cvar cv_tdm_mission_details_url) And from this XML you can put screenshot path into yet another URL to download screenshot: http://missions.thedarkmod.com/screenshots/25_builders_blocks_0.jpg (cvar tdm_mission_screenshot_url) These are cvars in engine: idCVar cv_tdm_mission_list_urls("tdm_mission_list_urls", "http://missions.thedarkmod.com/get_available_missions.php;http://missions.thedarkmod.com/available_missions.xml", CVAR_GAME, "The URLs to check for the mission list XML." ); idCVar cv_tdm_mission_details_url("tdm_mission_details_url", "http://missions.thedarkmod.com/get_mission_details.php?id=%d", CVAR_GAME, "The URLs to check for the mission details XML." ); idCVar cv_tdm_mission_screenshot_url("tdm_mission_screenshot_url", "http://missions.thedarkmod.com/%s", CVAR_GAME, "The URL template to download the mission screenshots." ); This interface for missions database has not changed in ages. Everything else is kinda additional/unofficial information. Maybe we'll add it to "details" XML in future, maybe not. Parsing wiki page is a bad idea for a normal application. But I think someone else did it in order to create a website with the list of missions.
  21. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  22. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  23. There are missions that already have this. Check out A house of locked secrets for example. The feature is called Automap. For info see here: https://wiki.thedarkmod.com/index.php?title=Creating_Automaps
  24. There are currently no actual voices in this fm, so subtitles are impossible. Maybe in v3? This is a better place for manual downloads: https://www.thedarkmod.com/missiondetails/?internalName=sk_cooks The Thiefguild page could also link to that, maybe.
  25. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
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