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  1. This was discussed briefly on Discord some time ago, I wanted to bring it up here as well for consistency. I don't believe it's an emergency but do consider it an important change especially later down the road, as Linux is slowly moving away from x11 with many distros already going full Wayland by default. In my case I'm pretty much waiting for KDE Plasma to fix a few bugs left with the DE before permanently switching from X11 to wayland too, I might be able to make use of it rather soon if they do. With the new input and rendering system introduced after 2.09 and available for testing in the dev builds (GLFW) we're on our way to having a Wayland compatible build of our engine. Meaning the engine is able to render natively to the WL pipeline, without having to go through the fake x11 server simulated by the Wayland session for compatibility with X exclusive apps. This not only offers proper compatibility for Wayland users, but may improve performance on various fronts which was one of the goals of the new rendering framework. From what I remember @cabalistic telling me, we can't have the same engine for both x11 and Wayland: It must be compiled against different system packages to produce one version or the other. For Linux users the installer may need to offer two engine binaries in this case, or an option to pick which version you'd like to install if that's better. Other than that I understand it should be able to produce in theory, as SDL2 and GLFW both offer Wayland compatible libraries to compile the engine against. I'm not familiar with the C++ code in the slightest so I'll let the experienced developers complete this with the proper technical additions.
  2. There seems to be a limitation regarding controllers (2.09 release, Linux / X11). The engine appears to not detect special mouse keys: In the Settings - Controls menu, I cannot map actions to some mouse buttons, they aren't being sensed at all. Tilting the mouse wheel sideways seems to register (as "mouse4" and "mouse5") but the forward and backward navigation keys do not. I noticed this a while ago but I don't need those buttons. However I'm trying to introduce the game to someone close: He needs to use a mouse with special buttons for gaming due to medical reasons. If non-standard mouse keys can't be mapped, I'm afraid this is a game we won't be able to enjoy. For this reason I'd like to ask if others can confirm this limitation, and if so can the engine be patched to solve it please? Thank you.
  3. Hi guys, First of all (it's my 1st message), I would say thank you so much for TDM (all your work is amazing)! I love you (big fan of Thief series from first one, just discovered & playing now TDM since weeks). I want to help. I'm Arch Linux user & IT cybersecurity engineer. I would like to submit something I did try to troubleshoot. As said I use multi screens (3 screens). When running TDM (<=2.09), only main monitor display run TDM, others turns black I did try several things, using CLI, windows manager, TDM CVARS, etc... nothing worked. Then I did use nvidia-settings GUI and when running TDM i did see that X config is rewritten. 2 screens got resolution turned off (that's why they turns black). Maybe it should be a great thing to improve that behavior? improving screen parsing & using? Set an option to select a screen? I don't know what is the best solution. May I help? And how? Trying to create a new build on my own? Thanks again. S3ph
  4. With the newer (and updated) version of TDM (2.07) the esc key, it's not working anymore. It seems that the key it's not recognized. I already tried on renaming my Darkmod.cfg, but the newer *.cfg created on start has the same problem. The first lines are: unbindall bind "0x00" "_impulse48" bind "ESCAPE" "togglemenu" bind "SPACE" "_moveup" ... Any idea/suggestion/faq to solve this? [I'm with Linux, Kubuntu 18.04, TDM has always worked lovely on Linux for me] [UPDATE] Maybe it's this bug on bugtracker? https://bugs.thedarkmod.com/view.php?id=4963 But I have problems only with the ESCAPE key. Any suggestion will be appreciated ?
  5. jaxa

    Raspberry Pi 4

    https://en.wikipedia.org/wiki/Raspberry_Pi https://www.raspberrypi.org/products/raspberry-pi-4-model-b/ https://www.raspberrypi.org/products/raspberry-pi-4-model-b/specifications/ https://www.tomshardware.com/reviews/raspberry-pi-4-b,6193.html https://www.anandtech.com/show/14581/raspberry-pi-4-launched-quad-cortex-a72-project-board-for-35-dollars https://www.raspberrypi.org/magpi-issues/MagPi83.pdf Major improvements across the "board". The quad-core Cortex-A72 with other improvements is anywhere from 25% to 300% faster than the A53 used in the Raspberry Pi 3 . No eMMC but an SSD could be used with one of the two new USB 3 ports (booting from USB or Ethernet not supported at launch, should be ready within weeks). There are three RAM options: 1 GB ($35), 2 GB ($45), 4 GB ($55). The RAM is now LPDDR4 instead of LPDDR2. The 2 GB option is a bit unnecessary IMO and seems to be the least popular, as it's the model least likely to be sold out online (as far as I can tell). Ethernet speed can actually hit close to 1 Gbps (943 Mbps), up from 237 Mbps. There is Bluetooth 5.0 support but I haven't seen any testing related to that (I would love to use it for longer range audio transmission to BT 5.0 headphones). RasPi 3 cases are incompatible due to some port shuffling. There are now two micro-HDMI ports instead of one full size HDMI, so you probably need a new cable. The device can output to two 4K displays at 30 FPS, or one 4K display at 60 FPS (presumably two 1080p displays @ 60+ FPS, and so on). Although the new GPU has 4K@60Hz H.265 decode support, actually streaming 4K and even lower resolutions on Raspbian had issues in testing, that will hopefully be resolved with updates soon. LibreELEC developers have been working with the Pi Foundation for months to support the Pi 4, and have an alpha version out. Power draw and heat are up. You'll probably want a FLIRC case or something that can provide cooling. Power is now provided using a USB Type-C cable. Due to a screw up by the Raspberry Pi Foundation, some USB-C cables don't work. But the ones that do work should be the cheapest. Can it run TDM? The CPU and GPU are much better and the potentially quadrupled RAM could be a big help. The 4 GB version can be a legitimate desktop replacement for many users, albeit with some quirks.
  6. im running Arch Linux, i installed this game from the AUR. i added my user in games user group as suggested in during the installation of the game, when i try to launch the game nothing happens, so i tried running is through the terminal to get some output, i got this TDM 2.07/64 #8079 (8079) linux-x86_64 Apr 12 2019 18:24:35 found interface lo - loopback found interface wlp13s0 - ( i removed the ip ) found interface wlp13s0 - ( i removed the ip ) Found Generic CPU, features: MMX SSE SSE2 SSE3 tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. no 'darkmod' directory in exe path /opt/thedarkmod, skipping WARNING: using hardcoded default base path ------ Initializing File System ------ Current search path: /opt/thedarkmod/ /opt/thedarkmod/tdm_textures_wood01.pk4 (376 files) /opt/thedarkmod/tdm_textures_window01.pk4 (389 files) /opt/thedarkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /opt/thedarkmod/tdm_textures_stone_natural01.pk4 (130 files) /opt/thedarkmod/tdm_textures_stone_flat01.pk4 (295 files) /opt/thedarkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /opt/thedarkmod/tdm_textures_stone_brick01.pk4 (520 files) /opt/thedarkmod/tdm_textures_sfx01.pk4 (69 files) /opt/thedarkmod/tdm_textures_roof01.pk4 (72 files) /opt/thedarkmod/tdm_textures_plaster01.pk4 (142 files) /opt/thedarkmod/tdm_textures_paint_paper01.pk4 (63 files) /opt/thedarkmod/tdm_textures_other01.pk4 (127 files) /opt/thedarkmod/tdm_textures_nature01.pk4 (281 files) /opt/thedarkmod/tdm_textures_metal01.pk4 (496 files) /opt/thedarkmod/tdm_textures_glass01.pk4 (51 files) /opt/thedarkmod/tdm_textures_fabric01.pk4 (43 files) /opt/thedarkmod/tdm_textures_door01.pk4 (177 files) /opt/thedarkmod/tdm_textures_decals01.pk4 (461 files) /opt/thedarkmod/tdm_textures_carpet01.pk4 (92 files) /opt/thedarkmod/tdm_textures_base01.pk4 (395 files) /opt/thedarkmod/tdm_standalone.pk4 (4 files) /opt/thedarkmod/tdm_sound_vocals_decls01.pk4 (28 files) /opt/thedarkmod/tdm_sound_vocals07.pk4 (1111 files) /opt/thedarkmod/tdm_sound_vocals06.pk4 (696 files) /opt/thedarkmod/tdm_sound_vocals05.pk4 (128 files) /opt/thedarkmod/tdm_sound_vocals04.pk4 (2870 files) /opt/thedarkmod/tdm_sound_vocals03.pk4 (743 files) /opt/thedarkmod/tdm_sound_vocals02.pk4 (1299 files) /opt/thedarkmod/tdm_sound_vocals01.pk4 (82 files) /opt/thedarkmod/tdm_sound_sfx02.pk4 (605 files) /opt/thedarkmod/tdm_sound_sfx01.pk4 (948 files) /opt/thedarkmod/tdm_sound_ambient_decls01.pk4 (8 files) /opt/thedarkmod/tdm_sound_ambient03.pk4 (24 files) /opt/thedarkmod/tdm_sound_ambient02.pk4 (163 files) /opt/thedarkmod/tdm_sound_ambient01.pk4 (220 files) /opt/thedarkmod/tdm_prefabs01.pk4 (960 files) /opt/thedarkmod/tdm_player01.pk4 (125 files) /opt/thedarkmod/tdm_models_decls01.pk4 (103 files) /opt/thedarkmod/tdm_models02.pk4 (2020 files) /opt/thedarkmod/tdm_models01.pk4 (3043 files) /opt/thedarkmod/tdm_gui_credits01.pk4 (49 files) /opt/thedarkmod/tdm_gui01.pk4 (715 files) /opt/thedarkmod/tdm_fonts01.pk4 (696 files) /opt/thedarkmod/tdm_env01.pk4 (152 files) /opt/thedarkmod/tdm_defs01.pk4 (179 files) /opt/thedarkmod/tdm_base01.pk4 (197 files) /opt/thedarkmod/tdm_ai_steambots01.pk4 (24 files) /opt/thedarkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /opt/thedarkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /opt/thedarkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /opt/thedarkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /opt/thedarkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /opt/thedarkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /opt/thedarkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /opt/thedarkmod/tdm_ai_humanoid_guards01.pk4 (379 files) /opt/thedarkmod/tdm_ai_humanoid_females01.pk4 (172 files) /opt/thedarkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /opt/thedarkmod/tdm_ai_base01.pk4 (8 files) /opt/thedarkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 ------------------------------ /proc/cpuinfo CPU frequency: 1895.94 MHz signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- Shutdown event system ...not started -------------------------------------- About to exit with code 0
  7. Hello folks, I'm a Linux (Mint) user and in games I'm using the arrow keys for movement (probably the worst kind of gamer to most of you) since I'm left-handed. On both my Linux machines (Mint 18 and 19) TDM does not recognize the arrow keys and instead sets it to zero (0x00) on each arrow key pressed, making it impossible to configure the controls to use this scheme. However, the arrow keys on the numpad (8, 4, 6 and 2) are recognized as such, which is not what I want. I've also tried different keyboards and different system layouts (since I'm using a german keyboard with the respective layout), but no success. On Windows this is no problem, as all the keys are recognized correctly. Any ideas regarding this issue?
  8. I got the following error when building in Ubuntu 19.10: make[3]: Entering directory '/home/biel/games/src/DarkRadiant/plugins/script' CXX ScriptingSystem.lo CXX ScriptCommand.lo CXX ScriptModule.lo CXX ScriptMenu.lo CXX ScriptWindow.lo CXX SceneNodeBuffer.lo CXX PythonModule.lo In file included from /usr/include/pybind11/pytypes.h:12, from /usr/include/pybind11/cast.h:13, from /usr/include/pybind11/attr.h:13, from /usr/include/pybind11/pybind11.h:49, from PythonModule.h:5, from PythonModule.cpp:1: PythonModule.cpp: In static member function ‘static void script::PythonModule::RegisterToPython(const ModuleRegistrationCallback&)’: PythonModule.cpp:30:13: error: ‘dev0’ was not declared in this scope 30 | PYBIND11_VERSION_PATCH << std::endl; | ^~~~~~~~~~~~~~~~~~~~~~ make[3]: *** [Makefile:674: PythonModule.lo] Error 1 make[3]: Leaving directory '/home/biel/games/src/DarkRadiant/plugins/script' make[2]: *** [Makefile:442: all-recursive] Error 1 make[2]: Leaving directory '/home/biel/games/src/DarkRadiant/plugins' make[1]: *** [Makefile:751: all-recursive] Error 1 make[1]: Leaving directory '/home/biel/games/src/DarkRadiant' make: *** [Makefile:492: all] Error 2
  9. The still ongoing Windows 10 topic sparked my curiosity why people do not just switch to Linux. But users of other OSes are also allowed to vote.
  10. I've seen major slowdown of the kind i experience on menus on the darkmod also on retroarch and the root cause of that was using XWayland and was solved by compiling Wayland support in. The 'xeyes test' (xeyes move if the xeyes can capture the mouse over the window being focused over is not Wayland) fails, so apparently the context is not x11, but the command line says things like: ----- Initializing OpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1366x768 ... (much later) Fatal X Error: Major opcode of failed request: 153 Minor opcode of failed request: 18 Serial number of failed request: 74 BadValue (integer parameter out of range for operation) Couldn't exec autocommands.cfg - file does not exist. Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. So it appears xeyes fails for another reason.
  11. http://bugs.thedarkmod.com/view.php?id=4893 I found a very problematic issue in the engine. I'm running TDM 2.06, 64bit executable, Linux version (openSUSE Tumbleweed x64). The issue is as follows: Previously, if a bad script or definition or missing asset error occurred, TDM would crash back to the main menu and the error would appear in the console. It seems this is no longer the case and something worse happens instead: Errors will now cause the process to freeze, shortly followed by a permanent black screen. The reason why this is annoying is because alt-tab switching still doesn't work. To recover the operating system, I need to hit Control + Alt + F1 to go to a different runlevel then use 'top' to find the TDM process followed by a 'kill -9 PID'. Can anyone else confirm this and fix the engine locking up on internal errors?
  12. Moving the gamma and the brightness sliders does not do anything if I have set the Nvidia GPU in Nvidia X Server Settings, but they work with the Intel HD GPU. This is very annoying since I think the Intel HD GPU is a lot slower than the Nvidia one so I mostly use later, but if I want to play The Dark Mod (and I want to see the level (the default brightness and gamma is very dark)) I have to switch to the Intel HD GPU. What should I do to make the brightness and the gamma changeable with the Nvidia GPU. I am using Ubuntu 16.04, GeForce 820M/PCIe/SSE2(I guess).
  13. Hello all, I am trying to compile and play The Dark Mod under my platform (Gentoo Linux). After patching the patchable to make it compile, it turns out that no rendering is shown on screen at all: black screen (with resolution change), mouse is responsive and I can hear the reaction of the GUI to its movement (clicks and all); also the background music (soothing, charming, beautiful... but that you know already) cuddles my ears. I started the bisection of the code from version 2.05 (I think... it was r6753) to r7203. It took me a while (none of the commits compiles out of the box, and different ones require different patches), and in the end I found that r6834 works for me (at least the menu screen!), while r6835 does not any more (as above). I have the output to screen of two runs. In thedarkmod-r6834.txt, I started it with no arguments, and then quit. In thedarkmod-r6835.txt, I started it with no arguments, then I switched to a text console and killed it (because I could not see the GUI to quit). The only files that changed between the two runs are thedarkmod.x86, gamex86.so and tdm_game02.pk4. Any suggestion for me to have this work?
  14. I am trying to compile The Dark Mod (r7203) under Linux. It appears commit r7128 calls GLimp_DeactivateFrontendContext() (framework/Session.cpp line 3017), whose implementation is not provided for Linux (sys/linux/glimp.cpp), while it is provided for Windows (sys/win32/win_glimp.cpp). Any solution to this?
  15. When playing The Dark Mod I can not use system keyboard shortcuts like Alt-Tab, Esc or Alt-F4. This means that the only way to exit the game is by going to the main menu and quiting there. And there is no way to just minimize it. This is extremely annoying, particularly when I accidentally click an other window after I run the game, but before it loads its window because that means that the game window will appear under the current window and it will lock my mouse and I don't see anything from it, my only option in this case is long holding the power button to turn off the computer. The another problem is that the brightness and the gamma slider does not do anything, there is no way to set them which makes the game annoying to play, because everything is very dark. When I was using Windows these never happened. If I run the .exe using Wine it has no problem (except that the frame rate is decreased to its half). Why is it happening? What should I do?
  16. Yesterday I installed 'The Dark Mod' version 2.05 on my computer. ('tdm_update.linux' worked great, but took FOREVER. The resultant 'thedarkmod.x86' file is 6.5 MB in size.) My issues: When starting the program (./thedarkmod.x86), I get great audio, but only a black screen (window).When running on full desktop mode (not in a window), both monitors go black.I can hear clicking when I move the (invisible) mouse pointer within the black screen. Unfortunately, the only way I found to get things back to 'normal' is to do a 'CTRL+ALT+BACKSPACE', since I cannot get the mouse pointer to my desktop (when running in window mode).I cannot see what errors I may have gotten when launching from the command line, because of having to re-start my session (see line above). My computer system: OS: Linux Mint 17.3 (64 bit) CPU: Intel Core i7-3610QM @ 2.30 GHz x 4 System RAM: 8 GB Video Controller: Intel 3rd Gen Core processor Video Card: AMD / ATI Heathrow PRO [Radeon HD 7850M/8850M] Video RAM Available: 2048 MB Displays: Laptop [1920 x 1080 (16:9)], Standalone monitor [1920 x 1080 (16:9)] Anyway, from searching the forum for possible things to do to get video, I changed the following lines in my Darkmod.cfg file: seta com_videoRam "2048" seta r_aspectRatio "1" seta r_fullscreen "0" seta r_customHeight "900" seta r_customWidth "1600" seta r_mode "-1" seta sys_videoRam "0" Still, I get the black screen (window). My Darkmod.log shows: Any thoughts on how to actually 'see' what is hiding inside the black screen (or window)?
  17. We have some internal changes happening in the TDM source code now. As a result of these changes, Linux build is not working in the latest SVN version. This is not appropriate of course The idea is to fix Linux build incrementally, step by step. But the problem is: I have only 64-bit Linux in virtual machine, and it cannot run TDM there. I would be very grateful if some Linux geeky player could help me with testing the builds. In order to do this, you need: Real Linux OS installed (i.e. not in VM) Running native Linux build of TDM Some skill to build TDM (I think this point follows from the previous one) Basic SVN skills Unlimited internet access The last point is needed because testing should be done against uncompressed assets (instead of pk4 archives). Note that I would fix compilation problems myself, so C++/programming skills are not necessary If you can help, please let me know.
  18. I created this script for personal use, but thought it would be of enough interest to share here. I'm in the process of porting a few texture packs into TDM from Xonotic... each texture containing a diffuse / normal / specular map, as well as optionally a glow / reflection map. Obviously I don't want to have to manually create the same material for every texture, so I made a script to do it for me! Usage: Save this as a .sh file and place it in your texture pack's directory, next to the texture pack's subdirectories. Adjust the variables to match your texture package. Then just run the script: A mtr file should be generated, containing entries for each texture based on the maps it offers. #!/bin/bash # idTech4 material generator, by MirceaKitsune # texture pack info name="mypack" author="myself" # file and directory paths base="textures/mymod/${name}" mat="tdm_${name}.mtr" ext="tga" # special maps map_glow="glow" map_norm="norm" map_gloss="gloss" map_reflect="reflect" cubemap="env/gen2" # special parameter param="metal" rm "./${mat}" echo "// Name: ${name}" >> "./${mat}" echo "// Author: ${author}" >> "./${mat}" echo "// Material Directory: ${base}" >> "./${mat}" for d in *; do if [[ -d "${d}" ]]; then cd "./${d}" for f in *.tga; do if [[ -f "${f}" ]] && [[ "${f}" != *"_${map_glow}.${ext}"* ]] && [[ "${f}" != *"_${map_norm}.${ext}"* ]] && [[ "${f}" != *"_${map_gloss}.${ext}"* ]] && [[ "${f}" != *"_${map_reflect}.${ext}"* ]]; then f_noext=$(echo "${f}" | cut -d "." -f 1) echo "" >> "../${mat}" echo "${base}/${d}/${f_noext}" >> "../${mat}" echo "{" >> "../${mat}" echo " qer_editorimage ${base}/${d}/${f_noext}" >> "../${mat}" echo " description \"${name}, ${d}, ${f_noext}\"" >> "../${mat}" echo "" >> "../${mat}" echo " ${param}" >> "../${mat}" echo "" >> "../${mat}" echo " diffusemap ${base}/${d}/${f_noext}" >> "../${mat}" if [[ -f "${f_noext}_${map_norm}.${ext}" ]]; then echo " bumpmap ${base}/${d}/${f_noext}_${map_norm}" >> "../${mat}" fi if [[ -f "${f_noext}_${map_gloss}.${ext}" ]]; then echo " specularmap ${base}/${d}/${f_noext}_${map_gloss}" >> "../${mat}" fi if [[ -f "${f_noext}_${map_glow}.${ext}" ]]; then echo "" >> "../${mat}" echo " // Glow" >> "../${mat}" echo " {" >> "../${mat}" echo " blend add" >> "../${mat}" echo " map ${base}/${d}/${f_noext}_${map_glow}" >> "../${mat}" echo " }" >> "../${mat}" fi if [[ -f "${f_noext}_${map_reflect}.${ext}" ]]; then echo "" >> "../${mat}" echo " // Reflection" >> "../${mat}" echo " {" >> "../${mat}" echo " maskcolor" >> "../${mat}" echo " map makealpha(${base}/${d}/${f_noext}_${map_reflect})" >> "../${mat}" echo " }" >> "../${mat}" echo " {" >> "../${mat}" echo " blend gl_dst_alpha, gl_one" >> "../${mat}" echo " maskalpha" >> "../${mat}" echo " cubeMap ${cubemap}" >> "../${mat}" echo " texgen reflect" >> "../${mat}" echo " }" >> "../${mat}" fi echo "" >> "../${mat}" echo " // Frob highlighting" >> "../${mat}" echo " {" >> "../${mat}" echo " if ( parm11 > 0 )" >> "../${mat}" echo " blend gl_dst_color, gl_one" >> "../${mat}" echo " map _white.tga" >> "../${mat}" echo " rgb 0.40 * parm11" >> "../${mat}" echo " }" >> "../${mat}" echo " {" >> "../${mat}" echo " if ( parm11 > 0 )" >> "../${mat}" echo " blend add" >> "../${mat}" echo " map ${base}/${d}/${f_noext}" >> "../${mat}" echo " rgb 0.15 * parm11" >> "../${mat}" echo " }" >> "../${mat}" echo "" >> "../${mat}" echo " // TDM Ambient Method" >> "../${mat}" echo " {" >> "../${mat}" echo " if ( global5 == 1 )" >> "../${mat}" echo " blend add" >> "../${mat}" echo " map ${base}/${d}/${f_noext}" >> "../${mat}" echo " scale 1, 1" >> "../${mat}" echo " red global2" >> "../${mat}" echo " green global3" >> "../${mat}" echo " blue global4" >> "../${mat}" echo " }" >> "../${mat}" echo "}" >> "../${mat}" fi done cd ".." fi done
  19. OS: Debian Sid PC specs: e3 1230 v5 32 gb ddr4 ram sapphire rx 480 asrock e3v5 gaming/oc mobo 2 ssd drives As the title says, trying to change gamma or brigthness settings have no visual effects ingame when launching the linux binary. I've launched the windows binary with wine 1.9.x, where it seems to work but this seems to be a workaround for this isssue. I've removed the xserver-xorg-video-amdgpu driver from debian sid, because it was causing signal loss on the hdmi output for the rx 480. Without this package, my other games that were failing are launching fine
  20. First I'd like to apologise for my lack of contribution in this forum in the last few months I am grateful to Hamlet and Nightstalker and many others for their efforts to get the linux version compiling and running. I would have liked to have provided more help but I'm a complete amateur with no formal training and it seems like every time I tried to write something contributory, I found I was unsure of what I was trying to say or lacking in basic understanding. For these reasons, I decided to remain silent rather than muddy the waters. Ok with that out of the way I'll explain my current problem. I'm still having trouble getting things working on 64-bit linux. (Currently -r6775) It compiles fine but crashes out at runtime with an error which I believe to be something to do with libboost_filesystem.a I've attached The full gdb session log as `gdb-packaged-libs.log.txt` After faffing around for days wondering what it could all mean, I decided to obtain the Boost source and compile my own 32 bit libraries. I placed the files in /usr/lib32/ and made the necessary edits to the scons files. Miraculously, I had caught a break and the game compiled and ran without issue... Or so I thought. I've now discovered that pressing the lean key causes the game to crash. I have posted the record of the gdb session in the attached file "gdb-system-libs.log.txt" A backtrace reveals that a problem develops after the call to idCollisionModelManagerLocal::Rotation() (frame 5) I have also done an `info args` and an `info locals` to show the state of the data. Presumably, this data causes the assertion in /usr/lib32/libc.so.6 (frame 4) to fail somehow. Anyway I've exhausted all avenues that I can think of so please help if you can. Don't hesitate to ask for more info/testing. ps. congrats on the steam greenlight thingy. gdb-packaged-libs.log.txt gdb-system-libs.log.txt
  21. So I'm trying to install this on linux and it seems to start strong but then immediately cease getting new data. I've left it overnight and it still indicates the same files, I don't think it got any new content. Is there some means of specifying mirrors or for that matter a means of going to a mirror directly to get what I need?
  22. Hi. i played TDM a bit of time ago, and i wanted to re-download it, as i had to reset my pc. while i was updating, i noticed something horrifying. the download speed was 7kbs/sec! and after the file was updatd, the next one was 3kbs/sec!!! guys. i know this is a free and open source game, so you dont get any money, but i can't wait for this long! will you please speed it up at least to 100kbs/sec? (ubuntu 14.10-
  23. I am reporting here my experience with compiling TheDarkMod from sources on Linux. I am going to attach some patches, but beware that especially the ones related to build may be specific to the system.I have used a Gentoo Linux distribution, with multilib enabled (that means that I have a lot of libraries compiled also in 32 bit version).Relevant packages:GNU compiler: 5.4.0Boost libraries: 1.62.0The Dark Mode: SVN trunk (2.06+, last commit: 6731, Dec 15, 2016). Finally, I am new to this program and I have gone mostly from scratch, likely ignoring a big deal of lore that may demonstrate some of this as obsolete, non-optimal or plain wrong and dangerous. I'll try to catch up with the threads developing on the subject. I downloaded the sources with: git svn clone --stdlayout https://svn.thedarkmod.com/publicsvn/darkmod_src thedarkmod git tag FromSVN # to keep track of my own changes (because I am the GIT type), and it took long. Nothing I am writing here depends on using GIT instead of SVN anyway. First, I should have applied immediately NightStalker's patch. I didn't, and I regret. It's from this forum, at http://forums.thedarkmod.com/topic/18544-time-saver-build-fix-for-sconslinux-compilation. Also, I did some tuning on the build scripts, that are good for general purpose but not for distribution (the distribution plays safe and assumes Pentium3). I enabled as many CPUs as available and the "native" instruction set (build_tuning.patch.txt). IDLib tries to forward-declare std::basic_string, which is a standard C++ class; unfortunately its declaration is an implementation detail, and the one in PUGIXML turns out to be incompatible with the one shipped by GCC: error: reference to ‘basic_string’ is ambiguous std::basic_string<char, std::char_traits<char>, std::allocator<char> > PUGIXML_FUNCTION as_utf8(const std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >& str); And the system string class from GCC 5 is different from the one that was used to build the Boost libraries that are shipped. Sadly, the only thing I could manage was to hard-code the system Boost libraries in the build paths. In my case they are at /usr/lib32, so the magic took the form of: grep -r -l -e 'lib/libboost' * | xargs sed -i -e 's@/usr/local/lib/libboost\(.*\).a@/usr/lib32/libboost\1.so@g' -e 's@#.*linux/boost/lib/libboost\(.*\).a@/usr/lib32/libboost\1.so@g'boost_link.sh.txt (note the "/usr/lib32/" path in two places). This, and changing PUGI header (pugi_strings.patch.txt) did the job. Now, there are linking problems with duplicate definitions. I really do not understand how that thing was supposed to work, but anyway I changed the definition of INLINE for GCC so that it avoids emitting multiple definitions for the same functions. Also I had to manually fix a couple of places for the same reason (inline.patch.txt). Next, a recent commit added a source file (idlib/geometry/RenderMatrix.cpp) but it did not add it to the source list for Linux build. There is also some piece that is Windows specific and that needs to be disabled (RenderMatrix_in_Linux.patch.txt). After this, running ./linuxBuild.sh produces gamesx86.so and thedarkmod.x86, which I copied manually into the directory where I had a downloaded installation (2.04), and that makes it a 2.06. The updater has still Boost link problems, so I use the shipped one. Just that. Now compilation works to me all the way from commit 6600 to 6731, with some exceptions here and there. The first commit works well enough that I could actually start playing Saint Lucia. The latter, though, is buggy in that my character is always considered in deep darkness: convenient for him, but not for my gameplay. More about this in another post, I guess. If you want to give these patches a try, you can run patch -p1 < patchname.patchin the main source directory (the attached patches should be renamed, with .txt removed; the shell script operates the substitution above).
  24. Greetings, I'm looking for some information (or anecdotes or anything, really!) about the state of TDM source code compilation under Linux. I've been test-compiling the latest official (2.04) TDM source code on 32-bit Slackware 14.2 and I'm a bit confused because there seems to be no way that that code would compile without at least 1 tweak under any Linux distribution (and even more tweaks under a modern Linux distribution). I've also taken a look at the Doom3 (non-'BFG Edition') source code release and, frankly, the same could be said about that code release, which probably explains a lot of the TDM Linux build issues. So, in summary, I cannot understand how the TDM 2.04 Linux build was ever compiled for release using the 2.04 source code provided. Can anyone shed some light on this matter, please? I'm considering submitting one or more patches to get past the most serious issue(s) if there's a chance that such patches will be put to good use. But before I do, I need to understand more about the history and the current state of affairs with regard to the TDM Linux builds. I don't want to duplicate efforts and/or step on anyone's toes if they're already dealing with this somehow. Thanks!
  25. Folks, I've decided to start a new thread on this since the other recent Linux threads are not really the appropriate place (IMHO) to discuss the gory details about fixing the 2.05-beta source code so that it compiles and runs under Linux. Unfortunately, there is already some existing discussion about compiles against 2.05-beta (and "latest SVN") mixed about in these 2 threads: Compiling TDM 2.04 Under LinuxCalling on Linux devs: TDM team needs helpTo start this thread off, I'm replying to this post by duzenko. Good news! I tweaked the 'if (1)' line (in 'renderer/RenderSystem.cpp') to be 'if (0)' then rebuilt and ran TDM. Although, IMHO, this is a rather haphazard way to go about things (I'd prefer to run a debugger, with full source code available), it looks like you may have hit the nail on the head, duzenko! Note: I'm using SVN revision #6642 to run this test since that's the only one I'd gotten to successfully build when I last gave up on this. And I'm running with the 2.04 (not 2.05-beta) PK4 resources, so this test isn't as "pure" as I'd like it to be. But the 2 missions ("Closemouthed Shadows" and "The Outpost") which had been immediately failing (at the 'memcpy()') after the "Press 'attack' to start the mission" point are now running! Now, be aware that the crashes that Baal experienced appeared to be different than my crashes, so please don't consider this problem solved just yet! But it's an important first step. I tried to do some further testing, but ran into limitations of my memory of certain SVN commands, so that will have to wait for another day.
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