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  1. 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
  2. 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
  3. 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?
  4. 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-
  5. 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).
  6. 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!
  7. 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.
  8. Hi I've recently installed Dark Mod (downloaded tdm_update.linux, made it executable and ran it). Unfortunately, when I run the game, I get no sound. I tried several things, but none of them worked. I tried: running pasuspender ./thedarkmod.x86running ./thedarkmod.x86 +set s_alsa_pcm sysdefault:CARD=PCH after checking if there is a seta s_driver "best" line in Darkmod.cfgrunning pasuspender ./thedarkmod.x86 +set s_alsa_pcm sysdefault:CARD=PCHchanging seta s_alsa_pcm "surround51:CARD=PCH,DEV=0" to NVidia and DEV=0, 1 and 3., also to default and surround51 and stereochanged seta s_driver to "oss" and ran with aoss ./thedarkmod.x86setting seta s_driver to "best" and seta s_alsa_pcm to "default" and running "export PULSE_LATENCY_MSEC=60;./thedarkmod.x86setting seta s_driver to "alsa" and seta s_alsa_pcm to "sysdefault" or "front:CARD=PCH,DEV=0" or "front:CARD=NVidia,DEV=3" or "stereo:CARD=..." and "surround51:..." running ./thedarkmod.x86 or aoss ./thedarkmod.x86
  9. (this is a follow up from a question in My experience with The Dark Mod under Linux) I am writing a new post on a question that I think is better to follow its own thread. If this is against the policy or the custom, I apologise - please let me know in that case. I had not tried. I am not very willing to play that mission since I haven't played the previous two (and my skill are shaped so far only by the training mission), but I can do some testing. At this point it's relevant that I know what I am looking for. I downloaded it and started it. first time: looked at the introduction, spent a few minutes to realise I needed to click on the bottom arrow to get the next part of the introduction, then toward the end of the introduction I was slammed at the command prompt, no evidence of crash. Strange... second time: I tried to skip the introduction; I found William in a dark tunnel, very very dark, my desk lamp not helping. So I asked him to turn on his lantern... fortunately he had one. Then I made a few steps forward to reach an intersection, just to hear a person passing in front of me, dressed like a guard. He ignores me and keeps muttering despite my light gem is white surrounded by red surrounded by ringing bells and an orchestra playing Richard Strauss. I assume that he just has nothing against me. After all, not always we are the suspect types. When he gets at the turn of the tunnel, maybe ten meters away, it suddenly realise that somebody was playing Strauss and he has no iPod, and becomes suspicious. I douse my lantern, I let him look for me for a while and then I quit. No crash at all this time. third time: I duly waited for the intro to transition into the mission, and when it did not happen for long enough I clicked on the X at the bottom. The mission started, and I led William to wander around the sewers until a guard caught and sliced him. No crash.What else should I check? Summary: self-compiled The Dark Mod: Gentoo Linux, 64 bit system with 32 bit libraries availableGCC 5.4.0Boost 1.62.0Scons 2.5.0OpenAL 1.17.2FreeALUT 1.1.0The Dark Mode SVN trunk, commit #6731 plus custom patches documented in thread My experience with The Dark Mod under Linux
  10. I have compiled The Dark Mod on Gentoo Linux (I detailed my experience in another post). I have a problem: the light gem is always completely dark. Guards will react to noise and to touch, but I could stand in front of them making faces and they will politely ignore my presence. I have bisected the commits and tracked back the problem to commit #4379. Reverting that single commit fixes my problem. Not surprisingly, I do not understand that commit. I can try things though. I should assume this does not happen on Windows. Is this material for a bug report?
  11. I wrote an article describing how to install The Dark Mod on Chromebooks: http://zipso.net/play-thief-like-game-the-dark-mod-on-a-chromebook/ Any feedback from anyone trying it would be interesting..
  12. I got this to compile all the way and produce a debian file, however, I tried to start the game, but there appears to be some pathing issues with the changes I choose (pushing files to the traditional user games). The "journey" or my steps is outlined in my github issues post I created for my SteamOS external tools repository. If anyone has any direction at all on where to proceed next, that would be GREATLY appreciated. The repository in use is a snapshot of TDM 2.0.3 with Debian packaging. One of the issues that was hard to overcome, is the wiki page is woefully out of date, vs the Dark Radiant wiki page counterpart. This incorporates the zllib/scons patch posted on another thread (linked in my github post and in the patches folder). The build came out to ~330 MB, so maybe I am missing a step to run the updater built afterward? OS: SteamOS / Debian 8 Builders: debuild or pdebuild (clean room) chroot arch: i386 (pdebuild) https://github.com/ProfessorKaos64/SteamOS-Tools/issues/126 contact: professorkaos64 at linux.com
  13. DarkRadiant stopped compiling after a series of system package updates in openSUSE Tumbleweed today. Oddly enough, I get an error related to boost again, although I compile DR with the same Boost version downloaded from the official website and compiled locally (was 1.54, now 1.59 but same issue). Core DR appears to compile, the error is in the filters plugin. Can anyone please take a look and fix this? make[2]: Entering directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/plugins/filters' CXX XMLFilter.lo CXX BasicFilterSystem.lo CXX filters.lo CXXLD filters.la libtool: warning: '/usr/lib64/gcc/x86_64-suse-linux/5/../../../../lib64/libxml2.la' seems to be moved .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::unwind_extra_block(bool)': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:1250: undefined reference to `boost::re_detail_106000::put_mem_block(void*)' .libs/XMLFilter.o: In function `boost::cpp_regex_traits<char>::transform_primary(char const*, char const*) const': /usr/include/boost/regex/v4/cpp_regex_traits.hpp:966: undefined reference to `boost::re_detail_106000::cpp_regex_traits_implementation<char>::transform_primary(char const*, char const*) const' .libs/XMLFilter.o: In function `boost::cpp_regex_traits<char>::transform(char const*, char const*) const': /usr/include/boost/regex/v4/cpp_regex_traits.hpp:962: undefined reference to `boost::re_detail_106000::cpp_regex_traits_implementation<char>::transform(char const*, char const*) const' .libs/XMLFilter.o: In function `void boost::re_detail_106000::raise_error<boost::regex_traits_wrapper<boost::regex_traits<char, boost::cpp_regex_traits<char> > > >(boost::regex_traits_wrapper<boost::regex_traits<char, boost::cpp_regex_traits<char> > > const&, boost::regex_constants::error_type)': /usr/include/boost/regex/pattern_except.hpp:75: undefined reference to `boost::re_detail_106000::raise_runtime_error(std::runtime_error const&)' .libs/XMLFilter.o: In function `boost::re_detail_106000::cpp_regex_traits_implementation<char>::error_string(boost::regex_constants::error_type) const': /usr/include/boost/regex/v4/cpp_regex_traits.hpp:449: undefined reference to `boost::re_detail_106000::get_default_error_string(boost::regex_constants::error_type)' .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::extend_stack()': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:217: undefined reference to `boost::re_detail_106000::get_mem_block()' .libs/XMLFilter.o: In function `boost::re_detail_106000::save_state_init::save_state_init(boost::re_detail_106000::saved_state**, boost::re_detail_106000::saved_state**)': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:107: undefined reference to `boost::re_detail_106000::get_mem_block()' .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::match_imp()': /usr/include/boost/regex/v4/perl_matcher_common.hpp:214: undefined reference to `boost::re_detail_106000::verify_options(unsigned int, boost::regex_constants::_match_flags)' .libs/XMLFilter.o: In function `boost::re_detail_106000::save_state_init::~save_state_init()': /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:115: undefined reference to `boost::re_detail_106000::put_mem_block(void*)' /usr/include/boost/regex/v4/perl_matcher_non_recursive.hpp:115: undefined reference to `boost::re_detail_106000::put_mem_block(void*)' .libs/XMLFilter.o: In function `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::perl_matcher(__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, __gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, boost::match_results<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > > >&, boost::basic_regex<char, boost::regex_traits<char, boost::cpp_regex_traits<char> > > const&, boost::regex_constants::_match_flags, __gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >)': /usr/include/boost/regex/v4/perl_matcher.hpp:382: undefined reference to `boost::re_detail_106000::perl_matcher<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<boost::sub_match<__gnu_cxx::__normal_iterator<char const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > >, boost::regex_traits<char, boost::cpp_regex_traits<char> > >::construct_init(boost::basic_regex<char, boost::regex_traits<char, boost::cpp_regex_traits<char> > > const&, boost::regex_constants::_match_flags)' collect2: error: ld returned 1 exit status Makefile:490: recipe for target 'filters.la' failed make[2]: *** [filters.la] Error 1 make[2]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/plugins/filters' Makefile:446: recipe for target 'install-recursive' failed make[1]: *** [install-recursive] Error 1 make[1]: Leaving directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/plugins' Makefile:752: recipe for target 'install-recursive' failed make: *** [install-recursive] Error 1
  14. I have recently upgraded from openSUSE 13.2 to openSUSE Tumbleweed. I am able to compile DarkRadiant without any errors, but I can no longer run it. DR will immediately crash at startup when I try to do so. The crash takes place immediately after the menu in which I select the engine path, so it might occur when DR attempts to render something. mircea@linux-qz0r:~/Games/Quake/TheDarkMod/darkmod> /home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/darkradiant Segmentation fault (core dumped) mircea@linux-qz0r:~/Games/Quake/TheDarkMod/darkmod> If it's of any help, here is also the darkradiant log: (140385268681216) Started logging to /home/mircea/.darkradiant/darkradiant.log (140385268681216) This is DarkRadiant 2.0.2 x64 (140385268681216) wxWidgets Version: 3.0.2 (140385268681216) ModuleRegistry: Warning! Module with name MainFrame requested but not found! Does anyone know what is happening please, and help me get DR back up and running? Relevant packages are: Boost 1.54.0 (separate), wxWidgets 2.8.12, gcc 5.0, Mesa 11.0.3. I attempted new settings but no change.
  15. I am trying to compile the latest SVN engine, on openSUSE Tumbleweed (via gcc 4.8). Compilation goes well until the end, when the process mysteriously fails for an unexplained reason. The only thing that seems to be printed is the name of the file and something called "Error 1". Anyone else running across this, and knows of a solution? Thanks. cm/CollisionModel_load.cpp: At global scope: cm/CollisionModel_load.cpp:42:13: warning: ‘versioned’ defined but not used [-Wunused-variable] static bool versioned = RegisterVersionedFile("$Id: CollisionModel_load.cpp 6551 2015-10-15 18:48:23Z stevel $"); ^ In file included from include/boost/filesystem/path_traits.hpp:23:0, from include/boost/filesystem/path.hpp:25, from include/boost/filesystem.hpp:16, from framework/../idlib/../idlib/Image.h:29, from framework/../idlib/../idlib/Lib.h:230, from framework/../idlib/precompiled.h:106, from framework/precompiled_engine.h:28: include/boost/system/error_code.hpp:221:36: warning: ‘boost::system::posix_category’ defined but not used [-Wunused-variable] static const error_category & posix_category = generic_category(); ^ include/boost/system/error_code.hpp:222:36: warning: ‘boost::system::errno_ecat’ defined but not used [-Wunused-variable] static const error_category & errno_ecat = generic_category(); ^ include/boost/system/error_code.hpp:223:36: warning: ‘boost::system::native_ecat’ defined but not used [-Wunused-variable] static const error_category & native_ecat = system_category(); ^ scons: *** [build/release/core/cm/CollisionModel_load.o] Error 1 scons: building terminated because of errors.
  16. Ever since I first installed TDM on my Linux machine, there has been just one problem that would never let me enjoy the game in peace: The audio system. Sound will either simply not work, work but constantly flicker, or lag behind as the game goes on. Every now and then I had to adjust the sound settings to get better results... and in doing so I got a hang of what the possible configurations are. I decided to share this info here, for others who are struggling with untangling the buggy sound system. In essence: If you are running The Dark Mod on Linux, you have 3 options for sound, each with its own potential set of problems: PulseAudio, ALSA, or OSS. PulseAudioThis is what TDM will try to use by default, when s_driver = "best" and s_alsa_pcm = "default". This is theoretically using ALSA, but the PulseAudio device instead of specifying your own. Sticking with this option should guarantee that the correct audio device is used, but it has one problem: Sound flickers and lags. Solution: The only easy solution is increasing the PA latency for the console you're running TDM in, by modifying an environment variable. Simply run the engine as follows... you can also put this in a TDM.desktop shortcut to do it automatically: "export PULSE_LATENCY_MSEC=60;./thedarkmod.x86". ALSAIf the above doesn't work out for you, the second best option is selecting your ALSA device manually. It should guarantee that there are no sound issues and you get the best playback. The downside is that pointing it to the right audio device can be tricky and might not work at all sometimes. Solution: First make sure that s_driver = "alsa". Then up open bash and type "aplay -l" or "aplay -L" to get a list of your audio devices. Identify the name of the one you wish to use, then set s_alsa_pcm to it. For example, you will want to have something like this: s_alsa_pcm = "front:CARD=Intel,DEV=0". Alternatively you can use device numbers directly, such as "plughw:0,0" or "hw:0,0". Simply using "sysdefault" instead of "default" is also said to have solved the problem for some. You might have to try all of these options and devices until you find the one that works. OSSIf both of the above options fail, OSS is the third path to take. The good part is that it might work at all... the bad part is that it's mostly deprecated nowadays, meaning your distribution might not support it or it can produce sound issues of its own. Therefore this should be considered the last resort. Solution: Set s_driver = "oss" in the settings. You must also run TDM through aoss for audio to work now, so set your TDM.desktop shortcut to: "aoss ./thedarkmod.x86".
  17. Bam! C4 engine is out of Linux gaming. http://www.phoronix.com/scan.php?page=news_item&px=C4-Engine-Drops-Linux
  18. I already posted this on Reddit, but since /r/TheDarkMod seems pretty inactive, I'll try here. I wanted to try to play around with the source of the game a little bit, but I can't get the code to compile. I'm using Ubuntu 14.04 64bit. I have installed all the dependencies (as far as I know), but the build process gives me a bunch of errors which look like they come from zlib. Here is (part of) the output: http://pastebin.com/VxQaLzwt[1] . Anyone have any idea how to solve this?
  19. I found that when I made these changes to the Darkmod.cfg file my sound was fine in Linux Mint 15 64bit with MATE seta s_driver "best" seta s_alsa_lib "libasound.so.2" seta s_alsa_pcm "sysdefault"
  20. Hi there ^^ After launching thedarkmod.x86, i get a complete (and sometimes partly) Black Screen on openSUSE 12.3 (Updated)
  21. I have small secondary monitor left of my large primary monitor. When I start thedarkmod fullscreen it starts in the left most window not the primary window as I expect it should. When I disable my secondary monitor in nvidia-settings it starts thedarkmod in the large monitor but in the bottom only filling a portion of the entire screen (tried various resolutions in thedarkmod video settings). Running Arch linux 64 bit with nVidia grahics Any ideas? Awesome project b.t.w.
  22. Hi! Since I am trying out ubuntu 13.04 right now, I thought that I should try installing TDM 2.0. So I checked the wiki and tried my best. As it is a standalone version now, I saved the TDM Updater (tdm_update_linux.zip) in the folder ~/.darkmod/ (instead of in a doom3 folder) (btw: why does it need to be a hidden folder?). I extracted the file, made it executable by right-clicking it (Properties->Permissions->Allow executing file as program (Checkbox)). Then I double-clicked the tdm_update.linux. Magically files did appear (also a folder 'fms' containing the training mission and tears of st lucia). But now I'm stuck. Double-clicking the .pk4 files did not work. Dash gives no results for neither darkmod nor tdm. How do I get to play it? Well, I'm pretty sure I provoked some severe facepalms by now, but every help is highly appreciated...
  23. Hello, I want to install DarkRadiant to mess up with my Doom 3. I am using Arch Linux, so first thing I did was to install it from AUR. But upon launch it segfaults $ darkradiant Segmentation fault (core dumped) $ Next I tried compiling from git, but it complains about boost python, though I do have boost installed, output here. I followed instruction in this post, i.e. changed the line 714 of file DarkRadiant/m4/boost.m4 from [`python-config --$2 2>/dev/null`])dnl to [`python2-config --$2 2>/dev/null`])dnl , then I did ./autogen.sh && ./configure && make, this time it went further, but stuck with python linking errors, see output here. I am really out of options, any help appreciated.
  24. Hi everyone, I maintained the dark mod and the darkradiant package for archlinux for quite some time. Unfortunately I do not have time or will to patch the dark mod to make it work on arch since I do not play anymore and I started working. Yet, I think TDM is one of the best game project on the Internet. A great example that is possible to make extremely high quality products without direct support of companies. So I am little sad that Archlinux remains without support, can anyone maintain the packages? Thanks
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