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Ok downloaded the mod, a few config problems


i30817

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I dislike installing in default places, or only being limited to the linux version (i use ubuntu), so i resolved to use some script and symbolic link magic - for the linux version, i made a symbolic link for the doom3 files and the darkmod files.

 

This worked in doom3, but, of course, gave problems in the darkmod (the symbolic link resolves to the path as it would in windows ie:

 

game/darkmod

instead of

game/doom3linux/darkmod

 

So the launcher can't find the linux doom3 executable.

 

Examining the output it seems one of the fallback methods is the argument given to the launcher, so i just gave the correct one in my script, and it started.

However i am immediatly dumped to console. But this time it doesn't appear to my fault. There is a warning because the executable or game path contains "uppercase characters" and how that is "not portable". This is absolute bullshit to me, but whatever. However i'd like a portable installation, and i usually unzip my portable games to the Desktop (yes upper case), so if this warning could be silenced i think it would be good.

 

Pressing 'ESC' skips enables the mod to start.

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Can i turn run always on? It is my default movement mode in thief (caps-lock). Please don't tell me you removed this. Anyway, any reason the main menu is so pixelated? Is there any resolution i was supposed to be playing in?

 

Edit: went to the wiki, found out about the .doom3 directory requirement in linux, and did the necessary modifications. The error changed, however it still can't find the files (probably due to the symbolic link). The uppercase letters in path remains though.

 

Edit 2: fixed the blurry menus by going into the doomConfig.cfg file as advised and changing the only image setting that was wrong as in the faq

seta image_downSize "1" to seta image_downSize "0"

 

But why does the mod doesn't do this already? The file is in the mod folder?

Edited by i30817
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I recommend you bind a key to toggle run/walk and leave it mostly run all the time...

 

http://forums.thedarkmod.com/topic/10577-addition-of-a-run-key/page__view__findpost__p__207946

 

To start with run as default put seta in_alwaysRun 1 in your Doomconfig.cfg. Note that you should either set this in the config in your current FM game folder or else UNinstall it at the Dark Mod New Missions menu then set the config in the darkmod folder. This is because it is copied over when installing but copied back when playing so if you just set it in the darkmod folder with an FM installed it will get overwritten (see wiki http://wiki.thedarkmod.com/index.php?title=DoomConfig.cfg )

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But why not use "sed" to find/add those values when the darkmod launcher executes? Thinking about it, keeping the linux and windows version at the same time seems to be a no go for the dark mod... If i use symbolic links, that error above happens. If i use hardlinks, i can't hardlink directories, so files that are added, i would have to add manually (missions for instance). If i just dump it on the same directory, i would have to rename the parent folder ".doom" (!!!) a hidden file dir, for no discernible reason (maybe i will use this and use sh scripts to launch). I think there are two bugs. First is the "no upper case letters in path" that seems bogus. The other is that if i pass the location of the doom3 linux executable to the darkmodlauncher (apparently supported) it gets it confused with the location of the darkmod and can't find missions (?) anyway, the error above.

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Uh, it's actually funny. I changed the files to fix those errors in linux (took the deletion of the hidden ".doom3" dir in the home folder. Then i ran it once, and settings seemed ok, menu crisp (the uppercase error disappeared too!). Then i ran it again and the menu was blurry again. Sure enough, the "~/.doom3" folder was recreated and the config file in the darkmod folder there was one without the fix.

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I tried a TDM setup once with symbolic links when my / partition was small. For some reason, it broke the light-gem, but missions still loaded fine. I was spammed with error messages about lightgem.tga in the console or something.

 

The nice thing about these links is that we can save disk space. Let's say I have an install of Tremulous in both Windows and Linux. Both games use the exact pack/resource files. So, I install the game to the Windows partition and only copy the Linux executables to my /usr/local/games. Thus I don't have to pay twice in disk space to hold all of the redundant levels/sounds/textures etc.

--- War does not decide who is right, war decides who is left.

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That's the problem. It doesn't work. I'm speculating, but what i think happens is that the launcher is given a path like so: doom3/linuxdoom3/symboliclinktoDarkmodFolder (that is in doom3/darkmod) but when it tries to find the parent to find the doom3linux executable it probably sees: doom3/darkmod/.. , that is "doom3" that only contains the executables for windows instead of doom3/linuxdoom3/symboliclinktoDarkmodFolder/.. , that is "doom3/linuxdoom3" I instead put everything in the same folder now, but it appears that it wants very badly to run in the ~/.doom3 folder if it is the linux version... going to try that, but not very happy about it personally - but wine is giving me some lighting errors for candles, and it hanged in the swordfighting so i'm going to try it.

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Ok i'm almost there. Instead of moving the files to ~/.doom3 i made a symbolic link named that there pointing to the game dir. Things look ok. Except that the console is still coming up. 2 errors apparently: one, it couldn't guess my amount of video memory apparently. If i invoke the launcher with ./tdmlauncher.linux +set sys_videoRam 512 it should force it no? Other, it says: "Unknown command 'Dark'".

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The video error can be avoided by adding +set sys_videoRam 512 (512 is my graphic card ram) The "Dark" error when starting and the "ERROR: IdRenderSystemLocal ::UnCrop: current RenderCrop < 1" error when trying to start a mission remain, and this last one, makes it impossible to play.

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Ubuntu 10.10 fully up to date (the newest kernel), dual core x86-64 intel. Apparently some bug with that and symbolic links. Recall that now i merged the doom3 linux and windows executables in the same dir. So the only symbolic link i am using is the "~/.doom3" pointing to my real game location, since the game really, really wants to run from there for some reason. Those errors happen then. Sure enough, if i rename and move my game dir manually to "~/.doom3" instead of depending on the symbolic link, it starts perfectly. :(

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That might be a problem with the actual map, which might have used older candle entities. Does the same thing happen on recent maps?

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Yes, that flame looks very low on the candle. The light source may be inside the candle.

 

[edit] mmm... perhaps not. Is this the trainer? Didn't we have such a problem with an early version? Funny thing is, I saw a similar problem with an oil lamp in my own FM yesterday (a separate flame one) and I raised the flame a little. Not yet checked it in-game. I'll see today if it's fixed or a bug we don't know about. :rolleyes:

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Yes, i've now seen the other candles shadows and that looks defective. It's beginning of the training mission, lockpicking zone.

 

Also, some AI are not set on the ground when lying down. Guards sleeping seem to be sunk into the bed. The spider i killed in heart of the lone salvation, when it died, started floating. One civilian AI on the mission "Business as usual" was floating so that a small part of his head was in the other floor (the AI is the one in the room bellow where you start).

 

Also, in the heart of lone salvation, if you skip the intro (ESC i think), you need to end the process (at least on wine). It shows a unselectable main menu, instead of the briefing it should. If you wait until the movie ends, all is fine.

 

Very fine work. I think you're going to kick thief 4 ass. Is there even a editor planned for that thing?

Edited by i30817
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Yes, i've now seen the other candles shadows and that looks defective. It's beginning of the training mission, lockpicking zone.

 

Also, some AI are not set on the ground when lying down. Guards sleeping seem to be sunk into the bed. The spider i killed in heart of the lone salvation, when it died, started floating. One civilian AI on the mission "Business as usual" was floating so that a small part of his head was in the other floor (the AI is the one in the room bellow where you start).

Yes, my oil lamp still looks darker than I remember before Update 1.03. I may be wrong. The spider thing is a known bug (haha.) The bed bug is also known (haha2) The floating man I don't know. Some 'fixes' may actually cause mild errors in existing maps to behave differently. For instance, suppose some new code adjusts AI up to clear the floor if they are clipping and suppose this AI starts too high so the code now thinks he should move up. Just guessing here.

 

Anyway, these are all Dark Mod or map problems from the sound of it - not your config most likely.

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Another map problem with "the heart lone salvation" map is somekind of thunk-thunk-thunk meat sound in the map, that happens occasionally. I'm not sure if it caused by me fooling around with objects in the path of AI's (it appeared in the strangest places), or the body on the cage on the torture chamber (twitchy) or what. There was a similar problem with martha, where she went into ragdoll state because i moved some of her furniture in her path (she started flopping/floating like crazy). When i went to see what caused it, i stepped into the offending furniture and i died. She also had a pathfinding that causes her to dip slightly into the floor when going into the paintings alcove. One of the keys was droppable (i think it was Rita's footlocker key) and floated on air when dropped.

 

And you really should get more women voice actors. I think those girls weren't girls if you know what i mean, no offense if it turns out otherwise.

 

A usability suggestion: why not dismiss readables you are holding if you cycle the object out of the selection? Otherwise it i need to go back to dismiss it, since those don't work like fixed readables where you can move to dismiss them. It can be learned, so no biggie if you don't.

Edited by i30817
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The females in Heart were all improvised and not true Dark Mod characters and no voices. It was that or nothing. :)

 

The inventory scroll controls are used to turn pages in multi-page readables so although that would have been nice to dismiss them it won't work here.

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