Jump to content
The Dark Mod Forums

Please stop updating the game


teh_saccade

Recommended Posts

Accusation is incorrect word to use - what was presented was an opinion. That is not an insinuation nor accusation.

 

You've accused us of "discouraging" and "demoralizing" mappers, which I take rather seriously, and one of the pieces of evidence you put forward in support of that accusation was:

 

 

We don't, as a rule, move stock models or textures, precisely because it does break things for mappers. We spend a great deal of time beta-testing each release to make sure things have not been inadvertently broken. I try, in particular, to catch any broken artistic assets.

 

So your evidence means one of three things:

 

1. We did break some stock assets and missed correcting them. If this is the case, I need to know about it so they can be fixed.

2. Something is wrong on your end that is causing errors. If this is the case, you probably want to know about it so it can be fixed.

3. Your statement is inaccurate. Perhaps models you thought were stock assets actually weren't. If true, this would be useful information to know.

 

To say that it's "not worth the hassle" to provide some of the broken paths hardly seems fair. It results in the accusation remaining in play without you having to confirm whether those errors are actually our fault.



ModuleRegistry instantiated.
Module registered: Doom3BrushCreator
Module registered: Camera
Module registered: LayerSystem
Module registered: Radiant
Module registered: ZAasFileManager
Module registered: AutomaticMapSaver
Module registered: Counters
Module registered: Map
Module registered: MapFormatManager
Module registered: MapResourceManager
Module registered: PointFile
Module registered: RegionManager
Module registered: MapInfoFileManager
Module registered: ModelCache
Module registered: ModelFormatManager
Module registered: NamespaceFactory
Module registered: PatchModuleDef3
Module registered: PatchModuleDef2
Module registered: OpenGL
Module registered: ShaderCache
Module registered: RenderSystemFactory
Module registered: SelectionGroupManager
Module registered: SelectionSystem
Module registered: SelectionSetManager
Module registered: GameManager
Module registered: PreferenceSystem
Module registered: MainFrame
Module registered: MainFrameLayoutManager
Module registered: Clipper
Module registered: EntityInspector
Module registered: MediaBrowser
Module registered: OrthoContextMenu
Module registered: TextureBrowserManager
Module registered: UserInterfaceModule
Module registered: OrthoviewManager
Started logging to C:/Users/Peter Austin/AppData/Roaming/DarkRadiant/darkradiant.log
This is DarkRadiant 2.2.1 x64
Today is 2017-12-04 20:12:24
wxWidgets Version: 3.1.0
Module registered: LanguageManager
Current language setting: en
ModuleLoader: Loading module 'D:/DarkRadiant/modules\archivezip.dll'
Module registered: ArchivePK4
ModuleLoader: Loading module 'D:/DarkRadiant/modules\commandsystem.dll'
Module registered: CommandSystem
ModuleLoader: Loading module 'D:/DarkRadiant/modules\eclassmgr.dll'
Module registered: EntityClassManager
ModuleLoader: Loading module 'D:/DarkRadiant/modules\entity.dll'
Module registered: Doom3EntityCreator
ModuleLoader: Loading module 'D:/DarkRadiant/modules\entitylist.dll'
Module registered: EntityList
ModuleLoader: Loading module 'D:/DarkRadiant/modules\eventmanager.dll'
Module registered: EventManager
Module registered: MouseToolManager
ModuleLoader: Loading module 'D:/DarkRadiant/modules\filetypes.dll'
Module registered: FileTypes
ModuleLoader: Loading module 'D:/DarkRadiant/modules\filters.dll'
Module registered: FilterSystem
ModuleLoader: Loading module 'D:/DarkRadiant/modules\fonts.dll'
Module registered: FontManager
ModuleLoader: Loading module 'D:/DarkRadiant/modules\grid.dll'
Module registered: Grid
ModuleLoader: Loading module 'D:/DarkRadiant/modules\image.dll'
Module registered: ImageLoader
ModuleLoader: Loading module 'D:/DarkRadiant/modules\mapdoom3.dll'
Module registered: Doom3MapLoader
Module registered: Quake4MapLoader
Module registered: Doom3PrefabLoader
Module registered: Quake3MapLoader
Module registered: Doom3AasFileLoader
ModuleLoader: Loading module 'D:/DarkRadiant/modules\md5model.dll'
Module registered: MD5Module
Module registered: MD5AnimationCache
ModuleLoader: Loading module 'D:/DarkRadiant/modules\model.dll'
Module registered: PicoModelModule
ModuleLoader: Loading module 'D:/DarkRadiant/modules\particles.dll'
Module registered: ParticlesManager
Module registered: ParticlesEditor
ModuleLoader: Loading module 'D:/DarkRadiant/modules\scenegraph.dll'
Module registered: SceneGraph
Module registered: SceneGraphFactory
ModuleLoader: Loading module 'D:/DarkRadiant/modules\shaders.dll'
Module registered: MaterialManager
ModuleLoader: Loading module 'D:/DarkRadiant/modules\skins.dll'
Module registered: ModelSkinCache
ModuleLoader: Loading module 'D:/DarkRadiant/modules\sound.dll'
Module registered: SoundManager
ModuleLoader: Loading module 'D:/DarkRadiant/modules\uimanager.dll'
Module registered: UIManager
ModuleLoader: Loading module 'D:/DarkRadiant/modules\undo.dll'
Module registered: UndoSystem
ModuleLoader: Loading module 'D:/DarkRadiant/modules\vfspk3.dll'
Module registered: VirtualFileSystem
ModuleLoader: Loading module 'D:/DarkRadiant/modules\xmlregistry.dll'
Module registered: XMLRegistry
ModuleLoader: Loading module 'D:/DarkRadiant/plugins\dm.conversation.dll'
Module registered: ConversationEditor
ModuleLoader: Loading module 'D:/DarkRadiant/plugins\dm.difficulty.dll'
Module registered: DifficultyEditor
ModuleLoader: Loading module 'D:/DarkRadiant/plugins\dm.editing.dll'
Module registered: DarkMod Editing
ModuleLoader: Loading module 'D:/DarkRadiant/plugins\dm.gui.dll'
Module registered: GUI Editing
ModuleLoader: Loading module 'D:/DarkRadiant/plugins\dm.objectives.dll'
Module registered: ObjectivesEditor
ModuleLoader: Loading module 'D:/DarkRadiant/plugins\dm.stimresponse.dll'
Module registered: StimResponseEditor
ModuleLoader: Loading module 'D:/DarkRadiant/plugins\eclasstree.dll'
Module registered: EClassTree
ModuleLoader: Loading module 'D:/DarkRadiant/plugins\script.dll'
Module registered: ScriptingSystem
XMLRegistry::initialiseModule called
XMLRegistry: looking for XML files under D:/DarkRadiant/
XMLRegistry: Importing XML file: D:/DarkRadiant/user.xml
XMLRegistry: Importing XML file: D:/DarkRadiant/colours.xml
XMLRegistry: Importing XML file: D:/DarkRadiant/input.xml
XMLRegistry: Importing XML file: D:/DarkRadiant/menu.xml
XMLRegistry: Importing XML file: D:/DarkRadiant/commandsystem.xml
XMLRegistry: Importing XML file: C:/Users/Peter Austin/AppData/Roaming/DarkRadiant/user.xml
XMLRegistry: Importing XML file: C:/Users/Peter Austin/AppData/Roaming/DarkRadiant/input.xml
XMLRegistry: Importing XML file: C:/Users/Peter Austin/AppData/Roaming/DarkRadiant/filters.xml
ArchivePK4::initialiseModule called
CommandSystem::initialiseModule called.
EventManager::initialiseModule called.
EventManager successfully initialised.
Radiant::initialiseModule called.
FileTypes::initialiseModule called.
PreferenceSystem::initialiseModule called
GameManager: Scanning for game description files: D:/DarkRadiant/games/
XMLRegistry: Importing XML file: D:/DarkRadiant/games/darkmod.game
XMLRegistry: Importing XML file: D:/DarkRadiant/games/doom3-demo.game
XMLRegistry: Importing XML file: D:/DarkRadiant/games/doom3.game
XMLRegistry: Importing XML file: D:/DarkRadiant/games/quake3.game
XMLRegistry: Importing XML file: D:/DarkRadiant/games/quake4.game
XMLRegistry: Importing XML file: D:/DarkRadiant/games/xreal.game
GameManager: Found game definitions:
  Doom 3
  Doom 3 Demo
  Quake 3
  Quake 4
  The Dark Mod 2.0 (Standalone)
  XreaL

GameManager: Selected game type: The Dark Mod 2.0 (Standalone)
GameManager: Map path set to d:/darkmod/maps/
GameManager: Prefab path set to d:/darkmod/prefabs/
VFS Search Path priority is:
- d:/darkmod/
VFS::initialiseModule called
filesystem initialised
[vfs] searched directory: d:/darkmod/
[vfs] pak file: d:/darkmod/tdm_textures_wood01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_window01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_stone_sculpted01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_stone_natural01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_stone_flat01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_stone_cobblestones01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_stone_brick01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_sfx01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_roof01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_plaster01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_paint_paper01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_other01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_nature01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_metal01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_glass01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_fabric01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_door01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_decals01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_carpet01.pk4
[vfs] pak file: d:/darkmod/tdm_textures_base01.pk4
[vfs] pak file: d:/darkmod/tdm_standalone.pk4
[vfs] pak file: d:/darkmod/tdm_sound_vocals_decls01.pk4
[vfs] pak file: d:/darkmod/tdm_sound_vocals07.pk4
[vfs] pak file: d:/darkmod/tdm_sound_vocals06.pk4
[vfs] pak file: d:/darkmod/tdm_sound_vocals05.pk4
[vfs] pak file: d:/darkmod/tdm_sound_vocals04.pk4
[vfs] pak file: d:/darkmod/tdm_sound_vocals03.pk4
[vfs] pak file: d:/darkmod/tdm_sound_vocals02.pk4
[vfs] pak file: d:/darkmod/tdm_sound_vocals01.pk4
[vfs] pak file: d:/darkmod/tdm_sound_sfx02.pk4
[vfs] pak file: d:/darkmod/tdm_sound_sfx01.pk4
[vfs] pak file: d:/darkmod/tdm_sound_ambient_decls01.pk4
[vfs] pak file: d:/darkmod/tdm_sound_ambient03.pk4
[vfs] pak file: d:/darkmod/tdm_sound_ambient02.pk4
[vfs] pak file: d:/darkmod/tdm_sound_ambient01.pk4
[vfs] pak file: d:/darkmod/tdm_prefabs01.pk4
[vfs] pak file: d:/darkmod/tdm_player01.pk4
[vfs] pak file: d:/darkmod/tdm_models_decls01.pk4
[vfs] pak file: d:/darkmod/tdm_models02.pk4
[vfs] pak file: d:/darkmod/tdm_models01.pk4
[vfs] pak file: d:/darkmod/tdm_gui_credits01.pk4
[vfs] pak file: d:/darkmod/tdm_gui01.pk4
[vfs] pak file: d:/darkmod/tdm_game02.pk4
[vfs] pak file: d:/darkmod/tdm_game01.pk4
[vfs] pak file: d:/darkmod/tdm_fonts01.pk4
[vfs] pak file: d:/darkmod/tdm_env01.pk4
[vfs] pak file: d:/darkmod/tdm_defs01.pk4
[vfs] pak file: d:/darkmod/tdm_base01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_steambots01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_monsters_spiders01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_humanoid_undead01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_humanoid_townsfolk01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_humanoid_pagans01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_humanoid_nobles01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_humanoid_mages01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_humanoid_heads01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_humanoid_guards01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_humanoid_females01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_humanoid_builders01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_base01.pk4
[vfs] pak file: d:/darkmod/tdm_ai_animals01.pk4
MaterialManager::initialiseModule called
OpenGL::initialiseModule called.
ShaderCache::initialiseModule called.
UIManager::initialiseModule called
Found toolbar: view
Found toolbar: edit
Found toolbar: texture
Found toolbar: textool
ColourSchemeManager: Loading colour schemes...
Camera::initialiseModule called.
MainFrameLayoutManager::initialiseModule called.
OrthoviewManager::initialiseModule called.
MainFrame::initialiseModule called.
SceneGraph::initialiseModule called
Map::initialiseModule called.
AutomaticMapSaver::initialiseModule called.
Clipper::initialiseModule called
ConversationEditor::initialiseModule called.
GridManager::initialiseModule called.
SelectionSystem::initialiseModule called.
UndoSystem::initialiseModule called
DarkMod Editing::initialiseModule called.
DifficultyEditor::initialiseModule called.
EntityClassDoom3::initialiseModule called.
searching vfs directory 'def' for *.def
ZAasFileManager::initialiseModule called.
Doom3AasFileLoader: initialiseModule called.
BrushModuleImpl::initialiseModule called.
Doom3EntityCreator::initialiseModule called.
MapInfoFileManager::initialiseModule called.
LayerSystem::initialiseModule called.
MapFormatManager::initialiseModule called.
PatchModuleDef2::initialiseModule called.
PatchModuleDef3::initialiseModule called.
Doom3MapLoader: initialiseModule called.
Doom3PrefabLoader: initialiseModule called.
EClassTree::initialiseModule called.
EntityListModule::initialiseModule called
[filters] Loaded 16 filters from registry.
FontManager::initialiseModule called
GUI Editing::initialiseModule called.
FontLoader: fonts/english/andrew_script/fontImage_12.dat loaded successfully.
[GuiManager]: Found 269 guis.
LanguageManager::initialiseModule called
FontLoader: fonts/english/andrew_script/fontImage_24.dat loaded successfully.
FontLoader: fonts/english/andrew_script/fontImage_48.dat loaded successfully.
FontLoader: fonts/english/bamberg/fontimage_12.dat loaded successfully.
Found 2 language folders.
FontLoader: fonts/english/bamberg/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/bamberg/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/camberic/fontimage_12.dat loaded successfully.
MD5AnimationCache::initialiseModule called.
FontLoader: fonts/english/camberic/fontimage_24.dat loaded successfully.
ModelFormatManager::initialiseModule called.
FontLoader: fonts/english/camberic/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/carleton/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/carleton/fontimage_24.dat loaded successfully.
MapResourceManager::initialiseModule called.
FontLoader: fonts/english/carleton/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/carleton_bold/fontimage_12.dat loaded successfully.
MediaBrowser::initialiseModule called.
FontLoader: fonts/english/carleton_bold/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/carleton_bold/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/carleton_condensed/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/carleton_condensed/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/carleton_condensed/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/carleton_glow/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/carleton_glow/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/carleton_glow/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/carolingia/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/carolingia/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/carolingia/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/chrishand/fontImage_12.dat loaded successfully.
FontLoader: fonts/english/chrishand/fontImage_24.dat loaded successfully.
FontLoader: fonts/english/chrishand/fontImage_48.dat loaded successfully.
FontLoader: fonts/english/ellianerelle/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/ellianerelle/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/ellianerelle/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/everett/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/everett/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/everett/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/gothica2/fontImage_12.dat loaded successfully.
FontLoader: fonts/english/gothica2/fontImage_24.dat loaded successfully.
FontLoader: fonts/english/gothica2/fontImage_48.dat loaded successfully.
FontLoader: fonts/english/jd_hand/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/jd_hand/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/jd_hand/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/lotharus/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/lotharus/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/lotharus/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/mac_humaine/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/mac_humaine/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/mac_humaine/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/mason/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/mason_glow/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/medusa/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/medusa/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/medusa/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/nancy/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/nancy/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/nancy/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/popsies/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/popsies/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/popsies/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/rapscallionpirate/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/rapscallionpirate/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/rapscallionpirate/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/shoppinglist/fontimage_12.dat loaded successfully.
4332 shader definitions found.
FontLoader: fonts/english/shoppinglist/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/shoppinglist/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/stone/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/stone/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/summertime/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/summertime/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/summertime/fontimage_48.dat loaded successfully.
FontLoader: fonts/english/treasure_map/fontimage_12.dat loaded successfully.
FontLoader: fonts/english/treasure_map/fontimage_24.dat loaded successfully.
FontLoader: fonts/english/treasure_map/fontimage_48.dat loaded successfully.
25 fonts registered.
ModelCache::initialiseModule called.
Doom3SkinCache::initialiseModule called
[skins] Loading skins.
NamespaceFactory::initialiseModule called.
ObjectivesEditorModule::initialiseModule called.
ParticlesEditor::initialiseModule called.
ParticlesManager::initialiseModule called
PointFile::initialiseModule called
Quake3MapLoader: initialiseModule called.
Quake4MapLoader: initialiseModule called.
RegionManager::initialiseModule called.
RenderSystemFactory::initialiseModule called.
SceneGraphFactory::initialiseModule called.
ScriptingSystem::initialiseModule called.
[skins] Warning: '}' found where shader name expected in skin: cream_armchair
[skins] Warning: '}' found where shader name expected in skin: cream_armchair
[skins] Warning: '}' found where shader name expected in skin: cream_armchair
[skins] Warning: '}' found where shader name expected in skin: cream_armchair
[skins]: in tdm_furniture_seating.skin: DefTokeniser: no more tokens
[skins] in tdm_gen_metal.skin: skin iron_flat previously defined in tdm_gen_metal.skin!
ScriptingSystem: Python interpreter initialised.
Registered script file commands\ase_export.py as aseExport
Registered script file commands\ase_export_blend.py as aseExportBlend
Registered script file commands\check_for_invalid_visportals.py as check_invalid_visportals
Registered script file commands\convert_to_ase_and_replace.py as aseConvertAndReplace
Found 240 particle definitions.
Registered script file commands\example.py as Example
[skins] Found 1207 skins.
Registered script file commands\export_obj.py as objExport
Registered script file commands\patchsplitter.py as SplitPatch
Registered script file commands\select_all_models_of_type.py as SelectAllModelsOfType
Registered script file commands\shift_textures_randomly.py as ShiftTexturesRandomly
Registered script file commands\shift_textures_upwards_randomly.py as ShiftTexturesUpwardsRandomly
Registered script file commands\test_targets.py as test_targets
ScriptModule: Found 11 commands.
SelectionGroupManager::initialiseModule called.
SelectionSetManager::initialiseModule called.
SoundManager: initialising sound playback
StimResponseEditor::initialiseModule called.
TextureBrowserManager::initialiseModule called.
UserInterfaceModule::initialiseModule called.
Default screen has 1 monitors.
Monitor 0 geometry: 1920x1080 at 0, 0
ToolbarManager: Instantiating toolbar: view
ToolbarManager: Instantiating toolbar: edit

[eclassmgr] Entity class 'atdm:geode_lit_red' tries to attach 'glow' at non-existent position 'glow'
[eclassmgr] attribute attach_pos_origin_4 already set on entityclass atdm:stove_small_square
[eclassmgr] attribute attach_pos_origin_5 already set on entityclass atdm:stove_small_square
[eclassmgr] attribute attach_pos_origin_6 already set on entityclass atdm:stove_small_square
[eclassmgr] attribute inherit already set on entityclass atdm:moveable_staff_decorative
[eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand' tries to attach 'light' at non-existent position ''
[eclassmgr] Entity class 'atdm:moveable_lantern_oil_hand02' tries to attach 'light' at non-existent position ''
[eclassmgr] attribute editor_DisplayFolder already set on entityclass atdm:mover_gear_base
[eclassmgr] Entity class 'atdm:prop_lantern_on' tries to attach 'light' at non-existent position ''
[eclassmgr] attribute replace_anim_idle_sit_tap01 already set on entityclass atdm:prop_winebottle_sit_and_drink
[eclassmgr] Entity class 'atdm:weapon_blackjack' tries to attach 'meleeweap_r' at non-existent position ''
[eclassmgr] Entity class 'atdm:weapon_shortsword' tries to attach 'meleeweap_r' at non-existent position ''
[eclassmgr] Entity class 'atdm:ai_undead_skeleton_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_townsfolk_beggar_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_townsfolk_commoner_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_townsfolk_wench_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_pagan_common_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_pagan_common_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_nobleman_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_nobleman02_armed' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_citywatch' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_citywatch_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_citywatch_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] attribute editor_usage already set on entityclass atdm:env_ragdoll_citywatch_elite
[eclassmgr] Entity class 'atdm:ai_guard_elite' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_guard_archer_01' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_moor' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_moor02' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_proguard' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_proguard_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_guard_thug' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_thief02_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_burglar' tries to attach 'melee_weapon' at non-existent position 'hip_sheath_l'
[eclassmgr] Entity class 'atdm:ai_burglar_professional_archer' tries to attach 'missile_weapon' at non-existent position 'bow_holster_pos_rl'
[eclassmgr] Entity class 'atdm:ai_female_thief' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_guard_female_rogue' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_builder_guard_ghost' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_builder_guard' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_builder_guard_lesser' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_builder_guard_rusted' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'
[eclassmgr] Entity class 'atdm:ai_builder_priest_combatant' tries to attach 'melee_weapon' at non-existent position 'slung_across_back_rl'

[shaders] materials/tdm_epi_shader.mtr: shader transformer_gauge already defined.
[shaders] materials/tdm_epifire_furniture.mtr: shader leather_chair_001 already defined.
[shaders] materials/tdm_stone_natural.mtr: shader textures/darkmod/stone/natural/rough_greyblue01 already defined.
[SoundManager]: SoundShader with name tdm_ai_commander_there_you_are already exists.

3023 sound shaders found.
MainFrame: Activating layout Embedded
[eclassmgr] Entity class atdm:damage_fireballdirect_major specifies unknown parent class atdm:damage_fireballDirect
ToolbarManager: Instantiating toolbar: texture
init.py executed
EventManager: Shortcuts found in Registry: 373
[eclassmgr] Entity class sprgs_decompress specifies unknown parent class sprGS_splash_small
[eclassmgr] Entity class sprgs_recompress specifies unknown parent class sprGS_splash_small
Startup complete at Mon Dec  4 20:12:26 2017

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 980 Ti/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 388.31
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[OpenGLRenderSystem] GLSL shading IS available.
[OpenGLRenderSystem] ARB shading IS available.
Loading map from D:/old maps/newmap.map
Open file D:/old maps/newmap.map from filesystem...success.
Open file D:/old maps/newmap.darkradiant from filesystem...success.
Parsing info file...
[InfoFile]: Parsed layer #0 with name Default
Sanity-checking the layer assignments...done, had to fix 0 assignments.
map load timer:  0.33 second(s) elapsed
--- LoadMapFile ---
D:/old maps/newmap.map
6 brushes
0 patches
3 entities
Loading map from D:/maps/startmap.map
Open file D:/maps/startmap.map from filesystem...success.
Open file D:/maps/startmap.darkradiant from filesystem...failure
Failure opening file:
D:/maps/startmap.darkradiant
[shaders] Unable to load texture: _default
[shaders] ShaderLibrary: definition not found: textures/darkmod/gleeful/daysky
[shaders] ShaderLibrary: definition not found: Layer3S
[shaders] ShaderLibrary: definition not found: tdm_tongue
[shaders] Unable to load texture: models/md5/chars/heads/citywatchhead_goatee_ed
map load timer:  3.27 second(s) elapsed
--- LoadMapFile ---
D:/maps/startmap.map
187 brushes
16 patches
438 entities

DR uses correct set up. Has been since day 1 (or 2...).



Link to comment
Share on other sites

Accusation is incorrect word to use - what was presented was an opinion. That is not an insinuation nor accusation.

 

 

The fact that something is an opinion does not disqualify it from being an accusation.

 

Looking over your condump, I see 4 missing textures. One is an editor file that would have no impact on your map. I will look into the other 3, but they do not look like stock assets to me.

 

I see no missing models.

Link to comment
Share on other sites

I simply loaded the startmap, downloaded from the wiki.
I've never used anything but stock assets in builds.

Any textures and materials I do have were to be added as replacement after blackbox test for FM.

Sorry you read it as an accusation.
I'm too tired to contine argument for semantics, today.

Will try to find a map with missing models and IWO errors next time.

Edited by teh_saccade
Link to comment
Share on other sites

I simply loaded the startmap, downloaded from the wiki.

The startmap is shipped with the mod. If you use the version from the wiki, you most likely have an outdated version.

  • Like 1

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

If it's not coming out on Steam, I guess I'll ask my uncle to help me install everything. He's a computer whiz.

Just download the updater, throw it into a fresh folder where it may write and run it. Then run the game and load additional missions using the ingame mission downloader. Generally you only need to download missions manually if you want to betatest stuff.

 

 

TDM might indeed profit from a proper installer on Windows though. It would need to acquire the needed rights (windows UAC prompt), create the game folder, make it writable for the user, drop the updater, run it to actually install the game, and then optionally create icons to the updater and game in start menu and on the desktop - and add an uninstall entry to the registry.

Maybe the updater itself could be extended to do that on first use (uninstall entry, folder structure, pk4s, and exes missing).

  • Like 1
Link to comment
Share on other sites

TDM might indeed profit from a proper installer on Windows though. It would need to acquire the needed rights (windows UAC prompt), create the game folder, make it writable for the user, drop the updater, run it to actually install the game, and then optionally create icons to the updater and game in start menu and on the desktop - and add an uninstall entry to the registry.

Maybe the updater itself could be extended to do that on first use (uninstall entry, folder structure, pk4s, and exes missing).

Hasn't freyk been working on such an installer?

 

However, I am not sure how beneficial it really is. Sure, using the downloader is different from the typical way of installing applications, but it isn't more difficult or such.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Hasn't freyk been working on such an installer?

 

However, I am not sure how beneficial it really is. Sure, using the downloader is different from the typical way of installing applications, but it isn't more difficult or such.

Don't know, whether anyone is working on such a beast or not.

 

But having a fully dialog-driven install process, would make the game playable by the growing population of casual users - people who only know how to turn the PC on and start properly installed programms or use a web browser.

A regular TDM installation as it is now, requires knowledge of the file system and permissions. That knowledge is techtree-locked behind the power-user perk. There are a lot of users who never consciously use a file system browser. But they can click through an installer accepting all defaults on the way. They also tend to never change any ingame settings - so better to review them before the installer goes live...

Link to comment
Share on other sites

Hasn't freyk been working on such an installer?

 

However, I am not sure how beneficial it really is. Sure, using the downloader is different from the typical way of installing applications, but it isn't more difficult or such.

 

I actually find it much easier. And, as far as i understood it, it doesn't cluster stuff onto user folders, and other places too. Think i prefer it to a "normal" installer. And if TDM lands on Steam one day, it gets even easier, IMO.

Link to comment
Share on other sites

Yes, but TDM is not on Steam, yet.

 

For the advanced users is the updater is sufficient,

but not for the average user.

(like Kurshok in this topic, who i advised to use the installer earlier)

 

The installer prevents several beginners problems, on several os-platforms.

Problems like described above and you can find several examples on this forum yourself.

And it has the features that users need to start.

(as i said many times before, on this forum)

 

I hope that the installer will be more advertised to them,

on the main downloadpage: http://www.thedarkmod.com/download-the-mod/

(the installer can be found on Moddb TDM and my portfolio and his source on github)

And start topic.

Edited by freyk

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

Link to comment
Share on other sites

I don't know.

Maybe because they think the updater is easier to "install" TDM, for advanced users.

(and forget to do the things in Abusimplea list, for windows. and other standard steps in other os'ses)

Edited by freyk
  • Like 1

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

Link to comment
Share on other sites

What's so advanced in creating a folder, downloading a launcher and running it there? The same goes for updates. All you need to do, is to go to the forums once-twice a year, and see if there's a new wersion, and launch the updater again.

Edited by Judith
  • Like 3
Link to comment
Share on other sites

Springheel, the IWO errors were mostly caused by new LOD system and some AI.

 

 

The "new LOD system" was added in 2010. If you haven't updated since then, it's not surprising you're noticing changes.

  • Like 2
Link to comment
Share on other sites

What's so advanced in creating a folder, downloading a launcher and running it there? The same goes for updates.

Ask that question again at Kurshok and several other users.

(and all the problems that comes with it)

Edited by freyk
  • Like 2

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

Link to comment
Share on other sites

What's so advanced in creating a folder, downloading a launcher and running it there? The same goes for updates. All you need to do, is to go to the forums once-twice a year, and see if there's a new wersion, and launch the updater again.

Nothing. The user will do exactly that. He downloads the updater, moves it to the new folder and runs it.

Then the updater may or may not work depending on whether the new folder is located inside a folder, where the user's account normally has write access (the user did not click away some warning while creating/moving the folder/updater) or not. If not (commonly "C:\Program Files" or "C:\games"), the updater just fails.

Non-advanced users are not able to detect the cause of the problem. They could just move the TDM folder into their downloads folder and everything would work fine. But we tell them to make the new folder somewhere, where they would have to set permissions for it to actually work ("C:\games"). We do not tell them, that they have to set that permissions. We also do not tell them how to do that in the currently most common Windows versuions (7 and 10).

Note, that the installation instructions where valid for Windows XP as back then any place the user could create or move something to would also permit later modification by everything the user runs.

They are just a tiny bit outdated (iirc since ten years).

 

A quick fix would be to recommend installing in a subfolder of the downloads folder. It would certainly be bad practice (as is not using user-specific folders for missions, configs and saves on Windows anyway), but the user has reliable write permissions there...

  • Like 3
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Ansome

      Finally got my PC back from the shop after my SSD got corrupted a week ago and damaged my motherboard. Scary stuff, but thank goodness it happened right after two months of FM development instead of wiping all my work before I could release it. New SSD, repaired Motherboard and BIOS, and we're ready to start working on my second FM with some added version control in the cloud just to be safe!
      · 0 replies
    • Petike the Taffer  »  DeTeEff

      I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
      · 0 replies
    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
×
×
  • Create New...