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Posted

Still no answer from AMD guys.

I wonder how much time it usually takes for response...

Forever

 

??? How will anyone test MESA with no Linux binary in your patch ???

First someone needs to sign up for testing

Posted

First someone needs to sign up for testing

 

Gents,

 

what are technical requirements for this?

 

I'm running TDM on my old HP EliteBook 8730w, 4GB RAM and Nvidia Quadro FX 2700M.

ArchLinux (x64) installed.

Not a top-notch set-up, but far enough for C++ development and playing TDM :-)

 

If this HW is enough for testing and you tell me what to test, I may help a bit.

 

(an attempt to compile TDM from source is on my waiting list so I unfortunately need binaries)

Posted

 

Gents,

 

what are technical requirements for this?

 

I'm running TDM on my old HP EliteBook 8730w, 4GB RAM and Nvidia Quadro FX 2700M.

ArchLinux (x64) installed.

Not a top-notch set-up, but far enough for C++ development and playing TDM :-)

 

If this HW is enough for testing and you tell me what to test, I may help a bit.

 

(an attempt to compile TDM from source is on my waiting list so I unfortunately need binaries)

Do you get lights with stencil shadows in 2.07? If yes, then there is nothing to test for you :unsure:

Posted (edited)

Still no answer from AMD guys.

I wonder how much time it usually takes for response...

 

Did anyone talked with the driver team boss on twitter like I suggested? He usually responds, even if to say "we are looking into it". At least that way, we know someone from the driver team is aware something is wrong. Using the normal bug report system, i'm sure it will end, on the end of the priority list, unless is a bug that affects some famous AAA game, because they will give priority to big commercial and famous games and not a free game.

 

btw if you guys want me to do it, just tell me what I should say and I will post it on his twitter page.

Edited by HMart
Posted

Did anyone talked with the driver team boss on twitter like I suggested? He usually responds, even if to say "we are looking into it". At least that way, we know someone from the driver team is aware something is wrong. Using the normal bug report system, i'm sure it will end, on the end of the priority list, unless is a bug that affects some famous AAA game, because they will give priority to big commercial and famous games and not a free game.

No.

His twitter looks like a personal one, I think it is wrong to write there with things like that.

Bumping priorities in this way also sounds wrong to me.

After all, since Duzenko found a workaround, their response is no longer critical.

 

Also, I don't like all that negative attitude towards drivers developers :angry:

They are our colleagues, with far more skills and problems than ourselves.

It is usually ordinary players who go to AMD/NVIDIA/Intel forums and complain there how bad their products/company/developers/whatever are without knowing anything at all.

And this is exactly the reason why it is so hard to reach the developers: I guess 99% of public bug reports are utter rubbish filled with negative emotions.

Posted

No.

His twitter looks like a personal one, I think it is wrong to write there with things like that.

Bumping priorities in this way also sounds wrong to me.

After all, since Duzenko found a workaround, their response is no longer critical.

 

Also, I don't like all that negative attitude towards drivers developers :angry:

They are our colleagues, with far more skills and problems than ourselves.

It is usually ordinary players who go to AMD/NVIDIA/Intel forums and complain there how bad their products/company/developers/whatever are without knowing anything at all.

And this is exactly the reason why it is so hard to reach the developers: I guess 99% of public bug reports are utter rubbish filled with negative emotions.

Because they're too busy writing that new super cool feature the marketing department just came up with
  • 2 weeks later...
Posted

Hey all,

 

I've been away from TDM for a while and only yesterday noticed that 2.07 is out.

Seems I'm affected by the lighting issue as well (AMD RX 480 here).

On Windows I see the strange lighting described earlier in this thread, on Linux, I basically don't get any shadows at all.

I would be willing to do some testing on Linux (I'm running amdgpu on Manjaro with 4.19 kernel and Mesa 18.3.3), if that's still being looked for.

Posted

 

Mkay, so who can build trunk svn for Linux?

I get the output executable sized at 180MB after running

 scons BUILD="release" TARGET_ARCH="x64" -j6 ..

EDIT. It seems to be putting another executable into the source folder

 

Hey all,

 

I've been away from TDM for a while and only yesterday noticed that 2.07 is out.

Seems I'm affected by the lighting issue as well (AMD RX 480 here).

On Windows I see the strange lighting described earlier in this thread, on Linux, I basically don't get any shadows at all.

I would be willing to do some testing on Linux (I'm running amdgpu on Manjaro with 4.19 kernel and Mesa 18.3.3), if that's still being looked for.

Actually you're the first one to volunteer for Linux testing side of this

Try this one: https://drive.google.com/file/d/1EhLJBZva209V1CZWHTt_aXSSCnXUusBZ/view?usp=sharing

Posted

Ok, did some testing.

I think there might actually be two issues with the Linux build on my system - lighting in general and soft shadows in particular.

"r_useGLSL 0" fixes lighting in vanilla 2.07, but once I switch on soft shadows, it's borked again:

 

 

stlucia_2019-02-25_2082kz2.jpg

 

 

That's what it looks like with either GLSL=1 or soft shadows.

Now, GLSL=0 AND soft shadows "off" fixes the lighting, as far as I can tell with the vanilla 2.07 binary.

 

Using the binary provided by duzenko makes it work with GLSL=1:

 

stlucia_2019-02-25_211xkhs.jpg

 

So far, so good, but enabling soft shadows again just makes all shadows vanish (lighting remains, though):

 

stlucia_2019-02-25_21qvkbt.jpg

 

But it's a start!

 

Furthermore, using "maps" as shadow type makes the game crash to desktop on Linux.

  • Like 1
Posted

Ok, did some testing.

Many thanks

 

 

I think there might actually be two issues with the Linux build on my system - lighting in general and soft shadows in particular.

That's the same problem - no support for gpu_shader4 extension for opengl 2.1 profile by driver

 

 

"r_useGLSL 0" fixes lighting in vanilla 2.07, but once I switch on soft shadows, it's borked again:

Right, soft shadows require GLSL.

 

 

Now, GLSL=0 AND soft shadows "off" fixes the lighting, as far as I can tell with the vanilla 2.07 binary.

That's the intended workaround for 2.07

 

 

Using the binary provided by duzenko makes it work with GLSL=1:

Good to know. Assume the fix is ready to roll out.

 

 

So far, so good, but enabling soft shadows again just makes all shadows vanish (lighting remains, though):

Right. The fix is to disable the parts that rely on gpu_shader4 which is SS.

 

 

Furthermore, using "maps" as shadow type makes the game crash to desktop on Linux.

Umm not sure how we debug CTDs on Linux. @stagtilov?

Posted (edited)

Nothing enlightening in darkmod.log, I think:

 

 

[game/DarkModGlobals.cpp ( 374):INI (INIT) FR:    0] LogFile created at 2019.02.26 22:16:09
[game/DarkModGlobals.cpp ( 377):INI (INIT) FR:    0] Executable last cleaned and rebuilt on Feb 25 2019 15:55:51
[game/DarkModGlobals.cpp ( 380):INI (INIT) FR:    0] The Dark Mod 2.08/64, code revision 7980 (7978:7980)
[game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR:    0] LogBegin: 0
[game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR:    0] LogEnd: 0
[game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR:    0] LogInfo: 0
[game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR:    0] LogDebug: 0
[game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR:    0] LogWarning: 0
[game/DarkModGlobals.cpp ( 426):FRC (FORCE) FR:    0] LogError: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_FRAME: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_SYSTEM: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_MISC: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_FROBBING: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_AI: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_SOUND: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_FUNCTION: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_ENTITY: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_INVENTORY: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_LIGHT: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_WEAPON: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_MATH: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_MOVEMENT: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_STIM_RESPONSE: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_OBJECTIVES: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_DIFFICULTY: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_CONVERSATION: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_MAINMENU: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_LOCKPICK: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_AAS: 0
[game/DarkModGlobals.cpp ( 436):FRC (FORCE) FR:    0] LogClass_STATE: 0

 

 

 

 

Here's the last part of the terminal output after it crashed:

 

 

 

VertexCache static vertex buffer uploaded, memory used: 32817 kb
VertexCache static index buffer uploaded, memory used: 5621 kb
Generated framebuffer DEPTH_STENCIL attachment: 1680x1050
Generated framebuffer COLOR attachment: 1680x1050
Generated render buffers for COLOR & DEPTH/STENCIL: 1680x1050x2
speaker_zone_ambient::init() called
Color read from main ambient light 'ambient_world': 0.07 0.06 0.04

Changed location from '' to 'church_other'.
Generated framebuffer DEPTH attachment: 6144x6144
signal caught: Segmentation fault
si_code 1
Trying to exit gracefully..
--------- Game Map Shutdown ----------
WARNING:Door SewerTrapDoor is not within a valid AAS area
WARNING:Door TapTurner1 is not within a valid AAS area
WARNING:Door func_static_880 is not within a valid AAS area
WARNING:Door FootlockerLid_3 is not within a valid AAS area
WARNING:Door func_static_2143 is not within a valid AAS area
WARNING:Door func_static_2187 is not within a valid AAS area
ModelGenerator memory: 5 LOD entries with 2 users using 2029 bytes.
--------- Game Map Shutdown done -----
Shutting down sound hardware
idRenderSystem::Shutdown()
I18NLocal: Shutdown.
------------ Game Shutdown -----------
ModelGenerator memory: No LOD entries.
Shutdown event system
--------------------------------------
shutdown terminal support
About to exit with code 0

 

 

 

Up until the segfault part it seems to be the same as when I set stencil shadows (haven't compared it 1:1 though).

Edited by ElZoido
Posted

Would it make any sense if I suggested building from the source code on your side and running in debugger?

I am generally clueless about Linux and all our Linux devs are on sabbaticals currently.

Also, you might want to try r_ignoreGLErrors 0.

Posted

r_ignoreGLErrors does nothing, be it with 0 or 1.

Regarding building from source - I can try, although I don't have much experience with that (I've done it once or twice, but typically for smaller stuff), so I might need some kind of "tutorial". Particularly when it comes to debugging.

However, maybe other Linux users should first check whether shadow maps work for them, in the end it's just an issue with my system.

Posted

r_ignoreGLErrors does nothing, be it with 0 or 1.

Regarding building from source - I can try, although I don't have much experience with that (I've done it once or twice, but typically for smaller stuff), so I might need some kind of "tutorial". Particularly when it comes to debugging.

However, maybe other Linux users should first check whether shadow maps work for them, in the end it's just an issue with my system.

It must not CTD in any case

Posted

Ok, I gave compiling from svn a go and it wasn't too bad... after downloading your glprogs fix zip and then running svn r8000 I got the following backtrace after trying to use maps:

 

 

Thread 1 "thedarkmod.x64." received signal SIGSEGV, Segmentation fault.
0x0000000000000000 in ?? ()
Missing separate debuginfos, use: dnf debuginfo-install dbus-libs-1.12.10-1.fc28.x86_64 elfutils-libelf-0.174-5.fc28.x86_64 expat-2.2.5-3.fc28.x86_64 flac-libs-1.3.2-7.fc28.x86_64 gsm-1.0.17-5.fc28.x86_64 libICE-1.0.9-12.fc28.x86_64 libSM-1.2.2-8.fc28.x86_64 libX11-1.6.5-7.fc28.x86_64 libX11-xcb-1.6.5-7.fc28.x86_64 libXau-1.0.8-11.fc28.x86_64 libXcursor-1.1.15-1.fc28.x86_64 libXdamage-1.1.4-12.fc28.x86_64 libXext-1.3.3-8.fc28.x86_64 libXfixes-5.0.3-5.fc28.x86_64 libXi-1.7.9-6.fc28.x86_64 libXrender-0.9.10-5.fc28.x86_64 libXtst-1.2.3-5.fc28.x86_64 libXxf86vm-1.1.4-7.fc28.x86_64 libasyncns-0.8-14.fc28.x86_64 libblkid-2.32.1-1.fc28.x86_64 libcap-2.25-9.fc28.x86_64 libdrm-2.4.95-1.fc28.x86_64 libedit-3.1-23.20170329cvs.fc28.x86_64 libffi-3.1-16.fc28.x86_64 libgcc-8.2.1-6.fc28.x86_64 libgcrypt-1.8.4-1.fc28.x86_64 libglvnd-1.1.0-1.fc28.x86_64 libglvnd-glx-1.1.0-1.fc28.x86_64 libgpg-error-1.33-1.fc28.x86_64 libmount-2.32.1-1.fc28.x86_64 libogg-1.3.2-10.fc28.x86_64 libselinux-2.8-1.fc28.x86_64 libsndfile-1.0.28-7.fc28.x86_64 libstdc++-8.2.1-6.fc28.x86_64 libuuid-2.32.1-1.fc28.x86_64 libvorbis-1.3.6-3.fc28.x86_64 libxcb-1.13-1.fc28.x86_64 libxshmfence-1.3-1.fc28.x86_64 llvm-libs-6.0.1-8.fc28.x86_64 lz4-libs-1.8.1.2-4.fc28.x86_64 mesa-dri-drivers-18.0.5-4.fc28.x86_64 mesa-libGL-18.0.5-4.fc28.x86_64 mesa-libglapi-18.0.5-4.fc28.x86_64 ncurses-libs-6.1-5.20180224.fc28.x86_64 openal-soft-1.18.2-5.fc28.x86_64 pcre2-10.32-5.fc28.x86_64 pulseaudio-libs-12.2-1.fc28.x86_64 sssd-client-1.16.3-2.fc28.x86_64 systemd-libs-238-11.gita76ee90.fc28.x86_64 xz-libs-5.2.4-2.fc28.x86_64 zlib-1.2.11-8.fc28.x86_64
(gdb) bt
#0 0x0000000000000000 in ?? ()
#1 0x00000000005dfe2a in CheckCreateShadow () at renderer/FrameBuffer.cpp:464
#2 0x00000000005e0478 in FB_ToggleShadow (on=on@entry=true)
at renderer/FrameBuffer.cpp:560
#3 0x0000000000658fe6 in RB_GLSL_DrawInteractions_ShadowMap(drawSurf_s const*, bool) () at renderer/draw_glsl.cpp:347
#4 0x00000000006596e9 in RB_GLSL_DrawLight_ShadowMap() ()
at renderer/draw_glsl.cpp:429
#5 0x000000000065b6c5 in RB_GLSL_DrawInteractions_SingleLight ()
at renderer/draw_glsl.cpp:486
#6 RB_GLSL_DrawInteractions() () at renderer/draw_glsl.cpp:606
#7 0x0000000000654ab4 in RB_STD_DrawView() () at renderer/draw_common.cpp:1352
#8 0x0000000000672514 in RB_DrawView () at renderer/tr_render.cpp:946
#9 0x000000000065ef97 in RB_ExecuteBackEndCommands (cmds=0x7fffb80a1700)
at renderer/tr_backend.cpp:866
#10 0x00000000006366b5 in R_IssueRenderCommands (
frameData=0x157b0c0 ) at renderer/RenderSystem.cpp:135
#11 idRenderSystemLocal::EndFrame(int*, int*) ()
at renderer/RenderSystem.cpp:615
#12 0x00000000005ca961 in idSessionLocal::UpdateScreen (
this=0x155d2a0 , outOfSequence=)
at framework/Session.cpp:2825
#13 0x00000000005798bf in idCommonLocal::Frame() ()
---Type to continue, or q to quit---
at framework/Common.cpp:2502
#14 0x00000000004603ed in main (argc=1, argv=0x7fffffffe088)
at sys/linux/main.cpp:679
(gdb) quit
A debugging session is active.

 

Posted

Ok, I gave compiling from svn a go and it wasn't too bad... after downloading your glprogs fix zip and then running svn r8000 I got the following backtrace after trying to use maps:

 

 

Thread 1 "thedarkmod.x64." received signal SIGSEGV, Segmentation fault.

0x0000000000000000 in ?? ()

Missing separate debuginfos, use: dnf debuginfo-install dbus-libs-1.12.10-1.fc28.x86_64 elfutils-libelf-0.174-5.fc28.x86_64 expat-2.2.5-3.fc28.x86_64 flac-libs-1.3.2-7.fc28.x86_64 gsm-1.0.17-5.fc28.x86_64 libICE-1.0.9-12.fc28.x86_64 libSM-1.2.2-8.fc28.x86_64 libX11-1.6.5-7.fc28.x86_64 libX11-xcb-1.6.5-7.fc28.x86_64 libXau-1.0.8-11.fc28.x86_64 libXcursor-1.1.15-1.fc28.x86_64 libXdamage-1.1.4-12.fc28.x86_64 libXext-1.3.3-8.fc28.x86_64 libXfixes-5.0.3-5.fc28.x86_64 libXi-1.7.9-6.fc28.x86_64 libXrender-0.9.10-5.fc28.x86_64 libXtst-1.2.3-5.fc28.x86_64 libXxf86vm-1.1.4-7.fc28.x86_64 libasyncns-0.8-14.fc28.x86_64 libblkid-2.32.1-1.fc28.x86_64 libcap-2.25-9.fc28.x86_64 libdrm-2.4.95-1.fc28.x86_64 libedit-3.1-23.20170329cvs.fc28.x86_64 libffi-3.1-16.fc28.x86_64 libgcc-8.2.1-6.fc28.x86_64 libgcrypt-1.8.4-1.fc28.x86_64 libglvnd-1.1.0-1.fc28.x86_64 libglvnd-glx-1.1.0-1.fc28.x86_64 libgpg-error-1.33-1.fc28.x86_64 libmount-2.32.1-1.fc28.x86_64 libogg-1.3.2-10.fc28.x86_64 libselinux-2.8-1.fc28.x86_64 libsndfile-1.0.28-7.fc28.x86_64 libstdc++-8.2.1-6.fc28.x86_64 libuuid-2.32.1-1.fc28.x86_64 libvorbis-1.3.6-3.fc28.x86_64 libxcb-1.13-1.fc28.x86_64 libxshmfence-1.3-1.fc28.x86_64 llvm-libs-6.0.1-8.fc28.x86_64 lz4-libs-1.8.1.2-4.fc28.x86_64 mesa-dri-drivers-18.0.5-4.fc28.x86_64 mesa-libGL-18.0.5-4.fc28.x86_64 mesa-libglapi-18.0.5-4.fc28.x86_64 ncurses-libs-6.1-5.20180224.fc28.x86_64 openal-soft-1.18.2-5.fc28.x86_64 pcre2-10.32-5.fc28.x86_64 pulseaudio-libs-12.2-1.fc28.x86_64 sssd-client-1.16.3-2.fc28.x86_64 systemd-libs-238-11.gita76ee90.fc28.x86_64 xz-libs-5.2.4-2.fc28.x86_64 zlib-1.2.11-8.fc28.x86_64

(gdb) bt

#0 0x0000000000000000 in ?? ()

#1 0x00000000005dfe2a in CheckCreateShadow () at renderer/FrameBuffer.cpp:464

#2 0x00000000005e0478 in FB_ToggleShadow (on=on@entry=true)

at renderer/FrameBuffer.cpp:560

#3 0x0000000000658fe6 in RB_GLSL_DrawInteractions_ShadowMap(drawSurf_s const*, bool) () at renderer/draw_glsl.cpp:347

#4 0x00000000006596e9 in RB_GLSL_DrawLight_ShadowMap() ()

at renderer/draw_glsl.cpp:429

#5 0x000000000065b6c5 in RB_GLSL_DrawInteractions_SingleLight ()

at renderer/draw_glsl.cpp:486

#6 RB_GLSL_DrawInteractions() () at renderer/draw_glsl.cpp:606

#7 0x0000000000654ab4 in RB_STD_DrawView() () at renderer/draw_common.cpp:1352

#8 0x0000000000672514 in RB_DrawView () at renderer/tr_render.cpp:946

#9 0x000000000065ef97 in RB_ExecuteBackEndCommands (cmds=0x7fffb80a1700)

at renderer/tr_backend.cpp:866

#10 0x00000000006366b5 in R_IssueRenderCommands (

frameData=0x157b0c0 ) at renderer/RenderSystem.cpp:135

#11 idRenderSystemLocal::EndFrame(int*, int*) ()

at renderer/RenderSystem.cpp:615

#12 0x00000000005ca961 in idSessionLocal::UpdateScreen (

this=0x155d2a0 , outOfSequence=)

at framework/Session.cpp:2825

#13 0x00000000005798bf in idCommonLocal::Frame() ()

---Type to continue, or q to quit---

at framework/Common.cpp:2502

#14 0x00000000004603ed in main (argc=1, argv=0x7fffffffe088)

at sys/linux/main.cpp:679

(gdb) quit

A debugging session is active.

 

 

 

excellent.png

 

Achievement unlocked: find a new bug in TDM! :D

We skip loading of glFramebufferTextureARB if gpu_shader4 is not supported. I don't think we even need glFramebufferTextureARB at the point at all.

Please try svn rev 8002.

Posted

Please try svn rev 8002.

 

No crash with r8003 :) thanks!

 

 

Regarding building from source - I can try, although I don't have much experience with that (I've done it once or twice, but typically for smaller stuff), so I might need some kind of "tutorial". Particularly when it comes to debugging.

 

I found the info was a bit spread around:

 

There are two "thedarkmod.x64" binaries built... the ~200MB has the debugging symbols and what you want to run if you want to get a readable backtrace after a crash. Copy the exe to your darkmod installation and run it in the gdb debugger:

 

  • $ gdb -ex run ./thedarkmod.x64

When it crashes, you can type "bt" in gdb to generate the backtrace and then submit that.

 

That being said, when darkmod crashed for me the screen was left in the loading screen and I couldn't see my gdb window. I have a dual monitor setup, so I just ran darkmod from the secondary monitor and got the backtrace from there. Not quite sure what I'd do if I didn't have the second monitor.

Posted

That being said, when darkmod crashed for me the screen was left in the loading screen and I couldn't see my gdb window. I have a dual monitor setup, so I just ran darkmod from the secondary monitor and got the backtrace from there. Not quite sure what I'd do if I didn't have the second monitor.

Can you run TDM windowed on Linux?

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