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Fan Mission: Who Watches The Watcher? v1.0 by DeTeEff (2022/05/28)


DeTeEff

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40 minutes ago, Tarhiel said:
  Reveal hidden contents

You need three parts of the evidence;

-The diary in the safe
-Any of the letters in the desk
-The torturers log, in the interrogation room.

@DeTeEffThank you for pointing out those thongs, I did not know when or on what to use them.
the crowbar was self-explanatory.

Regarding the evidence - I had all of those and I read all of those till the last page, yet the mission objective did not check-off as complete.

Very strange that it didn't finished off then...*sigh* perhaps one of those bugs that just randomly happen some of the time...

EDIT

It may have been because:

Spoiler

Not all the letters in the drawers are counted as evidence, some are merely fluff. Did you try to pick up several of them and read?

 

Edited by DeTeEff
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I have had the mission active now for several minutes with timescale 10 activated (10 times clock speed) and haven't seen any card removing bugs. So it seems I have squashed this bug...I removed my own card playing animation path loop and copied the spawnargs from the prefab and have managed to get the same behaviour as I wanted :)

One has to add the spawnarg idle_animations_interval (12 is chosen in the prefab), to the AIs to make them play cards. I have no idea how that works. As i mentioned, I built my own using path_anims, but that seems to have caused those errors. I don't know if we should upload the update just yet, perhaps more bugs will emerge from the wood work (even after my betatesters sweeping eyes :) )

Edited by DeTeEff
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7 hours ago, hanmin said:

Congrats on the mission!

Unfortunately I get segfaults near the Greasy Hog. My hardware is pretty old, but works on most missions.

Console dump:

  Reveal hidden contents

~/darkmod$ ./thedarkmod.x64
TDM 2.10/64 #9845 (1435:9845) linux-x86_64 Feb  8 2022 10:03:25
/proc/cpuinfo CPU frequency: 1450.04 MHz
1450 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX
found interface lo - loopback
found interface wlp3s0 - 10.10.10.xx/255.255.255.0
found interface wlp3s0 - 10.10.10.xy/255.255.255.0
Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX
TDM using AVX for SIMD processing.
Found 0 new missions and 0 packages.
------ Initializing File System ------
Current search path:
  /home/someuser/darkmod/fms/wwtw
  /home/someuser/darkmod/fms/wwtw/wwtw.pk4 (480 files)
  /home/someuser/darkmod/
  /home/someuser/darkmod/tdm_textures_wood01.pk4 (376 files)
  /home/someuser/darkmod/tdm_textures_window01.pk4 (391 files)
  /home/someuser/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files)
  /home/someuser/darkmod/tdm_textures_stone_natural01.pk4 (133 files)
  /home/someuser/darkmod/tdm_textures_stone_flat01.pk4 (302 files)
  /home/someuser/darkmod/tdm_textures_stone_cobblestones01.pk4 (226 files)
  /home/someuser/darkmod/tdm_textures_stone_brick01.pk4 (520 files)
  /home/someuser/darkmod/tdm_textures_sfx01.pk4 (69 files)
  /home/someuser/darkmod/tdm_textures_roof01.pk4 (72 files)
  /home/someuser/darkmod/tdm_textures_plaster01.pk4 (142 files)
  /home/someuser/darkmod/tdm_textures_paint_paper01.pk4 (63 files)
  /home/someuser/darkmod/tdm_textures_other01.pk4 (127 files)
  /home/someuser/darkmod/tdm_textures_nature01.pk4 (287 files)
  /home/someuser/darkmod/tdm_textures_metal01.pk4 (497 files)
  /home/someuser/darkmod/tdm_textures_glass01.pk4 (51 files)
  /home/someuser/darkmod/tdm_textures_fabric01.pk4 (43 files)
  /home/someuser/darkmod/tdm_textures_door01.pk4 (177 files)
  /home/someuser/darkmod/tdm_textures_decals01.pk4 (466 files)
  /home/someuser/darkmod/tdm_textures_carpet01.pk4 (92 files)
  /home/someuser/darkmod/tdm_textures_base01.pk4 (421 files)
  /home/someuser/darkmod/tdm_standalone.pk4 (4 files)
  /home/someuser/darkmod/tdm_sound_vocals_decls01.pk4 (32 files)
  /home/someuser/darkmod/tdm_sound_vocals07.pk4 (1111 files)
  /home/someuser/darkmod/tdm_sound_vocals06.pk4 (696 files)
  /home/someuser/darkmod/tdm_sound_vocals05.pk4 (119 files)
  /home/someuser/darkmod/tdm_sound_vocals04.pk4 (2869 files)
  /home/someuser/darkmod/tdm_sound_vocals03.pk4 (743 files)
  /home/someuser/darkmod/tdm_sound_vocals02.pk4 (1299 files)
  /home/someuser/darkmod/tdm_sound_vocals01.pk4 (82 files)
  /home/someuser/darkmod/tdm_sound_sfx02.pk4 (605 files)
  /home/someuser/darkmod/tdm_sound_sfx01.pk4 (971 files)
  /home/someuser/darkmod/tdm_sound_ambient_decls01.pk4 (8 files)
  /home/someuser/darkmod/tdm_sound_ambient03.pk4 (24 files)
  /home/someuser/darkmod/tdm_sound_ambient02.pk4 (163 files)
  /home/someuser/darkmod/tdm_sound_ambient01.pk4 (220 files)
  /home/someuser/darkmod/tdm_prefabs01.pk4 (977 files)
  /home/someuser/darkmod/tdm_player01.pk4 (125 files)
  /home/someuser/darkmod/tdm_models_decls01.pk4 (103 files)
  /home/someuser/darkmod/tdm_models02.pk4 (2059 files)
  /home/someuser/darkmod/tdm_models01.pk4 (3179 files)
  /home/someuser/darkmod/tdm_gui_credits01.pk4 (49 files)
  /home/someuser/darkmod/tdm_gui01.pk4 (727 files)
  /home/someuser/darkmod/tdm_fonts01.pk4 (696 files)
  /home/someuser/darkmod/tdm_env01.pk4 (152 files)
  /home/someuser/darkmod/tdm_defs01.pk4 (189 files)
  /home/someuser/darkmod/tdm_base01.pk4 (209 files)
  /home/someuser/darkmod/tdm_ai_steambots01.pk4 (31 files)
  /home/someuser/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files)
  /home/someuser/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files)
  /home/someuser/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files)
  /home/someuser/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files)
  /home/someuser/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files)
  /home/someuser/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files)
  /home/someuser/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files)
  /home/someuser/darkmod/tdm_ai_humanoid_guards01.pk4 (378 files)
  /home/someuser/darkmod/tdm_ai_humanoid_females01.pk4 (172 files)
  /home/someuser/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files)
  /home/someuser/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files)
  /home/someuser/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files)
  /home/someuser/darkmod/tdm_ai_base01.pk4 (9 files)
  /home/someuser/darkmod/tdm_ai_animals01.pk4 (82 files)
File System Initialized.
--------------------------------------
Couldn't open journal files
/proc/cpuinfo CPU processors: 2
/proc/cpuinfo CPU logical cores: 4
----- Initializing Decls -----
WARNING:file skins/tdm_gen_wood.skin, line 439: skin 'doorframe_rough_wood_brown_dull' previously defined at skins/deteeff.skin:1429
------------------------------
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1317 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
Couldn't exec editor.cfg - file does not exist.
execing default.cfg
Gamepad modifier button assigned to 6
execing Darkmod.cfg
execing DarkmodKeybinds.cfg
execing DarkmodPadbinds.cfg
Gamepad modifier button assigned to 6
Couldn't exec autoexec.cfg - file does not exist.
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1317 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
----- Initializing OpenAL -----
Setup OpenAL device and context
OpenAL: found device 'ALSA Default' [ACTIVE]
OpenAL: found device 'HDA Intel PCH, CX20590 Analog (CARD=PCH,DEV=0)'
OpenAL: found device 'HDA Intel PCH, HDMI 0 (CARD=PCH,DEV=3)'
OpenAL: found device 'HDA Intel PCH, HDMI 1 (CARD=PCH,DEV=7)'
OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)'
OpenAL: device 'ALSA Default' opened successfully
OpenAL: HRTF is available
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.21.1
OpenAL: found EFX extension
OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT)
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
Initializing OpenGL display
Borderless fullscreen - using current video mode for monitor 0: 1600 x 900
...initializing QGL

------- Input Initialization -------
------------------------------------
OpenGL vendor: Intel Open Source Technology Center
OpenGL renderer: Mesa DRI Intel(R) HD Graphics 3000 (SNB GT2)
OpenGL version: 3.3 (Core Profile) Mesa 21.2.6 core
Checking required OpenGL features...
v - using GL_VERSION_3_3
v - using GL_EXT_texture_compression_s3tc
Checking optional OpenGL extensions...
v - using GL_EXT_texture_filter_anisotropic
    maxTextureAnisotropy: 16.000000
X - GL_ARB_stencil_texturing not found
X - GL_EXT_depth_bounds_test not found
v - using GL_ARB_buffer_storage
v - using GL_ARB_texture_storage
X - GL_ARB_multi_draw_indirect not found
v - using GL_ARB_vertex_attrib_binding
X - GL_ARB_bindless_texture not found
X - GL_ARB_compatibility not found
v - using GL_KHR_debug
Max active texture units in fragment shader: 16
Max combined texture units: 48
Max anti-aliasing samples: 4
Max geometry output vertices: 256
Max geometry output components: 1024
Max vertex attribs: 16
---------- R_ReloadGLSLPrograms_f -----------
Linking GLSL program cubeMap ...
Linking GLSL program bumpyEnvironment ...
Linking GLSL program depthAlpha ...
Linking GLSL program fog ...
Linking GLSL program oldStage ...
Linking GLSL program blend ...
Linking GLSL program stencilshadow ...
Linking GLSL program shadowMapA ...
Linking GLSL program shadowMapN ...
Linking GLSL program shadowMapNG ...
Linking GLSL program ambientInteraction ...
Linking GLSL program interactionStencil ...
Linking GLSL program interactionShadowMaps ...
WARNING:Compiling shader file interactionMultiLight.fs failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES


File indexes:
  0 - interactionMultiLight.fs
  1 - tdm_shadowmaps.glsl

WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight.

Linking GLSL program interactionMultiLight ...
Linking GLSL program frob ...
Linking GLSL program soft_particle ...
Linking GLSL program tonemap ...
Linking GLSL program gaussian_blur ...
Linking GLSL program volumetric ...
---------------------------------
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.10/64, linux-x86_64, code revision 9845
Build date: Feb  8 2022
WARNING:file def/tdm_ai_ambient.def, line 13: entityDef 'atdm:ambient_citywatch' previously defined at def/hanged.def:154
Initializing event system
...866 event definitions
Initializing class hierarchy
...172 classes, 1718144 bytes for event callbacks
Initializing scripts
---------- Compile stats ----------

Memory usage:
     Strings: 48, 7640 bytes
  Statements: 20906, 836240 bytes
   Functions: 1309, 170372 bytes
   Variables: 96648 bytes
    Mem used: 2076488 bytes
 Static data: 3989840 bytes
   Allocated: 5067716 bytes
 Thread size: 7904 bytes

Maximum object size: 884
Largest object type name: weapon_arrow
...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new missions and 0 packages.
Found 128 mods in the FM folder.
Parsed 128 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: wwtw
-------- Initializing Session --------
session initialized
--------------------------------------
Font fonts/english/mason_glow in size 12 not found, using size 48 instead.
Font fonts/english/mason_glow in size 24 not found, using size 48 instead.
Font fonts/english/mason in size 12 not found, using size 48 instead.
Font fonts/english/mason in size 24 not found, using size 48 instead.
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:Compiling shader file interactionMultiLight.fs failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES


File indexes:
  0 - interactionMultiLight.fs
  1 - tdm_shadowmaps.glsl

WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight.

WARNING:file def/tdm_ai_ambient.def, line 13: entityDef 'atdm:ambient_citywatch' previously defined at def/hanged.def:154
WARNING:file skins/tdm_gen_wood.skin, line 439: skin 'doorframe_rough_wood_brown_dull' previously defined at skins/deteeff.skin:1429
4 warnings
WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly
terminal support enabled ( use +set in_tty 0 to disabled )
pid: 79275
Async thread started
Couldn't exec autocommands.cfg - file does not exist.
Found 0 new missions and 0 packages.
Found 128 mods in the FM folder.
reloading guis/msg.gui.
reloading guis/mainmenu.gui.
--------- Map Initialization ---------
Map: wwtw
------- Game Map Init SaveGame -------
---------- Compile stats ----------

Memory usage:
     Strings: 49, 7736 bytes
  Statements: 23120, 924800 bytes
   Functions: 1412, 183456 bytes
   Variables: 110716 bytes
    Mem used: 2256600 bytes
 Static data: 3989840 bytes
   Allocated: 5161640 bytes
 Thread size: 7904 bytes

collision data:
  3338 models
311780 vertices (7307 KB)
548610 edges (19287 KB)
232517 polygons (17155 KB)
 17774 brushes (2512 KB)
 78200 nodes (3665 KB)
345212 polygon refs (5393 KB)
 56872 brush refs (888 KB)
147555 internal edges
  5905 sharp edges
     0 contained polygons removed
     0 polygons merged
 56210 KB total memory used
1779 msec to load collision data.
map bounds are (16720.0, 10864.0, 2000.0)
max clip sector is (522.5, 339.5, 500.0)
   57 KB passage memory used to build PVS
   11 msec to calculate PVS
  151 areas
  442 portals
    9 areas visible on average
    2 KB PVS data
[Load AAS]
loading maps/wwtw.aas48
[Load AAS]
loading maps/wwtw.aas96
[Load AAS]
loading maps/wwtw.aas32
done.
[Load AAS]
loading maps/wwtw.aas100
done.
[Load AAS]
loading maps/wwtw.aas_rat
[Load AAS]
loading maps/wwtw.aas_elemental
WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/decorative/model_brig_high.lwo' has 12/8734 nontriangular polygons. Make sure you triplet it down
WARNING:Couldn't load sound 'sound/ambient/environmental/dd_owl_01.ogg' using default
  [map entity: ambient_sounds_0]
  [decl: wwtw_city_ambient in sound/wwtw.sndshd]
  [sound: sound/ambient/environmental/dd_owl_01.ogg]
No running thread for RestoreScriptObject(), creating new one.
--------------------------------------
----- idRenderModelManagerLocal::EndLevelLoad -----
    0 models purged from previous level,  4806 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING:Couldn't load image: textures/decals/coppergrove_logo/coppergrove_logo
  [model: func_static_6078]
  [decl: textures/deteeff/decals/coppergrove_logo in materials/wwtw.mtr]
  [image: textures/decals/coppergrove_logo/coppergrove_logo]
WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s
  [model: MerryChest5Body]
  [decl: textures/darkmod/metal/detailed/rivet_strip01 in materials/tdm_metal_detailed.mtr]
  [image: textures/darkmod/metal/detailed/rivet_strip01_s]
WARNING:Couldn't load image: textures/darkmod/window/metal_grated_moonlit_s
  [model: func_static_861]
  [decl: textures/darkmod/window/metal_grated_unlit in materials/tdm_windows.mtr]
  [image: textures/darkmod/window/metal_grated_moonlit_s]
WARNING:Couldn't load image: textures/darkmod/window/metal_grated_moonlit
  [model: func_static_861]
  [decl: textures/darkmod/window/metal_grated_unlit in materials/tdm_windows.mtr]
  [image: textures/darkmod/window/metal_grated_moonlit]
WARNING:Couldn't load image: textures/mcity/mcityplain6
  [model: _area21]
  [decl: textures/mcity/mcityplain6 in <implicit file>]
  [image: textures/mcity/mcityplain6]
WARNING:Couldn't load image: window_side_2
  [map entity: func_static_102]
  [model: models/darkmod/architecture/modules/exteriors/ext_timber01/ext_timber01_window02_shuttered.lwo]
  [decl: window_side_2 in <implicit file>]
  [image: window_side_2]
WARNING:Couldn't load image: models/darkmod/props/textures/candle02_local
  [map entity: func_static_1270]
  [model: models/darkmod/lights/extinguishable/candle_set02_1.lwo]
  [decl: models/darkmod/props/textures/candles/candle02 in materials/tdm_models_lights.mtr]
  [image: models/darkmod/props/textures/candle02_local]
WARNING:Couldn't load image: scale( models/darkmod/props/textures/candle02_add, 0.75, 1, 0.75, 1)
  [map entity: func_static_1270]
  [model: models/darkmod/lights/extinguishable/candle_set02_1.lwo]
  [decl: models/darkmod/props/textures/candles/candle02 in materials/tdm_models_lights.mtr]
  [image: scale( models/darkmod/props/textures/candle02_add, 0.75, 1, 0.75, 1)]
WARNING:Couldn't load image: transformer_needle
  [map entity: func_static_1489]
  [decl: arc_transformer_001_on in skins/tdm_epi_skins.skin]
  [decl: transformer_needle in <implicit file>]
  [image: transformer_needle]
WARNING:Couldn't load image: arms_legs
  [map entity: civilian_4sdfdsf]
  [decl: atdm:ai_merchant01 in def/tdm_ai_townsfolk_commoner.def]
  [decl: atdm:ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
  [decl: tdm_ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
  [model: models/md5/chars/townsfolk/commoner/tdm_townsfolk_commoner.md5mesh]
  [decl: arms_legs in <implicit file>]
  [image: arms_legs]
WARNING:Couldn't load image: rope_belt
  [map entity: civilian_4sdfdsf]
  [decl: atdm:ai_merchant01 in def/tdm_ai_townsfolk_commoner.def]
  [decl: atdm:ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
  [decl: tdm_ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
  [model: models/md5/chars/townsfolk/commoner/tdm_townsfolk_commoner.md5mesh]
  [decl: rope_belt in <implicit file>]
  [image: rope_belt]
WARNING:Couldn't load image: belt
  [map entity: civilian_4sdfdsf]
  [decl: atdm:ai_merchant01 in def/tdm_ai_townsfolk_commoner.def]
  [decl: atdm:ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
  [decl: tdm_ai_townsfolk_commoner in def/tdm_ai_townsfolk_commoner.def]
  [model: models/md5/chars/townsfolk/commoner/tdm_townsfolk_commoner.md5mesh]
  [decl: belt in <implicit file>]
  [image: belt]
WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal
  [map entity: func_static_2419]
  [model: models/darkmod/architecture/buildings/tudor_buildings/building2.lwo]
  [decl: tudor01_plaster in materials/tdm_models_architecture.mtr]
  [image: models/darkmod/props/textures/plaster_normal]
WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armor_poor_ed
  [map entity: citywatch_12]
  [decl: atdm:ai_head03_citywatch_poor in def/tdm_ai_heads_springheel.def]
  [decl: heads/head_citywatch_poor_lowshadows in skins/tdm_ai_heads.skin]
  [decl: models/md5/chars/guards/citywatch/citywatch_armor_poor_noshadows in materials/tdm_ai_citywatch.mtr]
  [image: models/md5/chars/guards/citywatch/citywatch_armor_poor_ed]
WARNING:Couldn't load image: tdm_tongue
  [map entity: crowd_17]
  [decl: atdm:ai_townsfolk_female in def/tdm_ai_townsfolk_female.def]
  [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def]
  [decl: female_head02 in def/tdm_ai_heads_springheel.def]
  [model: models/md5/chars/heads/npcs/female_head02.md5mesh]
  [decl: tdm_tongue in <implicit file>]
  [image: tdm_tongue]
WARNING:Couldn't load image: models/darkmod/props/textures/
  [map entity: func_static_2900]
  [decl: builder_priest in skins/tdm_decorative_wall.skin]
  [decl: painting_merry14 in materials/tdm_models_decorative_wall.mtr]
  [image: models/darkmod/props/textures/]
WARNING:Couldn't load image: tudor01_doorwin_mix
  [map entity: func_static_4121]
  [model: models/darkmod/architecture/buildings/tudor_buildings/building4.lwo]
  [decl: tudor01_doorwin_mix in <implicit file>]
  [image: tudor01_doorwin_mix]
WARNING:Couldn't load image: nodraw
  [map entity: func_static_5089]
  [decl: lamp_unlit_transparent in skins/tdm_lights.skin]
  [decl: nodraw in <implicit file>]
  [image: nodraw]
WARNING:Couldn't load image: sleeve_frill
  [map entity: crowd_12]
  [decl: atdm:ai_townsfolk_wench in def/tdm_ai_townsfolk_wench.def]
  [decl: wench/default in skins/tdm_ai_townsfolk_wench.skin]
  [decl: sleeve_frill in <implicit file>]
  [image: sleeve_frill]
WARNING:Couldn't load image: sleeve
  [map entity: crowd_12]
  [decl: atdm:ai_townsfolk_wench in def/tdm_ai_townsfolk_wench.def]
  [decl: wench/default in skins/tdm_ai_townsfolk_wench.skin]
  [decl: sleeve in <implicit file>]
  [image: sleeve]
WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns
  [map entity: func_static_6227]
  [decl: mansion_redwood in skins/tdm_models_architecture_modules.skin]
  [decl: models/darkmod/wood/panels/panel_vase_painted_white_ns in <implicit file>]
  [image: models/darkmod/wood/panels/panel_vase_painted_white_ns]
WARNING:Couldn't load image: models/md5/chars/nobles/noblewoman/wench_hands
  [map entity: atdm_ai_townsfolk_wench_1]
  [decl: wench/bare_feet in skins/tdm_ai_townsfolk_wench.skin]
  [decl: models/md5/chars/nobles/noblewoman/wench_hands in <implicit file>]
  [image: models/md5/chars/nobles/noblewoman/wench_hands]
WARNING:Couldn't load image: bed_main
  [map entity: func_static_6822]
  [model: models/darkmod/furniture/beds/builder_bed02_ornate.lwo]
  [decl: bed_main in <implicit file>]
  [image: bed_main]
    0 purged from previous
  208 kept from previous
 2763 new loaded
all images loaded in  17.3 seconds
----------------------------------------
Linking GLSL program cubeMap ...
Linking GLSL program bumpyEnvironment ...
Linking GLSL program depthAlpha ...
Linking GLSL program fog ...
Linking GLSL program oldStage ...
Linking GLSL program blend ...
Linking GLSL program stencilshadow ...
Linking GLSL program shadowMapA ...
Linking GLSL program shadowMapN ...
Linking GLSL program shadowMapNG ...
Linking GLSL program ambientInteraction ...
Linking GLSL program interactionStencil ...
Linking GLSL program interactionShadowMaps ...
WARNING:Compiling shader file interactionMultiLight.fs failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES


File indexes:
  0 - interactionMultiLight.fs
  1 - tdm_shadowmaps.glsl

WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight.

Linking GLSL program interactionMultiLight ...
Linking GLSL program frob ...
Linking GLSL program soft_particle ...
Linking GLSL program tonemap ...
Linking GLSL program gaussian_blur ...
Linking GLSL program volumetric ...
Linking GLSL program depth ...
Linking GLSL program interaction_ambient ...
Linking GLSL program interaction_stencil ...
Linking GLSL program interaction_shadowmap ...
WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES


File indexes:
  0 - stages/interaction/manylight.frag.glsl
  1 - stages/interaction/manylight.params.glsl
  2 - stages/interaction/manylight.shadowmap.glsl
  3 - tdm_shadowmaps.glsl

WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to program manylight.

Linking GLSL program manylight ...
Linking GLSL program stencil_shadow ...
Linking GLSL program shadow_map ...
Linking GLSL program frob_silhouette ...
Linking GLSL program frob_highlight ...
Linking GLSL program frob_extrude ...
Linking GLSL program frob_apply ...
Linking GLSL program heatHazeWithDepth ...
Linking GLSL program HeatHazeWithMaskAndDepth ...
Linking GLSL program ambientEnvironment ...
Linking GLSL program heatHazeWithMaskAndBlur ...
Linking GLSL program heatHazeWithMaskAndDepth ...
Linking GLSL program heatHaze ...
----------------------------------------
----- idSoundCache::EndLevelLoad -----
325998k referenced
  125k purged
----------------------------------------
Loading EFX effect for location 'old_apartments' (#1)
Loading EFX effect for location 'apartments' (#2)
Loading EFX effect for location 'streets' (#3)
Loading EFX effect for location 'ballroom' (#4)
Loading EFX effect for location 'tenements_1' (#5)
Loading EFX effect for location 'tenements_2' (#6)
Loading EFX effect for location 'tudorhouse_1' (#7)
Loading EFX effect for location 'preston_apartment' (#8)
Loading EFX effect for location 'basement' (#9)
Loading EFX effect for location 'authors_house' (#10)
Loading EFX effect for location 'glass_blowers_house' (#11)
Loading EFX effect for location 'cabinet_room' (#12)
Loading EFX effect for location 'industrial_zone' (#13)
Loading EFX effect for location 'church' (#14)
Loading EFX effect for location 'shop' (#15)
Loading EFX effect for location 'behind_shop' (#16)
Loading EFX effect for location 'digged' (#17)
Loading EFX effect for location 'servicetunnels' (#18)
Loading EFX effect for location 'warehouse_wood' (#19)
Loading EFX effect for location 'warehouse_stone' (#20)
Loading EFX effect for location 'greynards_bedroom' (#21)
Loading EFX effect for location 'interrogation_room' (#22)
Loading EFX effect for location 'ventilation' (#23)
sound: found efxs/wwtw.efx
-----------------------------------
 31306 msec to load wwtw
Interaction table generated: size = 0/512
Initial counts:  10923 entities  422 lightDefs  9120 entityDefs
------------- Warnings ---------------
during wwtw...
WARNING:Compiling shader file interactionMultiLight.fs failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES


File indexes:
  0 - interactionMultiLight.fs
  1 - tdm_shadowmaps.glsl

WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed:
0:15(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES


File indexes:
  0 - stages/interaction/manylight.frag.glsl
  1 - stages/interaction/manylight.params.glsl
  2 - stages/interaction/manylight.shadowmap.glsl
  3 - tdm_shadowmaps.glsl

WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/decorative/model_brig_high.lwo' has 12/8734 nontriangular polygons. Make sure you triplet it down
WARNING:Couldn't load image: arms_legs
WARNING:Couldn't load image: bed_main
WARNING:Couldn't load image: belt
WARNING:Couldn't load image: models/darkmod/props/textures/
WARNING:Couldn't load image: models/darkmod/props/textures/candle02_local
WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal
WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns
WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armor_poor_ed
WARNING:Couldn't load image: models/md5/chars/nobles/noblewoman/wench_hands
WARNING:Couldn't load image: nodraw
WARNING:Couldn't load image: rope_belt
WARNING:Couldn't load image: scale( models/darkmod/props/textures/candle02_add, 0.75, 1, 0.75, 1)
WARNING:Couldn't load image: sleeve
WARNING:Couldn't load image: sleeve_frill
WARNING:Couldn't load image: tdm_tongue
WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s
WARNING:Couldn't load image: textures/darkmod/window/metal_grated_moonlit
WARNING:Couldn't load image: textures/darkmod/window/metal_grated_moonlit_s
WARNING:Couldn't load image: textures/decals/coppergrove_logo/coppergrove_logo
WARNING:Couldn't load image: textures/mcity/mcityplain6
WARNING:Couldn't load image: transformer_needle
WARNING:Couldn't load image: tudor01_doorwin_mix
WARNING:Couldn't load image: window_side_2
WARNING:Couldn't load sound 'sound/ambient/environmental/dd_owl_01.ogg' using default
WARNING:Failed to attach shader interactionMultiLight.fs to program interactionMultiLight.

WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to program manylight.

29 warnings
Interaction table generated: size = 0/512
Initial counts:  10923 entities  422 lightDefs  9120 entityDefs
Resizing dynamic VertexCache: index 4096 kb -> 4096 kb, vertex 4096 kb -> 8192 kb
Linking GLSL program environment ...
Switching to EFX 'streets' (#3)
WARNING:Already have an attachment at hand_r, skipping frame command.
Restarting ambient sound snd_streets'(city_streets01_loop) with volume 0
WARNING:Cannot find attachment 'card' to destroy in animation.
WARNING:Already have an attachment at hand_r, skipping frame command.
WARNING:Cannot find attachment 'card' to destroy in animation.
Resizing dynamic VertexCache: index 4096 kb -> 8192 kb, vertex 4096 kb -> 8192 kb
signal caught: Segmentation fault
si_code 1
Trying to exit gracefully..
--------- Game Map Shutdown ----------
ModelGenerator memory: 85 LOD entries with 144 users using 42655 bytes, memory saved: 56267 bytes.
WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0)
--------- Game Map Shutdown done -----
Shutting down sound hardware
idRenderSystem::Shutdown()
...shutting down QGL
I18NLocal: Shutdown.
------------ Game Shutdown -----------
ModelGenerator memory: No LOD entries.
Shutdown event system
--------------------------------------
shutdown terminal support
About to exit with code 0
~/darkmod$

 

 

Let's do it like this: I'll PM you a link to a version where the card playing bug is removed so we can see if it's that bug that causes your crash. What do you say?

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This is a great mission! It’s so dynamic changing course and adding new ideas up until the very end. I was quite struck by the impressive attention to detail with so many interactive objects, some very fine brushwork and an impressive eye for lighting and particles.

After starting a few times I did admittedly eventually switch to the easiest difficulty as the ambient light level and quantity of AI was tough in many areas for a clumsy taffer like myself and this felt the most balanced to me - so hopefully I didn’t miss out on too much!

Great job on this one, it clearly was a lot of work!

Edited by Wellingtoncrab
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-=  IRIS  =-    ♦    = SLL =

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7 minutes ago, Wellingtoncrab said:

This is a great mission! It’s so dynamic changing course and adding new ideas up until the very end. I was quite struck by the impressive attention to detail with so many interactive objects, some very fine brushwork and an impressive eye for lighting and particles.

After starting a few times I did admittedly eventually switch to the easiest difficulty as the ambient light level and quantity of AI was tough in many areas for a clumsy taffer lime me and this felt the most balanced to me - so hopefully I didn’t miss out on too much!

Great job on this one, it clearly was a lot of work!

Glad you liked it! Praise from a talanted mapper as yourself goes straight to the heart :) I'm glad I took your advise to rework parts of the mission.

Spoiler

Hehe, yes, there's some more civilians on Bustling difficulty, but that also means more purses to snatch ;)

 

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I'm replaying now and am pleasantly surprised of all the added content since my last play. There's not a lot of loot to find it seems in the starter area, and some places seem a bit like filler, but it does look very alive with lots of details. I think also that the creatively hiding from guards while moving around has a big role here. Fortunately I found almost no bugs until now.

Edited by datiswous
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2 hours ago, hanmin said:

I'd be happy to try it out.

 

4 hours ago, DeTeEff said:

Let's do it like this: I'll PM you a link to a version where the card playing bug is removed so we can see if it's that bug that causes your crash. What do you say?

Thnx for the modded mission. The issue prevails. Playing on "bustling". I've noclipped there on "calm" with the same effect. I don't think it is amount of AIs there, as I've played more populated situations, not on 2.10 though. I suspect something in the relevant Linux ecosystem.
 

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5 hours ago, hanmin said:

The issue prevails. Playing on "bustling". I've noclipped there on "calm" with the same effect. I don't think it is amount of AIs there, as I've played more populated situations, not on 2.10 though. I suspect something in the relevant Linux ecosystem.

Well, this is how you create a crashdump at least for Windows. (I don't know how to do it for Linux, but maybe there are instructions for doing it with Linux as well - I didn't read the link too carefully.)

Remember: Do not close the dialog that pops up.

 

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Playing on Expert, and I'm curious about missing loot.  I've got 5624 out of 6384, so 760 is missing, despite quite a lot of searching. I already have:

Spoiler

Ffound all three birds' nests (thanks for telling me there was a third).

Also

Spoiler

teeth from a dead head, and an amulet from a drowned man

and

Spoiler

a gold jug or vase in the sewer

plus

Spoiler

the coins in the fountain not far from the Greasy Hog.

I also found

Spoiler

the secret bedroom with the weird mask and costume.

Any other hints would be much appreciated!

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1 hour ago, Marbrien said:

Playing on Expert, and I'm curious about missing loot.  I've got 5624 out of 6384, so 760 is missing, despite quite a lot of searching. I already have:

  Reveal hidden contents

Ffound all three birds' nests (thanks for telling me there was a third).

Also

  Reveal hidden contents

teeth from a dead head, and an amulet from a drowned man

and

  Reveal hidden contents

a gold jug or vase in the sewer

plus

  Reveal hidden contents

the coins in the fountain not far from the Greasy Hog.

I also found

  Hide contents

the secret bedroom with the weird mask and costume.

Any other hints would be much appreciated!

Wow! A completionist! :)

To be frank, I have not logged all loot because there is so much. But I can mention stuff from the top of my head:

Spoiler

There is a lot of purses on the civilians. Special mention goes to the guy sitting by the fountain on the plaza. He moves when you're coming back from the Roughboys warehouse so you have a better chance of getting his purse. 

 

Spoiler

Then we have the plates in the rubble room in the slums. (The house with the wooden stairs) 

Spoiler

We have a purse under a bed in the other poor house. The bed with the sleeping lady.

Spoiler

And speaking of sleeping ladies, the tudorhouse on the plaza is packed

Spoiler

and so is the mansion on the other side of the plaza

 

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21 hours ago, DeTeEff said:

Very strange that it didn't finished off then...*sigh* perhaps one of those bugs that just randomly happen some of the time...

EDIT

It may have been because:

  Hide contents

Not all the letters in the drawers are counted as evidence, some are merely fluff. Did you try to pick up several of them and read?

 

Yes, I did - I did read all of them one by one.

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17 minutes ago, Tarhiel said:

Yes, I did - I did read all of them one by one.

Then I have no clue to why it doesn't work.

The script works like this:

Spoiler

void check_evidence()
{
    evidence_counter = evidence_counter + 1;


    if(evidence_counter == 1)    // IF THE PLAYER HAS GATHERED ONE PART OF THE EVIDENCE.
        {
            sys.trigger($player_got_evidence_1);    // PLAY PLAYER MUSING
        }

    if(evidence_counter == 2)    // IF THE PLAYER HAS GATHERED TWO PARTS OF THE EVIDENCE.
        {
            sys.trigger($player_got_evidence_2);    // PLAY PLAYER MUSING
        }

    if(evidence_counter == 3)    // IF THE PLAYER HAS GATHERED THREE PARTS OF THE EVIDENCE.
        {
            sys.trigger($player_got_evidence_3);    // PLAY PLAYER MUSING
            sys.trigger($complete_obj_4);
        }
}


void possess_letter_evidence()
{
    if (got_letter == 0)
        {
            sys.print("\nPICKED UP LETTER EVIDENCE!\n");    
            got_letter = 1;
            thread check_evidence();
        }
}


evidence_counter gets called when

-Greynard's diary is picked up and read
-The Torturers log is picked up and read

possess_letter_evidence gets called when picking up and reading any of the relevant letters. Then the evidence_counter thread gets called.
The variable got_letter is to check when ONE letter is checked. You only need one of those so any more letter reading won't trigger the counting of the evidence.

When 3 parts of the evidence are collected/read the game triggers complete_obj_4 and that objective gets checked off as completed.

 

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This was quite a good mission. I really enjoyed the trailing the target right through the whole map, having to pass places I wanted to explore n leave them to later was very cool. The concept of the guards increasing as you took them out, and raise their level was also very cool idea. Not seen that before. 

However it does have some problems. I felt it wasn't really finished, as there were large areas without any loot, locked doors with nothing inside. In the warehouse area lots of crates that can be frobbed but not opened, and have lootable goodies inside (noclip peek). Never found a way to open them. I also never found the final note despite searching over 3 days going back over it. In the end I had to use the test area to finish it. 

Still, really liked the idea for this, would've been nice if you'd hung onto it a bit longer and finished off the loot gameplay. Maybe in a future update. That would make it worth multiple play throughs. 

Thank you. 

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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19 minutes ago, NeonsStyle said:

This was quite a good mission. I really enjoyed the trailing the target right through the whole map, having to pass places I wanted to explore n leave them to later was very cool. The concept of the guards increasing as you took them out, and raise their level was also very cool idea. Not seen that before. 

However it does have some problems. I felt it wasn't really finished, as there were large areas without any loot, locked doors with nothing inside. In the warehouse area lots of crates that can be frobbed but not opened, and have lootable goodies inside (noclip peek). Never found a way to open them. I also never found the final note despite searching over 3 days going back over it. In the end I had to use the test area to finish it. 

Still, really liked the idea for this, would've been nice if you'd hung onto it a bit longer and finished off the loot gameplay. Maybe in a future update. That would make it worth multiple play throughs. 

Thank you. 

Thanks for playing!

Yes, some areas are a bit barren, like somebody mentioned the starting section was a bit devoid of loot.

Regarding the frobable boxes:

Spoiler

These can very much be opened, with the right tool.

Spoiler

There is a crowbar in the same box as the grate tool.

 

Regarding the notes

Spoiler

You need three parts of the evidence:

Greynards diary located in the safe in greynards office.
The Torturers Log located in the interrogation room.
Any of the letters from/to Clerwick, located in the desk in Greynards office.

I don't know why but another player hade problems with the objective checking off as finished. I have tried several times and as I pick up those pieces AND read them, the sound cue is played as it should and as the third and last piece is done, the objective checks off.

 

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On 5/30/2022 at 9:59 PM, DeTeEff said:

Very strange that it didn't finished off then...*sigh* perhaps one of those bugs that just randomly happen some of the time...

EDIT

It may have been because:

  Reveal hidden contents

Not all the letters in the drawers are counted as evidence, some are merely fluff. Did you try to pick up several of them and read?

 

I face the same issue with the non "ticking" objective after reading everything mentioned. Although I loved the mission and specifically the gameplay. Would realy like to see a bigger mission in the future with those qualities.

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25 minutes ago, kin said:

I face the same issue with the non "ticking" objective after reading everything mentioned. Although I loved the mission and specifically the gameplay. Would realy like to see a bigger mission in the future with those qualities.

Glad you liked it. As I said before, I have no idea why it doesn't tick off. I plan to record a video of me playing the mission, perhaps even stream so I can show. With so many people having issues and me cannot replicate them, I almost feel like a fraud... 

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1 hour ago, DeTeEff said:

Glad you liked it. As I said before, I have no idea why it doesn't tick off. I plan to record a video of me playing the mission, perhaps even stream so I can show. With so many people having issues and me cannot replicate them, I almost feel like a fraud... 

Frauds are people who don't try their best. You are obviously trying your best, and are willing to learn. You just happened upon bad circumstances. I'm sure that you'll solve this problem. Check out Sotha's video-tutorial on how to do objectives and see if it can teach you anything:

https://www.youtube.com/watch?v=79L1BGyM9kY

Edited by Nort
Oops! Posted the wrong objectives tutorial.
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2 minutes ago, datiswous said:

Deteff used to make missions under nickname FieldMedic, so I think he knows those basics. 

I feel like he's got no business thinking he's a fraud. People act like I'm the fraud around here sometimes, and I haven't released shit, yet I know I'm not a fraud. I think that what we might be dealing with here, might be some sort of a fraud fraud. :P
Keep up the good work, DeTeEff.

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I'm playing the mission now and there is a really weird bug:

If I drop a body in line of sight of enemy ai (Roughboys in this case), they immediately start searching and after a short while run to that body. This is in complete darkness (lightgem is black). They shouldn't be able to see the body.

I am playing with the 2.11 dev edition, so I should test it with 2.10 as well.

Edit: Same in 2.10

Edited by datiswous
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1 minute ago, datiswous said:

I'm playing the mission now and there is a really weird bug:

If I drop a body in line of sight of enemy ai (Roughboys in this case), they immediately start searching and after a short while run to that body. This is in complete darkness (lightgem is black). They shouldn't be able to see the body.

I am playing with the 2.11 dev edition, so I should test it with 2.10 as well.

This could be related to the propagated sound ("sprgs") from the sound of a dropped body, being set too high. If I'm going to have a guess, it's due to the new build fixing the case sensitive bug, but having that sound set to a too high value. If you can show me which sound it is that a dropped body creates, and suggest a value to add to the alert level, I could hotfix it for you.

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No it's not sound related I think. If I drop a body and then later a guard comes in line of sight (before that it was not alerted)  of the body (but in darkness), it runs to the body, but it doesn't see the player. If I hide the body somewhere out of line of sight it will not be spotted.

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