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  1. not as such. but if a game starts to use things that only works with nvidias drivers then yeah it becomes a problem. AMD does in fact not have an issue when they follow the specs the issue lies with those who abuse the spec. hmm amd rewrote the opengl driver way back in 22 https://www.techpowerup.com/forums/threads/amd-significantly-improves-opengl-performance-in-windows-with-upcoming-22h2-driver.295864/ not sure about threading but i would wonder a lot if as part of the rewrite they did not look at that to. as a dane im all aboard on getting us the hell away from reliance on american software monopolies.
  2. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  3. I am attempting to enable native support for an 8BitDo Ultimate 2C controller in The Dark Mod 2.14 on Arch Linux. While the controller functions perfectly through Proton/Wine, the native Linux binary (which uses GLFW) fails to recognize it as a Gamepad, and my diagnostics via the official GLFW joystick utility confirm that the device is detected as a raw joystick but lacks a valid gamepad mapping. However, the SDL_GameControllerDB does have the mappings. So, I patched and compiled glfw to the latest db. Then, I built TDM from the github repo, with the prebuilt 3rdparty artifacts, but replacing the libglfw3.a file with the cone I compiled. The game runs, and I verified that the mappings do exist in the new tdm binary (using `strings`), but the gamepad still does not work. I am using the default DarkmodPadbinds.cfg unbindPad bindPadButton MODIFIER PAD_L2 bindPadButton PRESS PAD_A "_jump" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" bindPadButton PRESS PAD_X "_attack" bindPadButton PRESS PAD_Y "_inventory_use" bindPadButton LONG_PRESS PAD_Y "_inventory_grid" bindPadButton PRESS PAD_L1 "_lean_left" bindPadButton PRESS PAD_R1 "_lean_right" bindPadButton MOD_PRESS PAD_R1 "_parry" bindPadButton PRESS PAD_R2 "_frob" bindPadButton MOD_PRESS PAD_R2 "_attack" bindPadButton PRESS PAD_L3 "_speed" bindPadButton LONG_PRESS PAD_R3 "inventory_use '#str_02396'" bindPadButton MOD_LONG_PRESS PAD_R3 "inventory_use '#str_02395'" bindPadButton PRESS PAD_BACK "_objectives" bindPadButton LONG_PRESS PAD_BACK "savegame quick" bindPadButton PRESS PAD_START "escape" bindPadButton PRESS PAD_LEFT "inventory_cycle_group '#str_02392'" bindPadButton MOD_PRESS PAD_LEFT "_weapon1" bindPadButton MOD_LONG_PRESS PAD_LEFT "_weapon2" bindPadButton PRESS PAD_RIGHT "inventory_cycle_group '#str_02389'" bindPadButton MOD_PRESS PAD_RIGHT "_weapon3" bindPadButton MOD_LONG_PRESS PAD_RIGHT "_weapon4" bindPadButton PRESS PAD_UP "_inventory_prev" bindPadButton LONG_PRESS PAD_UP "inventory_hotkey ''" bindPadButton MOD_PRESS PAD_UP "_weapon_next" bindPadButton MOD_LONG_PRESS PAD_UP "_weapon0" bindPadButton PRESS PAD_DOWN "_inventory_next" bindPadButton LONG_PRESS PAD_DOWN "_inventory_drop" bindPadButton MOD_PRESS PAD_DOWN "_weapon_prev" The log printed is WARNING:Cannot detect SVN version! Make sure 'svnversion' command works in console on the build machine. TDM 2.14/64 #0 (Unversioned directory) linux-x86_64 Mar 15 2026 17:27:53 /proc/cpuinfo CPU frequency: 3988 MHz 3988 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX found interface lo - loopback found interface tailscale0 - 100.120.168.3/255.255.255.255 found interface enp0s20f0u3u1u2 - 192.168.2.105/255.255.255.0 Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. no 'darkmod' directory in exe path /home/dhruva/Games/TheDarkMod, skipping WARNING: using hardcoded default base path Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [M] /home/dhruva/Games/TheDarkMod/fms/written [M] /home/dhruva/Games/TheDarkMod/fms/written/written.pk4 (1305 files - 0x9de52132) [C] /home/dhruva/Games/TheDarkMod/ [C] /home/dhruva/Games/TheDarkMod/tdm_textures_wood01.pk4 (466 files - 0xb5d97e73) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_window01.pk4 (405 files - 0x5a4b6ae6) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_sculpted01.pk4 (475 files - 0x641965de) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_natural01.pk4 (156 files - 0xf890710d) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_flat01.pk4 (328 files - 0xc3f6bde4) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_cobblestones01.pk4 (301 files - 0x65be47b7) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_brick01.pk4 (572 files - 0xc18893d7) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_sfx01.pk4 (69 files - 0x6589664a) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_roof01.pk4 (84 files - 0x674c51e1) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_plaster01.pk4 (171 files - 0x32092a6e) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_paint_paper01.pk4 (105 files - 0x914e90bf) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_other01.pk4 (155 files - 0xa089e601) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_nature01.pk4 (321 files - 0x8fc5a2a1) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_metal01.pk4 (525 files - 0x6a65e0a) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_glass01.pk4 (55 files - 0xb04853d2) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_fabric01.pk4 (63 files - 0x85b5a374) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_door01.pk4 (177 files - 0xb0130166) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_decals01.pk4 (477 files - 0x10205bc5) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_carpet01.pk4 (133 files - 0x8a6e585b) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_base01.pk4 (657 files - 0xbdef74a6) [C] /home/dhruva/Games/TheDarkMod/tdm_standalone.pk4 (4 files - 0xb3f36d20) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals_decls01.pk4 (341 files - 0xa359aaef) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals07.pk4 (1111 files - 0x67d07bcc) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals06.pk4 (714 files - 0x1b185378) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals05.pk4 (119 files - 0x6cf23214) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals04.pk4 (2895 files - 0xf145be9a) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals02.pk4 (1299 files - 0x5092940e) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_sfx02.pk4 (621 files - 0x30bde7bc) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_sfx01.pk4 (995 files - 0xf105b273) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient_decls01.pk4 (8 files - 0xd81cf846) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient02.pk4 (163 files - 0x84efad22) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient01.pk4 (221 files - 0xd0561b94) [C] /home/dhruva/Games/TheDarkMod/tdm_prefabs01.pk4 (1028 files - 0x77ffb2d0) [C] /home/dhruva/Games/TheDarkMod/tdm_player01.pk4 (127 files - 0xd983fc45) [C] /home/dhruva/Games/TheDarkMod/tdm_models_decls01.pk4 (101 files - 0x1ab99f09) [C] /home/dhruva/Games/TheDarkMod/tdm_models05.pk4 (1218 files - 0xea685065) [C] /home/dhruva/Games/TheDarkMod/tdm_models04.pk4 (557 files - 0x4bb19ec8) [C] /home/dhruva/Games/TheDarkMod/tdm_models03.pk4 (639 files - 0xb2ccd08d) [C] /home/dhruva/Games/TheDarkMod/tdm_models02.pk4 (521 files - 0x5aab96c3) [C] /home/dhruva/Games/TheDarkMod/tdm_models01.pk4 (2961 files - 0x33c2c906) [C] /home/dhruva/Games/TheDarkMod/tdm_gui_credits01.pk4 (49 files - 0xbff51863) [C] /home/dhruva/Games/TheDarkMod/tdm_gui01.pk4 (784 files - 0x707e9e6c) [C] /home/dhruva/Games/TheDarkMod/tdm_fonts01.pk4 (708 files - 0xfc83b727) [C] /home/dhruva/Games/TheDarkMod/tdm_env01.pk4 (224 files - 0xfc062cee) [C] /home/dhruva/Games/TheDarkMod/tdm_defs01.pk4 (199 files - 0xaa3f5bbf) [C] /home/dhruva/Games/TheDarkMod/tdm_base01.pk4 (208 files - 0xfd2650a6) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_steambots01.pk4 (52 files - 0xdb1822f5) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_monsters_spiders01.pk4 (80 files - 0xc50c13ac) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_undead01.pk4 (55 files - 0x3a6634) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0x9256f66d) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_pagans01.pk4 (10 files - 0x81066fb3) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_nobles01.pk4 (51 files - 0x9e9205b6) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_mages01.pk4 (8 files - 0xdf3069bf) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_heads01.pk4 (104 files - 0x770aedf3) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_guards01.pk4 (391 files - 0x2806f655) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_females01.pk4 (172 files - 0xe680b6db) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_builders01.pk4 (91 files - 0xe5bbf58d) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_beasts02.pk4 (229 files - 0x415e6e90) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_base01.pk4 (9 files - 0xb1ce574) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_animals01.pk4 (82 files - 0x91388f45) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/bkd_blend_texture.mtr, line 8: material 'textures/common/blend' previously defined at materials/bkd_blend.mtr:1 WARNING:file materials/bkd_lights.mtr, line 48: material 'lights/round_grill' previously defined at materials/bkd_lights.mtr:22 WARNING:file materials/bkd_signs.mtr, line 261: material 'models/darkmod/misc/signs/blacksmith' previously defined at materials/bkd_signs.mtr:209 WARNING:file materials/bkd_windows.mtr, line 96: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17 WARNING:file materials/bkd_windows.mtr, line 112: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17 WARNING:file materials/tablet_revenant.mtr, line 12: material 'tdm_spider_black_invisible' previously defined at materials/smoke_monster.mtr:128 WARNING:file materials/tablet_revenant.mtr, line 28: material 'textures/particles/revenant_smoke' previously defined at materials/smoke_monster.mtr:179 WARNING:file materials/volta_fx.mtr, line 306: material 'textures/darkmod/volta/volta_watersplash_large' previously defined at materials/kingsal.mtr:1 WARNING:file materials/welli_spbook.mtr, line 22: material 'book_sp2welli' previously defined at materials/welli_props.mtr:1 WARNING:file materials/welli_spbook.mtr, line 45: material 'book_sp3welli' previously defined at materials/welli_props.mtr:23 WARNING:file materials/welli_spbook.mtr, line 68: material 'book_sp4welli' previously defined at materials/welli_props.mtr:46 WARNING:file materials/welli_spbook.mtr, line 92: material 'book_sp5welli' previously defined at materials/welli_sp5.mtr:1 WARNING:file materials/wood.mtr, line 120: material 'textures/darkmod/wood/boards/pier_platform_snow' previously defined at materials/tdm_pier_platform_snow.mtr:1 WARNING:file skins/bkd_models_architecture_modules.skin, line 1026: skin 'timber01_blocks_mixedsize01_litwindows' previously defined at skins/amd_architecture_modules.skin:19 WARNING:file skins/bkd_snow_architecture.skin, line 16: skin 'roof_snow' previously defined at skins/bkd_snow_architecture.skin:1 WARNING:file skins/bkd_snow_architecture.skin, line 109: skin 'roof_snow_selflit' previously defined at skins/bkd_snow_architecture.skin:89 WARNING:file skins/welli_spbooks.skin, line 6: skin 'book_sp2welli' previously defined at skins/welli_props.skin:1 WARNING:file skins/welli_spbooks.skin, line 13: skin 'book_sp3welli' previously defined at skins/welli_props.skin:6 WARNING:file skins/welli_spbooks.skin, line 20: skin 'book_sp4welli' previously defined at skins/welli_props.skin:13 WARNING:file skins/welli_spbooks.skin, line 27: skin 'book_sp5welli' previously defined at skins/welli_sp5.skin:1 WARNING:file sound/bkd_ambient.sndshd, line 9: sound 'crystal_bowl' previously defined at sound/ambient.sndshd:1 WARNING:file sound/bkd_ambient.sndshd, line 22: sound 'cosmic_chaos' previously defined at sound/ambient.sndshd:9 WARNING:file sound/bkd_ambient.sndshd, line 34: sound 'forest_sounds1' previously defined at sound/ambient.sndshd:22 WARNING:file sound/bkd_ambient.sndshd, line 46: sound 'forest_sounds2' previously defined at sound/ambient.sndshd:34 WARNING:file sound/bkd_water.sndshd, line 7: sound 'water_medium_running' previously defined at sound/bkd_enviromental.sndshd:19 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1347 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 execing autoexec.cfg I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1347 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. /proc/cpuinfo CPU processors: 4 /proc/cpuinfo CPU logical cores: 8 CPU core count: 4 physical, 8 logical HDD not detected: loading threads unlimited ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' [ACTIVE] OpenAL: found device 'HDA Intel PCH, ALC3254 Analog (CARD=PCH,DEV=0)' OpenAL: found device 'HDA Intel PCH, P235H (CARD=PCH,DEV=3)' OpenAL: found device 'HDA Intel PCH, DELL U2723QE (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 OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.22.2 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: 1920 x 1080 ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: AMD OpenGL renderer: AMD Radeon R5 M465 Series (radeonsi, iceland, ACO, DRM 3.64, 6.19.8-arch1-1) OpenGL version: 4.6 (Core Profile) Mesa 26.0.2-arch1.1 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 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 160 Max anti-aliasing samples: 8 Max geometry output vertices: 256 Max geometry output components: 4095 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program renderTools ... Linking GLSL program testImageCube ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.14/64, linux-x86_64, code revision 0 Build date: Mar 15 2026 Initializing event system ...902 event definitions Initializing class hierarchy ...173 classes, 1818432 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Game script memory usage: Files: 78 Statements: 26391, 1055640 bytes (32%) Functions: 1454, 190332 bytes (47%) Variables: 123376 bytes (31%) Mem used: 2426552 bytes Allocated: 1287060 bytes Maximum object size: 888 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 70 mods in the FM folder. Parsed 77 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: written -------- 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. WARNING:file /fms/written/written.pk4/guis/mainmenu_briefing.gui, line 191: wrong number of arguments for script command set: 4 instead of [2..2], maybe missing semicolon? WARNING:Couldn't load image: guis/assets/briefing1 [window: Desktop] [window: Briefing] [window: BriefingMovingPicture1] [decl: guis/assets/briefing1 in <implicit file>] [image: guis/assets/briefing1] WARNING:Couldn't load image: guis/assets/briefing2 [window: Desktop] [window: Briefing] [window: BriefingMovingPicture2] [decl: guis/assets/briefing2 in <implicit file>] [image: guis/assets/briefing2] WARNING:Couldn't load image: guis/assets/briefing3 [window: Desktop] [window: Briefing] [window: BriefingMovingPicture3] [decl: guis/assets/briefing3 in <implicit file>] [image: guis/assets/briefing3] WARNING:Couldn't load image: guis/assets/briefing4 [window: Desktop] [window: Briefing] [window: BriefingMovingPicture4] [decl: guis/assets/briefing4 in <implicit file>] [image: guis/assets/briefing4] Font fonts/english/stone in size 12 not found, using size 24 instead. WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:101 WARNING:resetTime target window 'BriefingAnimation' not found at /fms/written/written.pk4/guis/mainmenu_briefing.gui:102 WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:126 WARNING:unknown destination 'BriefingAnimation::notime' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:127 WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:454 WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:526 --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Cannot detect SVN version! WARNING:Couldn't load image: guis/assets/briefing1 WARNING:Couldn't load image: guis/assets/briefing2 WARNING:Couldn't load image: guis/assets/briefing3 WARNING:Couldn't load image: guis/assets/briefing4 WARNING:file /fms/written/written.pk4/guis/mainmenu_briefing.gui, line 191: wrong number of arguments for script command set: 4 instead of [2..2], maybe missing semicolon? WARNING:file materials/bkd_blend_texture.mtr, line 8: material 'textures/common/blend' previously defined at materials/bkd_blend.mtr:1 WARNING:file materials/bkd_lights.mtr, line 48: material 'lights/round_grill' previously defined at materials/bkd_lights.mtr:22 WARNING:file materials/bkd_signs.mtr, line 261: material 'models/darkmod/misc/signs/blacksmith' previously defined at materials/bkd_signs.mtr:209 WARNING:file materials/bkd_windows.mtr, line 112: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17 WARNING:file materials/bkd_windows.mtr, line 96: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17 WARNING:file materials/tablet_revenant.mtr, line 12: material 'tdm_spider_black_invisible' previously defined at materials/smoke_monster.mtr:128 WARNING:file materials/tablet_revenant.mtr, line 28: material 'textures/particles/revenant_smoke' previously defined at materials/smoke_monster.mtr:179 WARNING:file materials/volta_fx.mtr, line 306: material 'textures/darkmod/volta/volta_watersplash_large' previously defined at materials/kingsal.mtr:1 WARNING:file materials/welli_spbook.mtr, line 22: material 'book_sp2welli' previously defined at materials/welli_props.mtr:1 WARNING:file materials/welli_spbook.mtr, line 45: material 'book_sp3welli' previously defined at materials/welli_props.mtr:23 WARNING:file materials/welli_spbook.mtr, line 68: material 'book_sp4welli' previously defined at materials/welli_props.mtr:46 WARNING:file materials/welli_spbook.mtr, line 92: material 'book_sp5welli' previously defined at materials/welli_sp5.mtr:1 WARNING:file materials/wood.mtr, line 120: material 'textures/darkmod/wood/boards/pier_platform_snow' previously defined at materials/tdm_pier_platform_snow.mtr:1 WARNING:file skins/bkd_models_architecture_modules.skin, line 1026: skin 'timber01_blocks_mixedsize01_litwindows' previously defined at skins/amd_architecture_modules.skin:19 WARNING:file skins/bkd_snow_architecture.skin, line 109: skin 'roof_snow_selflit' previously defined at skins/bkd_snow_architecture.skin:89 WARNING:file skins/bkd_snow_architecture.skin, line 16: skin 'roof_snow' previously defined at skins/bkd_snow_architecture.skin:1 WARNING:file skins/welli_spbooks.skin, line 13: skin 'book_sp3welli' previously defined at skins/welli_props.skin:6 WARNING:file skins/welli_spbooks.skin, line 20: skin 'book_sp4welli' previously defined at skins/welli_props.skin:13 WARNING:file skins/welli_spbooks.skin, line 27: skin 'book_sp5welli' previously defined at skins/welli_sp5.skin:1 WARNING:file skins/welli_spbooks.skin, line 6: skin 'book_sp2welli' previously defined at skins/welli_props.skin:1 WARNING:file sound/bkd_ambient.sndshd, line 22: sound 'cosmic_chaos' previously defined at sound/ambient.sndshd:9 WARNING:file sound/bkd_ambient.sndshd, line 34: sound 'forest_sounds1' previously defined at sound/ambient.sndshd:22 WARNING:file sound/bkd_ambient.sndshd, line 46: sound 'forest_sounds2' previously defined at sound/ambient.sndshd:34 WARNING:file sound/bkd_ambient.sndshd, line 9: sound 'crystal_bowl' previously defined at sound/ambient.sndshd:1 WARNING:file sound/bkd_water.sndshd, line 7: sound 'water_medium_running' previously defined at sound/bkd_enviromental.sndshd:19 WARNING:resetTime target window 'BriefingAnimation' not found at /fms/written/written.pk4/guis/mainmenu_briefing.gui:102 WARNING:unknown destination 'BriefingAnimation::notime' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:127 WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:101 WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:126 WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:454 WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:526 37 warnings WARNING: terminal type 'xterm-kitty' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 588362 Async thread
  4. Ah well, the classic and famous TDM forum discussion style. This post has really taken me back in time where there were page long arguments over multiple days until no one replied all of a sudden and the discussed feature gets ignored. We occasionally have had them too in the past years but my personal feeling is that the forums got much more quieter and people get to experiment on their own a lot more. Maybe that's partly because TDM is already final and feature complete by now.
  5. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/23087-214-beta-frob-changes-additions/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 Maybe: https://forums.thedarkmod.com/index.php?/topic/23104-script-debugger/ As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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  6. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  7. Now I have more mobility, something I didn't anticipate was replacing my PC with a laptop. But it seems like this is just a plan. Laptops with an RTX 5060 GPU (high TGP) are really out of my price range ($200-250 price increase). Those with an RTX 5050 have also gone up by $130-$160. I'm looking for a dual heatpipe configuration (definitely dual fans) That feeling when you ask a seller on an e-commerce platform and they tell you they've raised the price by $150-$200 from the original price via chat. All the product price tags feel misleading. The prices are intentionally not updated. I do hate bait and switch pricing By the way, I haven't heard of the brands Sager or Clevo in a long time. I wonder where they are now.
  8. Apparently that was changed in Apr 21, 2024: https://github.com/codereader/DarkRadiant/commit/81df38802245740ce53671a7560584ecfc18cf79 I wouldn't know the reason why. Not sure who to ask either. Is Matthew Mott on the forums? I'll take a look. Have you updated any of the other tickets with their current state as of the latest version? If they still happen, or possibly, happen differently?
  9. Besides the usual (legitimate) excuses about this being an open source project run by volunteers who have other commitments, etc., I think one of the main things missing is a proper triage process and prioritized backlog for bug reports and feature requests. At least that's how a 'real' software project would work. But someone trusted by the dev team would need to volunteer for that role (if it's even agreed it's needed). Loads of issues get reported, but in different places (the bug tracker, or various forum posts, Discord, etc.). The forum is a nightmare to search, so things get lost as soon as they are posted. Some devs don't really read all of the forums unless they are tagged (again, I don't blame them not everyone has time to read every single post or hang around Discord 24/7). I make sure to log bug reports and feature requests in the bug tracker, so at least I can easily find them later. I think there is a better chance of someone seeing it there as well. Then you could maybe raise awareness of it by posting in the forums with a link to it. Unfortunately with respect to features and suggestions, nobody is really in a position to make any promises at any given time whether something can or will be implemented. It seems to need to reach some critical mass of internal discussion first, which sometimes only happens after some pestering occurs. If you look at the stuff that @Daft Mugi and @STiFU have implemented recently, they do a great job of making a case for their feature requests, complete with screen shots, videos, evidence from users from discord and forums, rationale with pros and cons. This helps a lot when trying to convince a group of people that your idea is worth considering. EDIT: I meant to say the non-responses can definitely give the impression of apathy and that's frustrating, but I think that would be a harsh assumption. IMO this forum or Discord are not suited to feature discussion. The rest of the world has moved onto things like Github issues which are way easier to have targeted, scoped discussions about particular bugs or features. And also to find them later.
  10. "Hang" definitely describes my issue - and since I'm in a loading screen, I really can't send the game engine any input to make it crash, which would be the second part of that bug description. It seems likely that there is some kind of bug with my script that only happens on loading a save. Its a map-start autoload that spins off a thread so I can only imagine what that bug might be, and the console isn't giving me any info.
  11. This mod is actually one that I made, and it calls `saveGame` every five-10 minutes with an auto generated name. https://forums.thedarkmod.com/index.php?/topic/22647-quick-and-dirty-autosave-mod/#comment-499784 The save file I uploaded that we are looking at is not an autosave, and that mod has been compatible and functioning correctly for several versions now. It is, indeed, a tiny script-only mod. The checksum changed because I made the adjustment to the loading screen gui recommended in frost salamander's post earlier in this topic ( https://forums.thedarkmod.com/index.php?/topic/23119-loading-saves-just-hangs-after-closereopen-the-game/#findComment-506750 ). This mission is, flare box warning notwithstanding, bitwise identical to the latest version in the repo available to the mission downloader. Also, this issue was present before I followed that advice from frost salamander. I suppose I can go undo that change/redownload the .pk4 since it didn't fix the issue anyways. I will revert to a clean install of both the latest TDM beta and this particular mission, just to clear some red herrings out of our debugging work. Interesting! I'll go test this.
  12. There's an edge case with the auto-search feature. It triggers on dragging bodies, when it should only work on shouldering. (Also, did it always work in two steps? It doesn't shoulder the body and pick up the loot at the same time; it first picks up the loot and then forces you to make another input to actually shoulder the body.) There are also issues with long-frob and switches. In Displacement, regardless of the frob control scheme, the radio in the first room and the oil lamp in the bathroom make noise on long-frob but don't turn off/on. When you let go of long-frob, they turn off/on without making the *click*. This isn't the case with the light switch of the lamp in the wall near the radio; it turns on/off on short-frob and after letting long-frob go, and the *click* plays when the action actually triggers. That's what I meant when I said this: ie. Regardless of the scheme, a rock can be grabbed on short-frob, dropped likewise; dropped when you long-frob and let go after you short-frobbed it; and grabbed as long as you long-frob it, then drop it when you let go. Fixed objects such as switches would act as the wall lamp in Displacement.
  13. Easy outdoors recipe. If you are lazy and want to make an outdoor area, you could use this strategy: It doesn't look even bad from high up: The setup is really simple: You have 1) the play area (selected and red.) 2) area with skybox texture (blue) 3) skybox (you need to add some kind of ground terrain there) 4) hide the seam between play area and the skybox texture area with a pile of big bushes. These bushes I made with simple bunch of patches with the wood model leave textures. I made it into an ase model and cloned the 32 decal bunch around to generate thich bushes. I also placed some trees floating into the skybox texture area. 5) You must make the bushes closed area so that the player cannot move into them. Otherwise the end-of-world is nasty looking and visible: Enjoy! Previously in the Easy Recipe series: Easy Vault recipe: http://forums.thedar...y-vault-recipe/ Easy caverns recipe: http://forums.thedar...caverns-recipe/
  14. @thebigh any input on this before I log a tracker..? That said it looks like @STiFUmay have fixed it.
  15. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  16. The electronic keypad is something I've wanted for a long time, along with laser tripped alarms which are next on my TODO list. I'm happy to announce they're a feature I just finished as part of a futuristic campaign I began working on! The version included here is extracted into an individual pk4 for other mappers to use. I may improve mine over time like using a GUI for the screen, for now this is a simple but finished version which does exactly everything intended. It consists of the custom script and def, models created and exported from DR reusing existing sounds and textures (only text labels had to be created), as well as prefabs for model sources and quickly placing a keypad on your map (broken or unpowered versions included). The device is operated using 12 buttons forming a numeric keypad inspired by old mobile phones, stand close look at each key and frob to input: Give your keypad a "text" spawnarg to set a password (multiple codes supported), entities targeted via "trigger_on_success" will execute when the correct code was typed, you may also set "trigger_on_fail" spawnargs to trigger targets when a bad code was written. Existing input can be cancelled with * and must be confirmed using the # key at the end, once unlocked pressing any key will re-trigger targets and lock the device back up. One aspect I'm unhappy with: I couldn't find a way for the script to directly access the entity triggering it. Because of this I had to define an additional "atdm:target_callobjectfunction" targeted by buttons which itself targets the keypad. This is only an annoyance for sanity's sake as I hoped I'd only need the keypad entity and individual buttons, yet there's also a little yellow cube sticking around which every button has to go through. Let me know if you're aware of a way to work around this; I know the script can use sys.onSignal(SIG_TRIGGER, self, "foo::bar") to run a function when triggered, but there doesn't seem to be a way to access the entity doing the triggering which is required to know which button was pressed and get its symbol. Here's the initial version with a few screenshots of how it looks and works. Feel free to use them in your FM's and share the result here! I'd love to see missions where you need to find codes in readables and remember them to access places, even having to piece them together from different sources... remember you can also use short passwords which are typed like an SMS hence the letters on the keys, for example "abe" would be "11122" (a = 1, b = 11, e = 22) 0 acts as space though I wouldn't write long sentences as they can be annoying to type in. electronic_keypad_v1.0.pk4
  17. Should there be some cutscene at the end? I found all the relics and Curio´s items, then went to sit in the chair in the red room, and that was it (still played and finished v1 on 2.13, because I was pretty far along). Anyways, time to say huge thank you to both of the creators and all the lovely people who were helping to test this mission - this has to be the most unique mission I have played so far on Dark mod - the (New) weird combination of aesthetically pleasing leveldesign and unclear story, sooo many options of entering and finding out unique "quests" and safe opening combinations is unheard/seen/played of. People in forums say its combination of Dishonored and Bioshock, I would add a hint of Dark Souls in the story area, mixed with Twin Peaks, and you start to get an idea. Although I am playing fanmissions from the very beginning of the mod´s existence, I felt completely lost here and I enjoyed that. I also didn´t know how to solve many of the combinations until I got a hint - overwhelmed by all the entry options and connectedness of the space(s) to the beauty of individual set pieces (I felt like a tourist, taking screenshots of almost everything). And the music! My goodness, that beautiful non-cacophonic chill music just begged me to stay and listen. I immediately recommended this mission in another forums where I am active, so hopefully people will get to play it. Well done, everyone, this is a threat. PS: Can I politely ask you to get together with Bikerdude, Kingsal, Sotha, Melan, Goldwell and anybody else who´s willing and put together an official campaign, please? Pretty please?
  18. From personal experience (and I have a lot of experience on that topic), casting calls on the TDM forums do not have much effect. You could try VAC (if you are on Discord). I could also provide you the contact details of a very reliable guy who has been doing tons of voice work for TDM/Thief missions, if you want to.
  19. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  20. Right now when guards spot an open door that should be closed, they grow a little suspicious. I'm experimenting with making a "high-security area" where I'd like them to instead go on high alert in this situation. So far I've jury-rigged things together by making an invisible func_static with absence marker spawnargs (I know this is broken in 2.13, but I circumvent that with g_lightquotientalgo. Should be fixed in 2.14?), which gets moved when the door is left open to cause the absence marker to spawn. This is pretty tedious to set up, is very brittle with the chain of dependant entities that need configuration, and I don't know if this will cause guards to trigger themselves or friends when they open doors (or how to avoid that if it happens), so I wonder if there's a better way to do this? I've looked into the stim/response editor for this but I have a hard time understanding it, and it doesn't seem to allow you to influence alert levels? Would be happy to be proven wrong here. On a side note, the wiki page on alert & suspicion is very unclear from a mapper's perspective, with lots of crucial info missing and lots of "note-taking writing" rather than informing the reader. I'm far from the right person to improve that myself, but if someone with TDM technical knowhow wants to overhaul this page I'd be more than happy to provide input.
  21. @Mike__ could you please put this in spoiler tags?
  22. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  23. https://forums.thedarkmod.com/index.php?/topic/23105-sad-news-we-lost-another-one-of-our-own-mircea-kitsune/
  24. Speaking of savegame compatibility. I hate it too Every time I decide to play some mission during beta, something happens and I have to switch to the most up-to-date version, and then can't even remember which revision I was playing on! I don't think we can realistically support savegame compatibility across versions. But we can probably do some lifetime improvements, maybe add various filters: only show compatible saves, or sort them by engine revision, showing engine revision at least, etc. Speaking of bugtracker. Perhaps somewhere on the forums there are messages from 10-15 years ago like "you can help us by posting a bug on bugtracker, we promise we'll look at it". If there are, I think we should delete them as those are false promises. It's not like we have a project manager who tracks all newly created issues 24/7 and decides what to do with them. It is safe to say that almost nobody looks at what's added to bugtracker. If some TDM issue is really annoying to you, the most likely way to get it fixed is to talk to some developers or team members, or at least mappers. It does not mean bugtracker is useless though: it is more like a knowledge database of everything that bothers people, with more focused comments, not a well-tuned pipeline to get it fixed.
  25. I did some testing in the Training Mission. Overall, the tdm_frob_control_style modes feel great, but there are a few rough edges in my view: Frob focus isolation is really well done. You won't accidentally grab an object while bulk-looting in TDM-inverted mode, eating an edible with long-frob keeps the focus on the object (now in your stomach!) until you let go of the input, and long-frobbing a door will also keep the focus on that specific door.> The nitpick I have with this is that long-frobbing the air keeps the focus on nothing, preventing you from interacting with anything until you reset the state. Changing the focus from nothing to the first thing you highlight would be nice, if it's feasible. Long-frob behaviour on one-action objects (junk items, eaten apples, extinguinshed lights) don't feel good in TDM and Thief modes; the same goes for short-frobbing them in TDM-inverted mode. I think making an exception for "consistency" here would make for smoother gameplay, but again I don't know if it's feasible. I'm suspecting this might intended, but big edibles take a bit longer to eat than small ones (bread, cheese or fish take like a full second versus apples, which are instantaneous). As for tdm_door_control, I agree that 3 is the most useful and clean of the bunch paired with the force-close mechanic. Mode 1 is quite cool, but the sound spam and rendering glitches need to be addressed. Mode 2 is practically useless, but it instantly made me think of snatcher's fast-opening mechanic in his TDM Modpack. Wouldn't it make sense to include a force-open mechanic if there's a force-close one now? :)
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