Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/' or tags 'forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/&q=/tags/forums/poor model texture alignment/q=/tags/forums/poor model texture alignment/&&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. How do I properly import an lwo model with skeleton and textures into darkradiant, so that it is the same as the existing AI? What I mean is, I want the head and body separated, and the model I made to use the existing animations etc. I've looked all over the wiki, and the darkradiatn and qeradiant user guides to see if I could find anything, but found nothing exactly as I needed. When I try to just import the model (without bones), he's laying flat, face up, and the textures are all screwed up. Here's an example of my model in lightwave:
  2. The console shows this: WARNING:Couldn't load model: 'models/darkmod/kitchen/food/salmon.ase' (nor the fallback to LWO) I checked PK4 archives, the file is missing.
  3. Here's a .blend file with a Darkmod NPC rig: https://drive.google.com/file/d/1-odjc8A54ED5qgO7pA01Nr59U2_2jFmL/view?usp=sharing set up to be used with this motion capture animation pack https://www.rokoko.com/mocap/free-mocap-assets It's a stripped down version of this Blender rig. Exporting works the same way. For retargeting you'll need to install this addon: https://github.com/Mwni/blender-animation-retargeting It works in Blender 3.6 as well as 4.5. Animation playback of longer files is waaay faster in 4.5 but the drawback is that md5 file exporter won't work with anything newer than 3.6. This pack contains different skeleton standards. This setup was made for Mixamo which seems to be majority of files. Import .fbx file with scale 48, manual orientation: x forward to match the Darkmod skeleton. When selected, keyframes of the imported animation will be displayed. Select armature_control. In the retargeting addon tab (in right panel), in 'Source' box choose the imported skeleton name. Load config file: Darkmod_male_NPC_mocap_Mixamo.blend-retarget This should pair up both skeletons. First frame in animations is a t-pose. Proper animation starts at frame 2. Typically animations start offset from the center. You can move the character to the center at the start of the animation simply by dragging armature_control object. Similarly, character model may be slightly below ground level. Move armature_control up to adjust. Origin bone in tdm_ai_proguard has constraints to follow the pelvis. Otherwise it would stay in center. Here's what happens when origin bone stays in the same place. This is idle animation playing: And here's what happens when origin bone follows the character: I found that in order to match imported skeletons I had to bend darkmod skeleton forward a little bit. That pose is saved as "tpose_mixamo" single frame animation. I don't guarantee that this is the best way you can do it. Perhaps skeletons could be matched in a more ideal way. Remember that there are bones for clothing in Darkmod, that aren't in the motion capture files and need to be animated by hand :)
  4. I didn't find that to be the case, but maybe it's something to do with us having different layouts. What exactly do you mean by 'close and reopen the texture tool'? On my setup, all the windows I want to use are open but in tabbed format: This is what I tried: 1. With the surface inspector window showing, select a bunch of faces. 2. click 'normalise' on the surface inspector. 3. go to texture tool and the faces are normalised. It also works the same as you said using the normalise button on the texture tool directly. I'm going to say this every chance I get: Having the Normalise button on the surface inspector is pointless
  5. Afternoon So hitting the normalise button in the texture tool window performs the task immediately while you wait, which is fantastic. Where as pressing the normalise button on the surface inspector windows still requires you close and reopen the texture tool.
  6. I am looking at the version 6 archive and it seems like the model is still there. It is also displaying correctly in game. Are you seeing a black cube or is it just missing?
  7. I'm using lightwave. I used to model extensively in lightwave about 20 years ago, and decided to get back into it, because the darkradiant user's guide said I should use ASE or LWO for model imports. From Darkradiant user's guide: Model (func_static) Model entities represent geometry that is not compiled as part of the map itself. The model geometry can either be derived from brushes and patches created inside DarkRadiant, or from an external model file in ASE or LWO format. Model files are the primary mechanism for including fine detail in a map which would be cumbersome to create with brushes and patches.
  8. Thanks will take a look. The model may have mistakenly gotten culled when we were trying to pull out all the now stock 2.14 assets.
  9. I'm missing the Blackmouth Saumon model in Version 6 on the first official 2.14
  10. This updated version is now animated instead of crudely moving from side to side or up and down etc.
  11. 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
  12. 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.
  13. So I didn't actually know there was a normalise button in the Texture Tool window. I only ever used it in the Surface Inspector window. My workflow is pretty simple: select the various brush faces I want to work on, hit normalise in the Surface Inspector, and then align the faces how I want them via the Texture Editor. The normalise function has become pretty invaluable for all the new trimsheet materials that have been added in both 2.13 and 2.14, so it would be pretty important to maintain this functionality. If it were up to me, I'd like to see the normalise button remain in the Surface Inspector (I have no idea why this was even removed in the first place; its removal doesn't seem to solve anything) and have the function fixed in the Texture Editor. EDIT: Also, I just want to add that I'm grateful that you are looking into these issues and making updates to DarkRadiant, func_klaus, thanks!!
  14. Thanks man! I really want to see him in game haha! It'd be pretty disappointing if all I could do was model him out for nothing.
  15. Arcturus, I knew that handle was familiar! Read a lot about darkradiant and its development. Man you guys really killed it with all the updating since back in the day! SO MUCH EFFORT!! Appreciate the quick response man! Can you give me your workflow/pipeline for modelling/animation? I'll probably just go with that. I guess I'm seeing now that it does specifically talk about just models in my previous quote. That's too bad. I didn't catch that the first time I saw it. Though I can't even get model imports to work right, nevermind skeletons. I remember there being some id specific things I need to keep in mind when importing, but it was so long ago, I can't remember any of it. I just got excited about being able to use lightwave again. I see there is an lwo to md5 converter plugin. Maybe I'll give that a go. I'm also guessing that I should probably just switch to blender or something. Looks like blender has a workflow designed for darkradiant. Shouldn't be too too hard to switch gears. Any pointers?
  16. The behavior I've described happens on latest master of DR. I just asked what was the behavior that you guys were used to, cause I can return it. Or we can design a new workflow. Up to you guys. It seems to be that the most consistent thing is: use the selection from the Texture Tool. If nothing is selected on the texture tool, then use the selected brush in viewport.
  17. I don't think so. One of the reasons for even using Normalise is a case where the surfaces are so spread out in the texture tool that you can't even see them, let alone select them. The view is super zoomed-out and it's impossible to see individual selections. I guess in that case you could just select the entire view and hope they get selected, but that seems like an unnecessary step. I'm currently using DR 3.9.0 release version, and clicking the Normalise button in the Texture Tool view does nothing even if the surfaces are selected. Did it look like this was changed? I don't see the behaviour you're describing in other words...
  18. It seems to me that the Normalise feature is similar to "Pack UV Islands" from Blender: https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/mesh/uv/pack_uv_islands.html One thing I've learned is that, in the newest version, the "Normalise" feature will only work when you have a surface selected in the Texture Tool. So the workflow is: select a single surface, press "Normalise". I imagine the previous behavior was: if nothing is selected on the Texture Tool, "Normalise" operates on all visible faces of the selected brush. What would be the ideal behavior for you guys?
  19. 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.
  20. So I thought I had found a new and BETTER way of creating lit/self-lit windows for TDM, but discovered fairly quickly that some window textures are already using this method, but that unfortunately the vast majority are not. The aforementioned method is that we use the stock material def for the frame (so you retain the diffuse & bumpmap details), and then only 'blend add' the lit window panes which are a separate texture. An example stock texture that uses this method already - textures/darkmod/window/wooden_frame01/wooden_frame01_lit What we have above is an overlay of JUST the window panes, and its just this texture that is RGB boosted! I don't know why we HAVENT been doing this in the core mod all this time, and to quote @nbohr1more"Boosting the diffuse is a pretty poor way to achieve that effect." And unfortunately a LOT of the core window textures are using this poor method instead of the window pane overlay method. Ive already spent some time in establishments of lower affairs (the line from the gatehouse popped into my head, heh), making overlay versions for frost_salamander for his recently released FM. Please see the zip arcdhive below. @Amadeus has already had a look at and used some, in his upcoming wip - - https://drive.google.com/file/d/11168eiBj_m-Lu5d-8FLYUgM7J1MC_92h/view?usp=sharing So @Amadeus suggested that I list all the window textures that need looking at. I haven't included the ones I have already fixed in the wip archive above - textures/darkmod/window/diamond_pattern02/diamond_pattern02_*** - the lit versions from this series have a diffuse that is basically black, but thankfully the unlit version has a diffuse that can be used. textures/darkmod/window/ornate/stained_colourful_dirty textures/darkmod/window/ornate/stained_colourful_dirty2 textures/darkmod/window/pointedtop_big01/pointedtop_big01_*** - there are lit versions in this series, but they are not using any diffuse/bump. So these are perfect to use as overlays as they are. textures/darkmod/window/diamond_pattern01_*** textures/darkmod/window/diamond_pattern_andbars01_*** - So these are good candidates to be used as overlays with some tweaking, but we need a much better diffuse/bump. textures/darkmod/window/largesquare01_barelylit - poster child of why this thread was created, all the lit versions of this series are just RGB boosting the diffuse. textures/darkmod/window/roundtop_diamond_pattern01_*** textures/darkmod/window/simple_square01_***- this series also has very poor cropping on the edges. textures/darkmod/window/smallpanels_4w_dirty01_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty02_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_4w_dirty03_*** - this series has diffuse that is basically black. textures/darkmod/window/smallpanels_industrial_mesh_selflit textures/darkmod/window/square_pattern01_*** - this series needs a complete overhaul.
  21. okay with regards to the Normalise button, it should be placed back into the Surface Inspector window, and made to work properly in the Texture Tool window. Again I don't see the point of having it in 2 places, but I seem to be in the minority. @func_klaus how does that sound?
  22. 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
  23. The Dark Mod 2.14 has been released! The Dark Mod 2.14 Stability Release A major focus for The Dark Mod 2.14 development cycle was fixing lingering issues seen with some of the larger 2.13 changes and to complete work started in 2.13. The new AI visibility feature in 2.13 was found to have a few issues with performance and object awareness that were not seen in 2.13 beta testing so many players reverted settings to the 2.12 mode. Now the feature is working better than ever with improved performance! A few longstanding major bugs were finally solved! Item Inventory icons no longer randomly show as stacked on top of each other in the HUD Frequent saving on large missions no longer results in AI getting stuck in walls or obstructions. The entity “suicide” script meant to cleanup unused objects has been fixed or removed from AI and Weapon animation cycles where it was causing random crashes. Tone-mapping is now only applied to the 3D engine so the menus remain legible regardless of what extremity the user configures in the game. ( We had this fix in 2.08 but it was reverted due to other bugs \ issues that it caused. Welcome back! ) Non-Elite AI can be knocked out after a flashbomb blinds them! The LOD menu has been given a new FULL option which disables all distance optimizations including ones not controlled by the LOD system. This is a pretty punishing setting on some missions but is offered for players who want a no compromises visual option if they have the hardware. It also serves as a debug option for visual anomalies are not LOD related and it fixes the brief portalsky bug when exiting underwater while swimming Guard transition animations have been improved! A new “Old Man” AI has been added! Menu GUI’s can now render a snapshot of the last in-game 3D screen. This is used to great effect in the new mission “Displacement” More Dhewm3 code has been ported into TDM and the Dhewm3 project maintainer has been actively involved in TDM development. Of note (other than some code stability changes), MD3 and MD5 animations fixes and improvements have been incorporated. Projected Decals are now light interactive! Footprints, blood splats, projectile holes, all can have normalmaps and lighting interactions! You can now enable SSAO in subviews such as mirrors / camera views so they will look more accurate. ( r_ssao_insubview ) Geep has been hard at work contributing Font fixes to improve multi-lingual support! A very large amount of assets have been added, including many new POM enabled textures! * OPTIMIZATIONS Further optimization to the parallel model rendering code have been introduced. Now the operations broken into chunks and load-balanced better. More demanding missions like “Scroll of Remembrance” should run better for most players now. Mirror and Remote Render surfaces can now have lower resolution rendering ( this optimization was broken some time after 2.05 ) Portal distance closure now follows the LOD menu distance settings * * A detailed list of changes can be seen here: https://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_2.14 To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.14, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.14 may need to be updated so they will be playable in 2.14. Before upgrading, set TDM to use one of the built-in missions ( Training Mission, A New Job, Tears of St Lucia ) then use the in-game mission downloader to check for updates
      • 26
      • Like
      • Thanks
  24. 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
      • 5
      • Like
      • Thanks
  25. 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.
×
×
  • Create New...