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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/&&'.
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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:
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This updated version is now animated instead of crudely moving from side to side or up and down etc.
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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
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Wishlist For Darkradiant
Amadeus replied to sparhawk's topic in DarkRadiant Feedback and Development
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!! -
Wishlist For Darkradiant
func_klaus replied to sparhawk's topic in DarkRadiant Feedback and Development
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. -
Wishlist For Darkradiant
Frost_Salamander replied to sparhawk's topic in DarkRadiant Feedback and Development
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... -
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func_klaus replied to sparhawk's topic in DarkRadiant Feedback and Development
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? -
Wishlist For Darkradiant
Frost_Salamander replied to sparhawk's topic in DarkRadiant Feedback and Development
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? -
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
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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.
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Making an inventory icon isn't the hardest thing in the world, but it does add time and complexity to bringing props into the game. Just like anything there is an "art" to doing it well. Depending on how it is implemented just passing a model to the gui potentially saves development time and reduces the amount of assets which are both good imo. As is setting up 3d icon certainly didn’t save any time or effort. As amadeus pointed out it was/is a huge PITA.
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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
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Wishlist For Darkradiant
Frost_Salamander replied to sparhawk's topic in DarkRadiant Feedback and Development
Hi @func_klaus. With the normalise button, it either needs to go back, or needs fixing on the Texture Tool window (i.e. 6696). I think Orbweaver removed it because nobody knew what it did (himself included). But since that conversation happened we have realised what it does. I'm certainly not demanding that YOU fix it, but we shouldn't have a release of DR with that functionality missing. Also, if people are going to make changes and then take a break from the community, then I'm not sure we should have to wait for them to reappear before dealing with an issue like this. -
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.
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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/
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Wishlist For Darkradiant
Frost_Salamander replied to sparhawk's topic in DarkRadiant Feedback and Development
Wait...that's what that does? Also do you mean '...appear near each other in the texture tool window.'? I was wondering how people solve that problem, it was driving me nuts. I just tried it. There is a normalise button in both the Texture Tool window and the Surface Inspector window. Clicking it in the texture tool window doesn't always work, whereas clicking it the surface Inspector window always seems to work. Why would you ever want to click it in the Surface Inspector? -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
STRUNK replied to Wellingtoncrab's topic in Fan Missions
This was just amazing!! Eye candy everywhere!! Welli and Amadeus, you really made this mission look too good. This was my first playthrough and took 12+ hours. I just couldn't get my self to go on with the mission for I wanted to wander around and just "be" there. Not only the details (many thanx for the paralax mapping TDM team, it's next level (for TDM at least)) but also the use of (colored) light, depth, forms and textures/shaders made everywhere I looked a very pleasing composition. I don't now how you did it, but adding to that the lack of repeating texture paterns almost makes it look like a new game, but you kept it a classic TDM mission. I do have some questions: -
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.
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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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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/
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Wishlist For Darkradiant
Frost_Salamander replied to sparhawk's topic in DarkRadiant Feedback and Development
I've raised a bug report about the 'Normalise' button here: https://bugs.thedarkmod.com/view.php?id=6696 TL;DR: we need to keep the functionality for sure but IMO get it fixed on the Texture Tool screen and then no need for it on the Surface Inspector. -
Wishlist For Darkradiant
Bikerdude replied to sparhawk's topic in DarkRadiant Feedback and Development
@func_klaus So I have tried to use your latest portable compiled version from 3 weekjs ago but am running into a few issues that are preventing me daily driving it - - there is an error popup on launch. - this has been fixed in the latest version - The normalise button issue missing from surface inspector. - Preferences window, left hand panel is hiding a bunch of text with no way to resize that part of the window (see attached). And now I'm checking it, I can see it missing a few options (Compatibility, model export, patch, map files and clipper). I use most of these, as I imagine do other mappers. - Preferences window>orthoview, is missing a bunch of options I use - -
We have been collecting textures for 4+ years, by nearly a dozen different people. It is inevitable that some textures will not stand up well in terms of quality. This thread is the place to nominate textures you think are poor and should be either fixed or removed. The following process will be followed (we are currently on step 1):
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Wishlist For Darkradiant
func_klaus replied to sparhawk's topic in DarkRadiant Feedback and Development
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? -
Hidden Hands: Blood & Metal Available via TDM Mission Downloader ============================================================== Title: Hidden Hands: Blood & Metal Filename : hhbam.pk4 Author: Jack Farmer Date of release: 01.09.2024 (Version 1) - 14.09.2024 (Version 2) - 28.09.2024 (Version 3) - 28.11.2024 (Version 4) - 25.07.2025 (Version 5) EFX: Yes Subtitles: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly V - Blood & Metal ============================================================== Jack Farmer: mapping & drafts, briefing videos Amadeus: revision/editing of all texts for readables, narration and dialogues Joebarnin: custom scripts & prefabs and trouble shooting Datiswous: subtitles for all conversations, broadcasts, recordings and thief comments Dragofer: consultation for scripts, models and trouble shooting =============================================================== Beta testers: Cambridge Spy Mat99 Bergante Joebarnin wesp5 grodenglaive TheUnbeholden Acolytesix CrisiusXIII Release testers: Mat99 AluminumHaste =============================================================== Voice actors: AndrosTheOxen (all missions) Bikerdude (mission 1 and 2) Boylag (mission 1) Goldchocobo (mission 2, 3 and 5) Malasdair (all missions) Mary-Anne Stanke (mission 4) Narrator (mission 1 and 4) Purgator (mission 1 and 3) scodysk (mission 4) the double dutch king (mission 3 and 5) Xander Grant (mission 4) Yandros (mission 2 and 4) ================================================================ Pilfered items: - roulette wheel and alien model with thanks to Goldwell (taken from "AC II: New in Town") - pagan woman character and a select building facade with thanks to Fidcal (taken from "Heart of Lone Salvation") - skybox in mission 4 taken from Sotha's "TP: The Transaction" - mission 3 ("Down we go.") previously known as "The Cloister" - taken from the abandoned "Crucible of Omens" campaign, mainly created by the Dudes (JDude and BikerDude) and some other legacy missions makers ================================================================ New assets: - radio model and skin by Epifire, prefab produced by Bikerdude - several technical drawings provided by wellingtoncrab - keypad designed & coded by MirceaKitsune - flying bats designed & coded by STRUNK ================================================================ New sound fx / music: - factory and machine noises by inspectorj - machine sounds by lupalenzuela - rocks_falling_in_cave by unidentified contributor from freesound.org - vinyl_record_pop by joedeshon - ambient_battle_noise by pfranzen - distorted-wolf-howl by hail_pinson - roaring_sea by allthingssound - slideshow_projector by andreaskg - whistling-in-cave by retroguy23 - scary-ghost-wolf-howling by brainclaim - "Rivercare" by Adrian Wilaert - "Leave Her Johnny" by Roger McGuinn used under https://creativecommons.org/licenses/by-nc-nd/3.0/us/ All other new ambient tracks & sound fx created by Jack Farmer, occ. with gigagooga sound samples ================================================================ Special thanks go to: @joebarnin, who completely altruistically analyzed many game bugs, provided several clever scripts and even played through the initially very buggy game twice. It was an ordeal not even described in the first Builders book! Jeff, thank you very much! @datiswous, who, despite the enormous scope of the game, did not let himself be deterred from creating suitable subtitles for all dialog, comments, briefings and recordings. A truly monumental task! @Mat99 & @Bergante, who tried out things I would never have thought of and showed me once again that I absolutely have to take part in the next brain function enhancement surgery! ...and finally our friend, the incredible @AluminumHaste, who dared to do another detailed run-through at the end of the beta testing, which allowed for several more improvements and polishings. ================================================================ Thank you everyone at Fractured Glass for consultation and help in general! ================================================================
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