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Found 15714 results

  1. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  2. I will update this list as we go, re-arranging info based on severity - Ongoing privacy concerns The trade-offs between privacy and features is not a simple black-and-white decision, even Windows 8 has an “Advertising ID” that follows you around. Ars Technica revealed that, even with all of the Win10 security settings on Off, Win10 still sends some data to the Micro$oft Mothership. The simple fact is that Microsoft hasn’t told us what data it’s collecting. With the release of Windows 10, Micro$oft have stepped up there 'illegal' data capture of private user data - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows M$ is now via the latest update, monitoring how long your Win10 session's are and how long you use various apps - http://betanews.com/2016/01/04/why-is-microsoft-monitoring-how-long-you-use-windows-10. At release ALL Win10 (home-to-enterprise) users could not disable telemetry, but as of the latest update now enterprise user's only now have that option - http://www.zdnet.com/article/windows-10-telemetry-time-for-level-playing-field/ But it seems some enterprising user has created a tool for home/pro users - http://winaero.com/blog/how-to-disable-telemetry-and-data-collection-in-windows-10/. But the article points out that tere is some telemetry being sent back to M$ in Win7/8 - http://forums.thedarkmod.com/topic/17379-microoft-data-slurp-now-not-just-limited-to-win10/?hl=windows Another renamed service that needs to be disabled - http://www.forbes.com/sites/gordonkelly/2015/11/24/windows-10-automatic-spying-begins-again/ Another example of fresh install, on a PC that wasn't used for 8hrs - http://betanews.com/2016/02/06/windows-10-phones-home-a-lot-even-with-all-reporting-and-telemetry-disabled/ More and more tools are coming out for Win 10 to try and block all or most of the telemetry traffic, here one I have come across - DisableWinTracking Advertising it wasn't in at launch but there are reports of 'recommended' apps appearing in the start menu, WTF! -http://www.digitaltrends.com/computing/windows-10-start-menu-advert/ Stability and Compatibility I tested the retail version, its IMHO its still not stable enough to considered a daily OS. I tested on release and wasn't impressed. I found if I enabled (fairly modest) whitelist outbound blocking on my internet router, Win10's internet responsiveness would fall through the floor. All browsers would takes ages to resolve sites and the OS itself would actually become lumpy/laggy. Broken Video drivers, its so widespread that even a few on here have been affected - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=384905 The Graphical user interface M$ white-washing of the interface in Win8 and office 2013 and have refused to learn from user feedback. Forced updates Not being able to control what gets installed on "MY PC", is a massive NO! NO! Patching remains Windows 10’s Achilles’ heel, all Windows 10 Home machines, and Windows 10 Pro machines that aren’t hiding behind an update server (such as WSUS or WUB) will get all patches applied according to Microsoft’s time scale. All three of the first Cumulative Update patches have had problems with reboot cycles. KB3081424 on Aug. 5, KB3081436 on Aug. 12, and KB3081438 on Aug. 14 all crashed a bunch of Windows 10 systems. The installer stops mid-installation, flashes an error message, rolls back, and reboots. Then you guessed it -- the forced installer kicks in and crashes Windows again. Rinse, lather, repeat. Getting out of the mess involves editing the registry. We haven’t yet seen how Micro$oft will recover from a really bad update, the experience to date with the three Cumulative Updates does not instil confidence. We don’t know if Microsoft will start documenting its patches again. We don’t know if much effort will be directed at fixing and improving the Microsoft-supplied Universal apps. Windows 10 installer takes a look at your system and based on the hardware and software it finds, assigns your request to a bucket of similar upgrade requests. The guys running the upgrade system, prioritize your request based on their assessment of how likely your system is to bomb out on an upgrade. Key apps, such as Mail and Edge, STILL aren’t ready yet Some of Windows 10’s key apps simply half baked. Mail has a nasty habit of putting notifications in the upper-left corner and leaving them hanging forever. There’s no combined Inbox, so if you have multiple accounts you have to jump from Inbox to Inbox. And it crashes hard -- for a lot of people. Edge, the new browser, similarly has all sorts of rough "edges". There are no extensions yet, thus no AdBlocker. Changing the search engine is tortuous, moving tabs onto the desktop and back again doesn’t work and you can’t pin tabs. In short use what ever mail/browser you wrere using on previous OS. Not much in the way of Universal apps Don't believe the marketing bollox about all of those wonderful Universal apps in Windows 10, whether it’s on a desktop, notebook, phone, Raspberry Pi, it ain't happening. The Windows Store is still by and large a wasteland, with crap apps galore. Win10’s Tablet Mode broken First, there’s the menu on the left that tucks away the entries on the left side of the Start menu. It collapses fine, but when it’s collapsed it rarely shows any more tiles than when it’s not collapsed. What’s the point, eh? Universal app windows have that pesky taskbar permanently tacked on the bottom, while the window bar at the top auto-hides. Edge, when running full screen, doesn’t support any of the old Metro IE swipe commands. You can’t swipe through running apps. The apps themselves? The irony is M$ Office on the iPad is better than M$ Office on Windows 10. OneDrive regression This concern applies only if you use OneDrive in Windows 8.1, and if you put a lot of stuff in OneDrive. For those of you using OneDrive in Windows 7 (and Windows 8), there’s no change in behavior with Win10. But if you’re accustomed to seeing all of your OneDrive files in Windows 8.1’s File Explorer, you’ll be in for a bit of a shock. Windows 10 makes you choose which OneDrive folders you want to be able to see in File Explorer. Once you’ve made that choice, the other folders aren’t accessible in File Explorer. The only way to see what files you have in OneDrive is by venturing to the OneDrive website. Missing Media Center and DVD player For those people that run Windows Media Center, its gone in Windows 10 PC. Instead Micro$oft wants you to use/buy an Xbox. Ain’t broke, don’t fix it The old adage comes from experience and it’s as applicable now as it ever was. If you’re using Windows 7/8/8.1, and it’s properly patched up and working for you, and you’ve stopped using Internet Explorer, you really have to consider whether it’s worth the effort to upgrade to Windows 10. Carefully consider whether the warning signs listed here. Still to many questions For example, when you upgrade a “genuine” Win7, Win8 or Win8.1 machine to Win10 and run the upgrade in place, Micro$oft records a hardware ID that says, “this machine has valid license” At that point, you can install either Win7 or Win10 on that machine, and your license will be validated. Its believed that the only version of Win10 that you can disable ALL telemetry and fully control Windows update in, is the enterprise version. Smells like Teen Spirit desperation Microsoft Marketing chief Chris Capossela explained that users who choose Windows 7 do so “at your own risk, at your own peril.” It is particularly myopic to rubbish one of your own products that way. Put simply Capossela is a complete cock, Windows 7 is no less secure than Windows 10 (it will be supported until 2020 and Windows 8.1 2023) and is no less compatible with new hardware and software. Also at the moment Win7 has a bigger market share, so easier work for developers. Micro$oft has bad been caught forcing the upgrade on some users, http://www.theregister.co.uk/2015/10/15/pushy_windows_10/ and http://www.fudzilla.com/news/39479-microsoft-raises-the-upgrade-pressure As this is a very bad and its only getting worse, another link to the forced upgrade/update issue - http://forums.thedarkmod.com/topic/17665-windows-10-why-you-shouldnt-upgrade/?p=385115 Nagware being rolled out the business machine - http://www.theregister.co.uk/2016/01/14/get_windows_10_business_pcs/ Now blocking support for the latest CPU in windows 7/8 - http://www.techpowerup.com/219316/no-enterprise-support-for-older-windows-versions-on-the-latest-processors-microsoft.html More marketing desperation Malware - KB3035583 http://news.softpedia.com/news/microsoft-updates-infamous-get-windows-10-patch-kb3035583-502117.shtml Compatibility issues If you have any old games that use really old forms of DRM or SafeDISC your fresh out of luck - http://www.geek.com/games/windows-10-doesnt-run-games-with-securom-and-safedisc-drm-1631383/ Various apps and games (even The Darkmod) has had issue's running on Windows 10, see - http://forums.thedarkmod.com/topic/17310-windows-10-support-thread/?hl=win10 and http://forums.thedarkmod.com/topic/17551-gamma-broken-in-windows-10/?hl=win10&do=findComment&comment=381800 Upgrade NagwareMicrosoft is still coming up with way to try and force users to upgrade from 7/8/8.1 - if you like me want to block 7 prevent this crap checkout GWX control panel or Never10 16. M$ deliberatly blocking the installation of some applications http://news.softpedia.com/news/Microsoft-Blocks-Classic-Shell-in-Windows-10-Build-9879-465429.shtml 17. Windows 10 installing UNWANTED Windows Store apps without user consent https://www.ghacks.net/2018/07/02/windows-10-installing-unwanted-store-apps/
  3. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  4. Yes, looks like you can simply define a GUI and call it as an overlay with a script. Still just an ingame texture, but more refined than making an ingame cinema screen for the player.
  5. Texture painting isn't new. What's new is UDIM. It allows having multiple textures per one UV map, while retaining all the benefits of a one huge resolution image.
  6. Oh nice texture painting onto a model, maybe I can finally start more regularly making my own textures with this.
  7. If like me you scour the web looking for inspiration for your next TDM mission then look no further.. Now... talking of images have you guys seen the latest from the master that is DrK from his Rocksbourg4 campaign. We need more dirty texture in TDM me thinks...
  8. I have a suggestion for a new TDM console command that, I think, would be a boon to mappers. I think one of the most time-consuming parts of mapping is compiling the entire map in order to check out how a single change you've made looks in-game. The bigger the map is the longer it takes to compile, and the further away you get from efficient WYSIWYG editing (save for running TDM inside DR, of course, which isn't happening). There's two main things you really need to be checking in-game rather than in-editor: one is shadows and the other one is textures. I'm glad to say that shadows are no longer a problem with Shadow Map implementation. Before you had to recompile the entire map for the stencils to update, but now a simple map reload will give you updated shadows, it's fantastic. Texture changes, however, are still a problem. Even a single texture replacement requires a full recompile. r_materialOverride is a good, if limited, command that replaces all the materials in-game to a set value that you can get by copying a shader name in DR. I use it early on in the mapping process to save time laboriously trying one texture after another and recompiling. I need to know how a texture looks like, scaled and repeated, on a facade or whatever else have you, its density, its normalmap under lighting, if it's too bright or dark versus the ambient, if the color flows well into the other textures. ...Except not really, because r_materialOverride replaces all textures in-game, of course. As such I sort of have to remember how the level looked and try to focus only on the material I am trying to change. I propose a new console command that would be something like r_surfaceOverride. It would combine the usage and syntax of r_materialOverride (eg "r_surfaceOverride "textures/common/example") with the ability of another console command, reloadSurface, to target a single surface under the player's crosshairs. The way it'd work is it would only replace a single material, the one you're looking at currently, with your DR-copy-pasted shader name, and if you looked at another surface and ran the command again, the former surface will go back to normal and the current one will get overridden. If any developers want to chime in and opine on the technical feasibility of this proposal that would be great. If you, as a mapper, agree with me that a command like this would be useful, feel free do discuss it here. If permitted, I'll elevate it to a feature proposal on Mantis. And, of course, if something like this already exists, do let me know.
  9. @Geep it is indeed, you need to setup a new GUI material as per these instructions and you'll be able to texture ingame surfaces with that material - note that you should use FFPMEG instead of ROQ video format nowadays. You'd probably want to teleport the player into a dark quiet room, activate a func_camera and let that surface cover the whole view of the camera, but you could even have the video as a fully integrated part of your map (like Greebo did with this laptop in 2007):
  10. Done However AA and FBO scaling are still not compatible Our options: add one more FB->texture copy use a texture attachment for PP FBO instead of a RB integrate tone-mapping into the PP shader I don't have a preference - you choose
  11. @Geep practically speaking, you can implement the general idea of what's already been said before by copy pasting the stone's material (=texture definition) to make a new one with the single difference that it's stated to be moss and not stone, then making a skin with the new material. Check which material is used by the moss skin of the rock: it's textures/darkmod/stone/natural/rock_grey_mossy Look this up in the texture browser -> right-click it in the list -> show shader definition -> copy the whole block of text (this is the material) In your materials folder, find or make an .mtr text file to paste this block of text into Rename the material to i.e. textures/darkmod/stone/natural/rock_grey_mossy_moss Change stone to moss, near the top of the material Make a new skin for the rock that replaces the rock's default texture (textures/darkmod/stone/natural/rock_grey) with your new modified one (textures/darkmod/stone/natural/rock_grey_mossy_moss) The engine should now treat this model as if it were made of moss instead of stone.
  12. i did not found a sollutions on the tdm forums. But on the ubuntu forums on D3, i found a simular problem at the following topic: https://ubuntuforums.org/archive/index.php/t-1206822.html - edit - see new post.
  13. This just started today with my update of SVN to 15737/8388 followed by a rebuild. Some textures (not limited to the door texture shown) are painted black in-game. (Working fine prior to the latest update.) For textures on frobable items, normal highlighting appears when the item is frobbed. For textures on non-frobable items, the texture remains black regardless of distance from the object. Backing away to turn off highlighting paints the texture normally. Anyone else seeing this?
  14. Is everyone happy with the current state of rendered picture frames? There is an option to do our rendering in sRGB color space but it will probably lead to revisiting and tweaking default light intensity. Anyone interested in some RnD? It might even deprecate the need in ambient shader brightness override, global gamma ramp adjustment, bloom. Maybe reduce color banding and even get close to HDR. On the other hands it's likely to shift light gradients in or out, and lead to light texture tweaking.
  15. On the other hand, this is the Dark Mod forum which in my experience tends to be an order of magnitude more civilised than most forums (especially game-related forums which tend to be full of toxic entitled 12-year-olds). I give it a 50/50 chance.
  16. I have a large irregular rock (stock object rubble_large_3.ase with defined skin rubble_mossy) that I scaled up to be even larger with DR rescale. The player sneaks across it to get to a lootpurse, and it occurred to me that this would be easier if the footfalls were quieter. As an experiment, I tried covering it with multiple slab brushes in DR, with a tdm_nodrawsolid_moss texture. This quieted the footfalls, but the inevitable nasty slab collisions, abutments, and protruding edges made walking too weird. Is there some other way to associate a sound shader for walking with a irregular-shaped model? Other things I tried - - making a rock copy and applying the sound shader texture to that, but that was ignored. (If it had worked, I would have overlaid the copy and original, with the copy being slightly higher vertically.) - setting "solid 0" on the slabs (once converted to func_static). That destroyed the quieting effect too, so useless. This is not real important to solve, so if there's no quick & easy solution, that's OK.
  17. Man, I was excited to try this. I'm having issues getting it to work. Dove into their forums and did some research and it seems I'm not the only person with my issue. Best I could come up with after 4 hours of trying reinstalls and other workarounds and digging through their forums is "wait a week for a patch and hopefully it works". Bummed cuz I love S.T.A.L.K.E.R. and was looking forward to trying this with other add-ons. I shan't give up tho.
  18. I think yes. They are intended for displaying in ordinary image viewers, so they are in gamma space. Imagine that you take this texture and draw it with full white lighting. If you treat texture as gamma-space and FBO is in gamma-space, then you texture data will go into FBO "as is", and will be displayed just like ordinary viewers display it. Looks like something intended.
  19. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  20. Changing materials on brushes/patches and on models are two very different things. For models, it should already work by saving new model and doing reloadModels. If you edit material, then you do reloadDecls, and I guess you should see updated material after that. Correct me if I am wrong here. For brushes and patches it is harder, because 1) dmap reads them from .map-file, compiles them into surfaces, and writes them into .proc file, and 2) idRenderWorld loads the whole .proc file and saves these surfaces into "local models", after which it immediately creates idRenderEntity for every _areaN model (i.e. every area of the worldspawn). I'm not sure any reload mechanism is present here. So doing a honest reload is hard. But if you are willing to point to the surface, then indeed it is easy to find it and change its material. There is already a command r_showSurfaceInfo, which finds surface under cursor and displays its name. I guess I can add surface index in this command. After that adding a command to override material of this surface should be easy. I would suggest name like r_surfaceMaterialOverride or r_materialOverrideSurface, since you only change material, but not the surface itself. By the way, do you want material changes to persist in the current game? If yes, then this must console command instead of cvar. I'm afraid I don't understand your idea about reloadSurface command: in my opinion one added command should be enough. UPDATE: Ok, now I have found that reloadSurface is an already present command UPDATE: Committed changes to idRenderWorld::Trace. Most importantly, now it returns surface index, so replacing material should be easy. Note that reloading texture coordinates is a big problem, since texture coordinates are stored in the geometry itself. Aside from some functional changes like "multiply all by (Cu,Cv)" or "add (Du,Dv)", nothing else can be done easily. Generally speaking, I was thinking about this problem. We have reduced reloading problem on programming side by enabling "Edit and Continue" in Visual C++. It does not always work, but is still a big help and time saver. I was thinking of incremental dmap compilation: not clear yet how to do it. Sounds like a challenging task. Everything which changes worldspawn makes things complicated. Simple things like respawning changed entities are indeed possible (in fact, there is even some code for it, since builtin Radiant did it). Saving locations of movables during respawn is possible. Changing AI patrol paths is much harder, but probably possible too. It is even possible to make such changes in DR to immediately propagate to the game: the recently added automation protocol can be used to send commands from DR to the game.
  21. Excuse me. But There are some topic about this. (Did not remember them at the time, when i was writing my first post in this topic.) Take a look at: the forums search function that points to the mentioned topics
  22. I used to try to desperately defend Islam as being like "any other religion" on a few occasions when I first joined these forums. I am still a liberal, a secular humanist, but I am becoming more cynical of the leadership of the Democrat Party's reasonings for defending Islam despite it standing for everything they oppose. Islam is not like any other religion, I am finally willing to admit, thanks to Ridvan Aydemir, or Apostate Prophet. Islam is cruel, corrupt, evil, degenerate, perverted to a level that disgusts me. Muhammad wasn't a perfect man, he was a murderous sex fiend who made up bullshit about flying to space on a buraq (donkey with a peacock tail and lady face) and that sperm was produced in the ribs and that the sun sets in a small mud puddle that Alexander the Great found. Islam is evil, it treats women like subsapient sex cattle and murders gays, atheists, apostates, and those brave enough to speak against it. Death to Islam, and fuck that pedophile Muhammad, who married a 6 year old Aisha, molested her for 3 years before vaginally raping her, and beat her until she couldn't breathe when she spoke out against his crazed claims! He gave that poor girl Stockholm Syndrome so she lead his army of rapist bandits into reconquering his lands after his just death of poisoning by his Jewish sex slave, whose father and brother he murdered in front of her! Muhammad was less than pigshit, and I am atheist, but on off-chance Hell exists, Muhammad is drowning in an ocean of boiling pig shit down there for his evil acts during his life that affect the world to this day! He murdered poets who mocked his psychotic and perverted behavior, he hated dogs and killed non-Abrahamic folk mercilessly and put Jews and Christians into brutal second class citizenship, he facilitated a sex slave trade of women!
  23. These are a few threads I found. Don't forget TTLG has a long history of talking about FM ideas too-- https://www.ttlg.com/forums/showthread.php?t=134149 https://www.ttlg.com/forums/showthread.php?t=133048 https://www.ttlg.com/forums/showthread.php?t=33693
  24. Don't agree, you can't really say alpha shadows are ground breaking in TDM context, but that is because TDM for the most part doesn't cast any shadow from alpha surfaces, not are the scenes made with that in mind. So in the case of current TDM, is not that important if alpha shadows are missing but if you made your scenes with maps in mind you would see that they make a huge difference. Maps in TDM have a huge potential that is not currently being explored and perhaps never will because that would mean breaking some old missions. Also about "chain link fences" the problem is that those based in real geometry, can't be very complex, where's a alpha texture can have all the complexity on its pattern that it wants. And don't tell me shadows cast by those are not cool looking, because I certainly don't agree, they certainly are, they can also make a flat scene have a totally different feeling to it. I'm sure you know this but for those that don't, this is what shadow maps can do with alpha transparency that stencil cannot: Cast shadows unto and from particles: http://www.impressivetoast.com/content/image/VSFP/D.png Cast colored shadows from stained glass (possible to do in TDM with texture projectors but is a manual job) https://docs.unrealengine.com/Images/Engine/Rendering/Materials/HowTo/ColoredTransluscentShadows/TCS_Lit_CO_Result.jpg Cast shadows from plants using alpha, trees, grass, bushes, etc (massive potential) Cast shadows made of very complex patterns: (btw something a made fast in Modo and those are 2048 rez maps) (Something also possible in TDM with texture projectors but again manual job and if low rez can look very different to the clean sharp stencil shadows around)
  25. Here yer go - [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2018.11.25 22:31:50 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on Nov 17 2018 14:24:15 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.07/64, code revision 7762 (7762) [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 1 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0 [c:\testtdm\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/meatlight] - 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Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_snd_spectrum] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_snd_noflicker] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_global] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/biground1_parmsndflicker] - [lights/squarelight1a.tga]/[lights/biground1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate8] - [lights/squarelight1a.tga]/[lights/grate8.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate8sqr_blinky] - [lights/squarelight1a.tga]/[lights/grate8sqr.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate7] - [lights/squarelight1a.tga]/[lights/grate7.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate7_blinky] - [lights/squarelight1a.tga]/[lights/grate7.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fullambient] - [lights/squarelight1c.tga]/[lights/fullambient_amb.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate6] - [lights/squarelight1c.tga]/[lights/grate6.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/triangle2] - [lights/squarelight1c.tga]/[lights/triangle1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/triangle1] - [lights/squarelight1c.tga]/[lights/triangle1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rred] - 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Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square] - [lights/squarelight1a.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rotate] - [lights/squarelight1a.tga]/[lights/rotate3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/bspot01] - [lights/squarelight1a.tga]/[lights/bspot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01_dblbright] - [lights/squarelight1a.tga]/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01] - [lights/squarelight1a.tga]/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01_global] - [lights/squarelight1a.tga]/[lights/spot01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/flash] - [lights/squarelight1a.tga]/[lights/light.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blinds02] - [lights/squarelight1a.tga]/[lights/blinds02.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/duolight01] - [lights/squarelight1a.tga]/[lights/duolight01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight_tile4] - [lights/squarelight1a.tga]/[lights/blamplighttile.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplight] - [lights/squarelight1a.tga]/[lights/blamplight_cv.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blamplighte3] - [lights/squarelight1a.tga]/[lights/blamplighte3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/triangle] - [lights/squarelight1a.tga]/[lights/triangle.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight_split] - [lights/squarelight1a.tga]/[lights/squarelight_split.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1a] - [lights/squarelight1a.tga]/[lights/squarelight1a.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01blue] - [lights/squarelight1a.tga]/[lights/floorvent01blue.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01int] - [lights/squarelight1a.tga]/[lights/floorvent01int.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent02] - [lights/squarelight1a.tga]/[lights/floorvent01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate4] - [lights/squarelight1a.tga]/[lights/grate4.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01] - [lights/squarelight1a.tga]/[lights/floorvent01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/floorvent01x] - [lights/squarelight1a.tga]/[lights/floorvent01x.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/crap01] - [lights/squarelight1a.tga]/[lights/crap01.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1blue] - [lights/squarelight1a.tga]/[lights/squarelight1blue.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight2a] - [lights/squarelight1a.tga]/[lights/squarelight2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight2] - [lights/squarelight1a.tga]/[lights/squarelight2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/twopass] - [lights/squarelight1a.tga]/[lights/inverse.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1sky] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1_dblbright] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight1] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate3] - [lights/squarelight1b.tga]/[lights/grate3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate3x] - [lights/squarelight1b.tga]/[lights/grate3x.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/rspot01drk] - [lights/squarelight1b.tga]/[lights/spot01drk.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot08] - [lights/squarelight1b.tga]/[lights/spot08.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blur] - [lights/squarelight1b.tga]/[lights/blur.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blur2] - [lights/squarelight1b.tga]/[lights/blur2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot01drk] - [lights/squarelight1b.tga]/[lights/spot01drk.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spot02] - [lights/squarelight1b.tga]/[lights/spot02.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/stainedglass] - [lights/squarelight1b.tga]/[lights/stainedglass3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/spotlight04] - [lights/squarelight1b.tga]/[lights/spot04.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[lights/blur3.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[textures\sfx\black_2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[textures\sfx\black_2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_spotlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - 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Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/colorAnimatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/doubleLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/squarelight] - [lights/squarelight1b.tga]/[lights/squarelight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/globalFadeLight] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/globalFadeLight2] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/duffysquarelight] - [lights/squarelight1b.tga]/[lights/squarelight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lightgratelight2] - [lights/squarelight1b.tga]/[lights/lightgratelight2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/duolight02] - [lights/squarelight1b.tga]/[lights/duolight01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/desertlight] - [lights/squarelight1b.tga]/[lights/desertlight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lanternglow] - [lights/squarelight1b.tga]/[lights/lanternglow] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/hellgate1_colorme] - [lights/squarelight1b.tga]/[lights/squarelight1_amb.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/hellgate1] - [lights/squarelight1b.tga]/[lights/hellgate1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/redlight01] - [lights/squarelight1b.tga]/[lights/hellgate1.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_doublestreetlight] - [lights/squarelight1b.tga]/[lights/tdm_doublestreetlight.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mansion01_window01] - [lights/squarelight1b.tga]/[lights/mansion01_window02] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mansion01_window02] - [lights/squarelight1b.tga]/[lights/mansion01_window01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/mansion01_window04] - [lights/squarelight1b.tga]/[lights/mansion01_window04] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/fire_walltorch] - 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[textures/lights/brightround]/[textures/lights/tdm_window_grating_2x2] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/church512x256] - [textures/lights/church512x256]/[textures/lights/church512x256] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/roundhalf] - [textures/lights/roundhalf]/[textures/lights/roundhalf] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/roundquarter] - [textures/lights/roundquarter]/[textures/lights/roundquarter] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff] - [lights/zol_nofalloff.tga]/[lights/zol_nofalloff.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff2] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff3] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff4] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 1 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/zol_nofalloff5] - [lights/zol_nofalloff2.tga]/[lights/zol_nofalloff2.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_4point_chandelier] - [lights/zol_nofalloff2.tga]/[lights/4point_round] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/window_diamond_pattern] - [lights/zol_nofalloff2.tga]/[lights/window_diamond_pattern] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/diamond_pattern_andbars01] - [lights/zol_nofalloff2.tga]/[textures/lights/diamond_pattern_andbars01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_crossed] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_crossed] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_diamond_pattern3] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_diamond_pattern3] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_grated] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_grated] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/metal_irregularpanes] - [lights/zol_nofalloff2.tga]/[textures/lights/metal_irregularpanes] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/square_pattern01] - [lights/zol_nofalloff2.tga]/[textures/lights/square_pattern01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/lamp_hang_swing] - [lights/zol_nofalloff2.tga]/[textures/lights/lamp_hang_swing_light] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/window01_interior_set] - [lights/zol_nofalloff2.tga]/[lights/window01_interior_set] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_pointedtop_big01] - [lights/zol_nofalloff2.tga]/[textures/lights/tdm_pointedtop_big01] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_pearly_white] - [lights/zol_nofalloff2.tga]/[textures/lights/round_pearly_white] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [] - []/[models/md5/chars/steambots/bc_lanternbot] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [] - []/[models/md5/chars/steambots/bc_lanternbot] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/tdm_lanternbot_spot] - [textures/lights/brightround]/[textures/lights/tdm_lanternbot_spotlight] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/roundfire2] - []/[lights/roundfire.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/round_brokenneon1] - []/[lights/round.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\game_local.cpp (7133):INF (SYSTEM) FR: 0] Texture: [lights/grate8sqr] - []/[lights/grate8sqr.tga] - Ambient: 0 [c:\testtdm\darkmod_src\game\matrixsq.h ( 149):DEB (MISC) FR: 0] CMatrixSq constructor called, set vars.
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