Current search path:
  [M] G:\TheDarkMod\darkmod/fms/deadeye
  [M] G:\TheDarkMod\darkmod\fms\deadeye\deadeye.pk4 (16 files - 0x899e84e)
  [C] G:\TheDarkMod\darkmod/
  [C] G:\TheDarkMod\darkmod\crash.pk4 (9 files - 0x1e031140)
File System Initialized.
--------------------------------------
background thread already running
Couldn't open journal files
----- Initializing Decls -----
------------------------------
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1317 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
execing default.cfg
Gamepad modifier button assigned to 6
execing Darkmod.cfg
execing DarkmodKeybinds.cfg
log file 'qconsole.log' opened on Wed Aug  3 09:59:02 2022

execing DarkmodPadbinds.cfg
Gamepad modifier button assigned to 6
execing autoexec.cfg
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1317 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
----- Initializing OpenAL -----
Setup OpenAL device and context
OpenAL: found device 'OpenAL Soft on PHL 273V7 (NVIDIA High Definition Audio)' [ACTIVE]
OpenAL: found device 'OpenAL Soft on Динамики (Creative SB Audigy 4 (WDM))'
OpenAL: device 'OpenAL Soft on PHL 273V7 (NVIDIA High Definition Audio)' opened successfully
OpenAL: HRTF is available
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.21.1
OpenAL: found EFX extension
OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT)
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
Initializing OpenGL subsystem
...getting default gamma ramp: success
...created window @ 3,22 (1296x759)
Initializing OpenGL driver
...getting DC: succeeded
...PIXELFORMAT 12 selected
...creating GL context: core-fc
...making context current: succeeded
...initializing QGL

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2
OpenGL version: 3.3.0 NVIDIA 497.29 core
Checking required OpenGL features...
v - using GL_VERSION_3_3
v - using GL_EXT_texture_compression_s3tc
v - using WGL_VERSION_1_0
v - using WGL_ARB_pixel_format
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
v - using WGL_EXT_swap_control
Max active texture units in fragment shader: 32
Max combined texture units: 192
Max anti-aliasing samples: 32
Max geometry output vertices: 1024
Max geometry output components: 1024
Max vertex attribs: 16
---------- R_ReloadGLSLPrograms_f -----------
Linking GLSL program cubeMap ...
Linking GLSL program bumpyEnvironment ...
Linking GLSL program depthAlpha ...
Linking GLSL program fog ...
Linking GLSL program oldStage ...
Linking GLSL program blend ...
Linking GLSL program stencilshadow ...
Linking GLSL program shadowMapA ...
Linking GLSL program shadowMapN ...
Linking GLSL program shadowMapNG ...
Linking GLSL program ambientInteraction ...
Linking GLSL program interactionStencil ...
Linking GLSL program interactionShadowMaps ...
Linking GLSL program interactionMultiLight ...
Linking GLSL program frob ...
Linking GLSL program soft_particle ...
Linking GLSL program tonemap ...
Linking GLSL program gaussian_blur ...
Linking GLSL program volumetric ...
---------------------------------
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.11/64, win-x86_64, code revision 10061
Build date: Aug  1 2022
Initializing event system
...872 event definitions
Initializing class hierarchy
...172 classes, 1730048 bytes for event callbacks
Initializing scripts
---------- Compile stats ----------

Memory usage:
     Strings: 49, 5944 bytes
  Statements: 21138, 845520 bytes
   Functions: 1321, 172000 bytes
   Variables: 98368 bytes
    Mem used: 1998352 bytes
 Static data: 408 bytes
   Allocated: 1089488 bytes
 Thread size: 7928 bytes

Maximum object size: 816
Largest object type name: speaker_zone_ambient
...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new missions and 0 packages.
Found 164 mods in the FM folder.
Parsed 164 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: deadeye
-------- Initializing Session --------
session initialized
--------------------------------------
============= ReloadEngine end ===============
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.
Couldn't exec autocommands.cfg - file does not exist.
Found 0 new missions and 0 packages.
Found 164 mods in the FM folder.
DisplayBriefingPage: briefingData is maps/deadeye/mission_briefing
DisplayBriefingPage: xdata found.
DisplayBriefingPage: numPages is 3
DisplayBriefingPage: current page is 1
Objective 1: Parsing success and failure logic
Objective 2: Parsing success and failure logic
Objective 3: Parsing success and failure logic
Objective 4: Parsing success and failure logic
Objective 5: Parsing success and failure logic
Objective 6: Parsing success and failure logic
Objective 7: Parsing success and failure logic
Objective 8: Parsing success and failure logic
Objective 9: Parsing success and failure logic
Applied 0 objective conditions.
reloading guis/msg.gui.
reloading guis/mainmenu.gui.
WARNING:file \fms\deadeye\deadeye.pk4/guis/map/deadeye.gui, line 37: expected '{' but found 'windowDef'
WARNING:file \fms\deadeye\deadeye.pk4/guis/map/deadeye.gui, line 37: Unknown variable 'fmtext': perhaps use definefloat instead?
WARNING:file \fms\deadeye\deadeye.pk4/guis/map/deadeye.gui, line 40: Dropped unexpected token '\' (window line expected)
WARNING:file \fms\deadeye\deadeye.pk4/guis/map/deadeye.gui, line 40: Dropped unexpected token '\' (window line expected)
WARNING:unknown destination 'FlareBox::rect' of set command at \fms\deadeye\deadeye.pk4/guis/map/deadeye.gui:73
WARNING:unknown destination 'FlareBox::rect' of set command at \fms\deadeye\deadeye.pk4/guis/map/deadeye.gui:78
WARNING:unknown destination 'FlareBox::rect' of set command at \fms\deadeye\deadeye.pk4/guis/map/deadeye.gui:83
WARNING:unknown destination 'FlareBox::rect' of set command at \fms\deadeye\deadeye.pk4/guis/map/deadeye.gui:88
WARNING:unknown destination 'FlareBox::rect' of set command at \fms\deadeye\deadeye.pk4/guis/map/deadeye.gui:93
WARNING:unknown destination 'FlareBox::rect' of set command at \fms\deadeye\deadeye.pk4/guis/map/deadeye.gui:98
--------- Map Initialization ---------
Map: deadeye
----------- Game Map Init ------------
collision data:
   148 models
 10782 vertices (252 KB)
 18535 edges (651 KB)
  7736 polygons (570 KB)
   969 brushes (136 KB)
  3624 nodes (169 KB)
 11252 polygon refs (175 KB)
  3013 brush refs (47 KB)
  5370 internal edges
   148 sharp edges
     0 contained polygons removed
     0 polygons merged
  2004 KB total memory used
31 msec to load collision data.
map bounds are (2544.0, 3024.0, 1248.0)
   88 bytes passage memory used to build PVS
    0 msec to calculate PVS
   13 areas
   20 portals
    5 areas visible on average
   52 bytes PVS data
[Load AAS]
missing maps/deadeye.aas48
[Load AAS]
missing maps/deadeye.aas96
[Load AAS]
loading maps/deadeye.aas32
done.
[Load AAS]
missing maps/deadeye.aas100
[Load AAS]
missing maps/deadeye.aas_rat
[Load AAS]
missing maps/deadeye.aas_elemental
ConversationManager: Found 0 valid conversations.
Spawning entities
... 603 entities spawned, 1 inhibited in   2.0 seconds

==== Processing events ====
Objective 1: Parsing success and failure logic
Objective 2: Parsing success and failure logic
Objective 3: Parsing success and failure logic
Objective 4: Parsing success and failure logic
Objective 5: Parsing success and failure logic
Objective 6: Parsing success and failure logic
Objective 7: Parsing success and failure logic
Objective 8: Parsing success and failure logic
Objective 9: Parsing success and failure logic
Applied 0 objective conditions.
[aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0.
--------------------------------------
SpawnPlayer: 0
----- idRenderModelManagerLocal::EndLevelLoad -----
    0 models purged from previous level,   393 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING:Couldn't load image: dds/textures/particles/arcturus_fire
  [map entity: torchflame1]
  [decl: light_torchflame in def/tdm_lights.def]
  [model: torchflame_new01.prt]
  [decl: torchflame_new01 in particles/tdm_fire.prt]
  [decl: arcturus_fire in materials/tdm_particles.mtr]
  [image: dds/textures/particles/arcturus_fire]
WARNING:Couldn't load image: layer3s
  [map entity: deadeye]
  [decl: atdm:ai_head_guard_chaincoif_eyepatch in def/tdm_ai_heads_springheel.def]
  [decl: head03_baseguard in def/tdm_ai_heads_springheel.def]
  [model: models/md5/chars/heads/npcs/head03_baseguard.md5mesh]
  [decl: layer3s in <implicit file>]
  [image: layer3s]
    0 purged from previous
  199 kept from previous
  785 new loaded
all images loaded in   1.4 seconds
----------------------------------------
Linking GLSL program cubeMap ...
Linking GLSL program bumpyEnvironment ...
Linking GLSL program depthAlpha ...
Linking GLSL program fog ...
Linking GLSL program oldStage ...
Linking GLSL program blend ...
Linking GLSL program stencilshadow ...
Linking GLSL program shadowMapA ...
Linking GLSL program shadowMapN ...
Linking GLSL program shadowMapNG ...
Linking GLSL program ambientInteraction ...
Linking GLSL program interactionStencil ...
Linking GLSL program interactionShadowMaps ...
Linking GLSL program interactionMultiLight ...
Linking GLSL program frob ...
Linking GLSL program soft_particle ...
Linking GLSL program tonemap ...
Linking GLSL program gaussian_blur ...
Linking GLSL program volumetric ...
Linking GLSL program depth ...
Linking GLSL program interaction_ambient ...
Linking GLSL program interaction_stencil ...
Linking GLSL program interaction_shadowmap ...
Linking GLSL program stencil_shadow ...
Linking GLSL program shadow_map ...
Linking GLSL program frob_silhouette ...
Linking GLSL program frob_highlight ...
Linking GLSL program frob_extrude ...
Linking GLSL program frob_apply ...
Linking GLSL program heatHazeWithMaskAndDepth ...
Linking GLSL program heatHazeWithDepth ...
----------------------------------------
----- idSoundCache::EndLevelLoad -----
124171k referenced
 2814k purged
----------------------------------------
Loading EFX effect for location 'streets' (#1)
Loading EFX effect for location 'basement' (#2)
Loading EFX effect for location 'manor' (#3)
Loading EFX effect for location 'tower' (#4)
sound: found efxs/deadeye.efx
-----------------------------------
  3991 msec to load deadeye
Interaction table generated: size = 0/512
Initial counts:  634 entities  0 lightDefs  15 entityDefs
------------- Warnings ---------------
during deadeye...
WARNING:Couldn't load image: dds/textures/particles/arcturus_fire
WARNING:Couldn't load image: layer3s
2 warnings
speaker_zone_ambient::init() called
Color read from main ambient light 'ambient_world': 0 0 0.04

Changed location from '' to 'streets'.
Interaction table generated: size = 0/512
Initial counts:  634 entities  59 lightDefs  512 entityDefs
Switching to EFX 'streets' (#1)
godmode ON
The ambient 'snd_streets' (city_sleeping_loop) for location 'streets' is now playing.
Wrote screenshots/deadeye (2022-08-03 09-59-14) (704 -888 -79.75).jpg
=== Triggering mission end ===
Saved Mission 1 Final Save
idSessionLocal::StopRecordingRenderDemo: not recording
--------- Game Map Shutdown ----------
ModelGenerator memory: 9 LOD entries with 0 users using 144 bytes.
--------- Game Map Shutdown done -----
Wrote screenshots/deadeye (2022-08-03 09-59-21) (0 0 0).jpg
Found 0 new missions and 0 packages.
Found 164 mods in the FM folder.
Dumped console text to foreachfm_condump.txt.

