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Beta Testing 2.06


grayman

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Please file a bugtracker issue.

 

Done and done, demagogue doesn't need to file one for the GUI bug now.

 

While we're on the bugtracker, any chance this will get addressed in 2.06? http://bugs.thedarkmod.com/view.php?id=4536

 

It's a relatively easy fix (the easy route, anyway); all the information is in the bugtracker and the attached thread.

 

edit: I should note I haven't actually tested if a stereo silence.ogg is in 2.06 or not, I'm just going off the bugtracker.

Edited by Spooks

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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I have added my issue with soft shadows: http://bugs.thedarkmod.com/view.php?id=4657

 

I actually tracked the scroll bar issue, only to find out Spooks ninja'd me by 4 minutes! Spooky... So I deleted it.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Still broken?

 

If so, please file a bugtracker issue.

 

I just tried it and it appeared to be broken for me too. I've created a bugtracker entry.

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@VanishedOne and Spooks:

 

Are some of the cubicLight problems being seen for projected lights?

 

As I recall, only "point lights" were implemented in GLSL. (After much begging...)

We weren't aware of any real compelling use case for projected lights with cubemaps so it

wasn't worth the battle at the time. If you really need projected cubicLights, I'll go back and

argue the case to Duzenko.

The cubegrate6 lights in ambientcube.map are projected.

 

I'll reply to your final paragraph over on the cubic lights thread.

Edited by VanishedOne

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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Ambient light, ARB versus GLSL:

 

post-35144-0-03556900-1510432420_thumb.jpg

post-35144-0-17905600-1510432427_thumb.jpg

 

Light is white lights/ambient_biground

 

Surface materal is:

ambTest
{
	qer_editorimage     textures/darkmod/nature/dirt/dirt_packed_muddy_ed
    bumpmap             textures/darkmod/nature/dirt/dirt_packed_muddy_local
	{
		blend diffusemap
		map _white
		red 1
		green 0
		blue 0
	}
	{
		blend specularmap
		map _white
		red 0
		green 0
		blue 1
	}
}

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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Ambient light no longer lights things up from the player's eyes, it lights from the top down, so that causes normalmaps to look different.

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NOT using GLSL / SoftShadows (classic ARB mode with my GeForce 1050 Ti)

About FBO:

 

1) setting the r_useFBO to "1" causes the game to start in borderless windowed mode (I'm using a custom resolution - 1440x1080 - and maybe the culprit is that - I must test with 1920x1080)

2) if set to "1" DURING the game there's no problem (!!!!) and it seems to take effect because:

2.1) r_FBOresolution set to a custom value (not 1) causes this problem (and a massive flickering moving around - viewport problem?):

 

newjob_2017-11-11_22.07.55.jpg

Edited by lowenz
  • Like 1

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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@1920x1080 (fullscreen resolution=native resolution) r_useFBO =1 doesn't create any issues @start (as expected, so that option can conflict with custom resolutions driver management) :)

 

BUT r_FBOresolution >1 (and <1 too) still creates these (viewport?) artifacts:

 

newjob_2017-11-11_22.24.03.jpg
newjob_2017-11-11_22.25.25.jpg
Edited by lowenz
  • Like 1

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Ambient light no longer lights things up from the player's eyes, it lights from the top down, so that causes normalmaps to look different.

Cheers. I think the use of specular colour is part of it too. Here (in ARB) the highlights further from the top have a clearly blue component:

 

post-35144-0-11256300-1510439037_thumb.jpg

 

The GLSL fragment shader has a commented-out bit about revisiting fresnel later, and I don't think it references specular RGB at all.

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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The GLSL fragment shader has a commented-out bit about revisiting fresnel later, and I don't think it references specular RGB at all.

 

 

That would be an issue if so.

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It's similar (apart from the fresnel bit) to what I talked about here and here (and because of that issue, people probably haven't been RGB scaling specular maps much anyway). Of course, my example is very contrived: all RGB scaling and no colour variation in the diffuse or specular maps.

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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EDIT: I also get a guaranteed crash every time I dmap/testmap while in-game. I can load a map but I have to escape to the menu in order for it to work without crashing. I experienced rare crashes when switching between maps from the console in 2.05, this seems to have increased.

Could anyone please create an issue about it in bugtracker (or bump an existing one, if it is already there) ?

Please write down steps to reproduce so that even a non-mapper like me can understand and complete them (maybe with links to wiki about dmap/map commands, maybe with examples of map files from SVN).

Probably Springheel can do it nicely for us, "mere divelopeers"? :unsure:

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(I accidently posted this in the 2.06 development thread when I should have posted it here.)

 

Regarding soft shadows not working on my system:

 

 

In the bugtracker entry, stgatilov asked for the condump on FM startup with soft shadows on to see why it doesn't work on my system (all lights turned off).

I'm dropping it here for convenience.

 

 

 

TDM 2.06/32 #0 () win-x86 Nov 2 2017 09:55:27
2394 MHz Intel CPU with MMX & SSE & SSE2 & SSE3
Winsock Initialized
Found interface: {8A11A98B-B6F1-4E11-B4F4-ADF9BC1BCE04} Bluetooth PAN HelpText
- 0.0.0.0 NULL netmask - skipped
Found interface: {7CA506CB-E8C6-4B73-959A-AC38CBDF2727} Intel® Dual Band Wire
less-AC 7260 - 192.168.1.8/255.255.255.0
Found interface: {808F5517-4035-41EE-87AA-22E0A5119D98} Microsoft Wi-Fi Direct
Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Sys_InitNetworking: adding loopback interface
Found Intel CPU, features: MMX SSE SSE2 SSE3 CMOV
tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing.
enabling Flush-To-Zero mode
enabled Flush-To-Zero mode
enabling Denormals-Are-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Current search path:
C:\Users\Cade\games\PC\FPS\Darkmod/fms/mother
C:\Users\Cade\games\PC\FPS\Darkmod\fms\mother\mother.pk4 (127 files)
C:\Users\Cade\games\PC\FPS\Darkmod/
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_wood01.pk4 (374 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_window01.pk4 (389 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_stone_sculpted01.pk4 (463 fil
es)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_stone_natural01.pk4 (130 file
s)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_stone_flat01.pk4 (295 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_stone_cobblestones01.pk4 (224
files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_stone_brick01.pk4 (520 files)

C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_sfx01.pk4 (69 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_roof01.pk4 (72 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_plaster01.pk4 (142 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_paint_paper01.pk4 (63 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_other01.pk4 (122 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_nature01.pk4 (281 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_metal01.pk4 (494 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_glass01.pk4 (51 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_fabric01.pk4 (43 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_door01.pk4 (174 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_decals01.pk4 (461 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_carpet01.pk4 (92 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_textures_base01.pk4 (393 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_standalone.pk4 (4 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_vocals_decls01.pk4 (28 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_vocals07.pk4 (1111 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_vocals06.pk4 (696 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_vocals05.pk4 (128 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_vocals04.pk4 (2872 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_vocals03.pk4 (743 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_vocals02.pk4 (1299 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_vocals01.pk4 (82 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_sfx02.pk4 (605 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_sfx01.pk4 (942 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_ambient_decls01.pk4 (8 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_ambient03.pk4 (24 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_ambient02.pk4 (163 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_sound_ambient01.pk4 (217 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_prefabs01.pk4 (942 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_player01.pk4 (125 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_models_decls01.pk4 (102 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_models02.pk4 (1987 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_models01.pk4 (2693 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_gui_credits01.pk4 (49 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_gui01.pk4 (702 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_fonts01.pk4 (696 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_env01.pk4 (152 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_defs01.pk4 (174 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_base01.pk4 (186 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_steambots01.pk4 (24 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_monsters_spiders01.pk4 (82 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_humanoid_undead01.pk4 (50 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_humanoid_townsfolk01.pk4 (95 files)

C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_humanoid_pagans01.pk4 (10 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_humanoid_nobles01.pk4 (48 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_humanoid_mages01.pk4 (8 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_humanoid_heads01.pk4 (97 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_humanoid_guards01.pk4 (377 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_humanoid_females01.pk4 (172 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_humanoid_builders01.pk4 (91 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_base01.pk4 (8 files)
C:\Users\Cade\games\PC\FPS\Darkmod\tdm_ai_animals01.pk4 (80 files)
File System Initialized.
--------------------------------------
----- Initializing Decls -----
WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0
01' previously defined at materials/tdm_epi_shader_2.mtr:366
WARNING:file materials/tdm_models_nature_trees.mtr, line 232: material 'models/
nature/tree_dm/tree_dm_autumn' previously defined at materials/tdm_models_natur
e_trees.mtr:1
WARNING:file materials/tdm_models_nature_trees.mtr, line 273: material 'models/
nature/tree_dm/tree_dm_leaves_autumn' previously defined at materials/tdm_model
s_nature_trees.mtr:36
WARNING:file materials/tdm_models_nature_trees.mtr, line 1303: material 'textur
es/nature/foliage/tree02_branch_bare2' previously defined at materials/mother_m
aterials.mtr:49
WARNING:file materials/tdm_models_tools.mtr, line 537: material 'bc_flaskglass'
previously defined at materials/mother_materials.mtr:305
WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/r
ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1
WARNING:file skins/tdm_gen_metal.skin, line 596: skin 'iron_flat' previously de
fined at skins/tdm_gen_metal.skin:103
WARNING:file skins/tdm_mechanical.skin, line 258: skin 'blue_metal_rust' previo
usly defined at skins/tdm_gen_metal.skin:66
WARNING:file skins/tdm_mechanical.skin, line 278: skin 'girder_bluesteel' previ
ously defined at skins/tdm_mechanical.skin:202
WARNING:file skins/tdm_models_architecture_modules.skin, line 546: Expecting '{
' but found '=='
WARNING:file skins/tdm_models_architecture_modules.skin, line 546: Expecting '{
' but found '='
WARNING:file skins/tdm_nature.skin, line 393: skin 'tree02_mostly_bare' previou
sly defined at skins/module.skin:64
WARNING:file sound/tdm_ambient_ambience.sndshd, line 395: sound 'haunted_cemete
ry' previously defined at sound/mother.sndshd:74
------------------------------
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1238 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
Couldn't open journal files
Couldn't exec editor.cfg - file does not exist.
execing default.cfg
Unknown command 'grayman'
Unknown command './devel/release/default.cfg.'
Unknown command 'a'
Unknown command 'new'
Unknown command 'NOT'
Unknown command 'anyone'
Unknown command 'use'
Unknown command 'console'
Unknown command 'next'
Unknown command 'prev'
Unknown command 'previous'
Unknown command 'next'
Unknown command 'crouch'
Unknown command 'Lean'
Unknown command 'lean'
Unknown command 'Readables'
Unknown command 'spyglass'
Unknown command 'compass'
Unknown command 'lantern'
Unknown command 'maps'
Unknown command 'objectives'
Unknown command 'keys'
Unknown command 'lockpicks'
Unknown command 'lean'
Unknown command 'Inventory'
Unknown command 'Mantle'
Unknown command 'creep'
Unknown command 'frob'
Unknown command 'inventory'
execing Darkmod.cfg
Couldn't exec autoexec.cfg - file does not exist.
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1238 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 Speakers (Realtek High Definition Audio)'
OpenAL: using 'OpenAL Soft'
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.18.2
OpenAL: found EFX extension
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
Initializing OpenGL subsystem
...getting default gamma ramp: success
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
Couldn't find proc address for: wglBindTexImageARB
Couldn't find proc address for: wglReleaseTexImageARB
Couldn't find proc address for: wglSetPbufferAttribARB
...created window @ 0,0 (1938x1127)
Initializing OpenGL driver
...getting DC: succeeded
...PIXELFORMAT 5 selected
...creating GL context: succeeded
...creating secondary shared GL context: succeeded
...sharing contexts: succeeded
...making context current: succeeded
Couldn't find proc address for: wglBindTexImageARB
Couldn't find proc address for: wglReleaseTexImageARB
Couldn't find proc address for: wglSetPbufferAttribARB

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
OpenGL vendor: Intel
OpenGL renderer: Intel® HD Graphics 4400
OpenGL version: 4.3.0 - Build 20.19.15.4531
Checking portable OpenGL extensions...
v - using GL_ARB_multitexture
Max texture coords: 8
Max active textures: 192
v - using GL_ARB_texture_cube_map
v - using GL_ARB_texture_non_power_of_two
v - using GL_ARB_texture_compression
v - using GL_EXT_texture_compression_s3tc
v - using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
v - using GL_EXT_texture_lod_bias
v - using GL_EXT_stencil_wrap
v - using glStencilOpSeparate
v - using GL_ARB_vertex_buffer_object
v - using GL_ARB_map_buffer_range
X - EXT_depth_bounds_test not found
v - using GL_ARB_framebuffer_object
v - using ARB_pixel_buffer_object
v - using GL_ARB_draw_buffers
v - using GL_ARB_sync
GL fence sync available
Max vertex attribs: 16
Max env parameters: 256
----- R_ReloadARBPrograms -----
glprogs/test.vfp 8
glprogs/test.vfp 9
glprogs/interaction.vfp 1
glprogs/interaction.vfp 2
glprogs/bumpyEnvironment.vfp 5
glprogs/bumpyEnvironment.vfp 6
glprogs/ambientLight.vfp 10
glprogs/ambientLight.vfp 11
glprogs/shadow.vp 7
glprogs/environment.vfp 3
glprogs/environment.vfp 4
glprogs/test_direct.vfp 12
glprogs/test_direct.vfp 13
glprogs/interaction_direct.vfp 14
glprogs/interaction_direct.vfp 15
glprogs/soft_particle.vfp 16
glprogs/soft_particle.vfp 17
glprogs/cubic_light_point.vfp 18
glprogs/cubic_light_point.vfp 19
glprogs/cubic_light_proj.vfp 20
glprogs/cubic_light_proj.vfp 21
glprogs/test_cubic_light_point.vfp 22
glprogs/test_cubic_light_point.vfp 23
glprogs/test_cubic_light_proj.vfp 24
glprogs/test_cubic_light_proj.vfp 25
glprogs/ambient_cubic_light.vfp 26
glprogs/ambient_cubic_light.vfp 27
glprogs/cookMath_pass1.vfp 28
glprogs/cookMath_pass1.vfp 29
glprogs/cookMath_pass2.vfp 30
glprogs/cookMath_pass2.vfp 31
glprogs/brightPass_opt.vfp 32
glprogs/brightPass_opt.vfp 33
glprogs/blurx.vfp 34
glprogs/blurx.vfp 35
glprogs/blury.vfp 36
glprogs/blury.vfp 37
glprogs/finalScenePass_opt.vfp 38
glprogs/finalScenePass_opt.vfp 39
-------------------------------
---------- R_ReloadGLSLPrograms_f -----------
interaction VWARNING:shaderCompileFromFile(glprogs/interaction.vs) validation
ERROR: 0:40: 'var_WorldPos' : undeclared identifier
ERROR: 0:40: 'u_modelMatrix' : undeclared identifier
ERROR: 0:40: 'u_lightOrigin2' : undeclared identifier
ERROR: 0:40: 'assign' : cannot convert from '3-component vector of highp float
' to 'highp float'



F
WARNING:Program linking failed
Fragment shader contains a user varying, but is linked without a vertex shader.

Out of resource error.


ambientInteraction VF
stencilShadow VF
shadowMap VGF
oldStage VF
depthAlpha VF
fog VF
blend VF
cubeMap VF
GLSL shaders failed to init.
using ARB_vertex_buffer_object memory
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.06/32, win-x86, code revision 0
Build date: Nov 2 2017
WARNING:file def/tdm_ai_heads_springheel.def, line 807: model 'head_02' previou
sly defined at def/ambient_npc.def:1
WARNING:file def/tdm_lights.def, line 325: entityDef 'light_torchflame_small' p
reviously defined at def/mother.def:1
WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0
01' previously defined at materials/tdm_epi_shader_2.mtr:366
WARNING:file materials/tdm_models_nature_trees.mtr, line 232: material 'models/
nature/tree_dm/tree_dm_autumn' previously defined at materials/tdm_models_natur
e_trees.mtr:1
WARNING:file materials/tdm_models_nature_trees.mtr, line 273: material 'models/
nature/tree_dm/tree_dm_leaves_autumn' previously defined at materials/tdm_model
s_nature_trees.mtr:36
WARNING:file materials/tdm_models_nature_trees.mtr, line 1303: material 'textur
es/nature/foliage/tree02_branch_bare2' previously defined at materials/mother_m
aterials.mtr:49
WARNING:file materials/tdm_models_tools.mtr, line 537: material 'bc_flaskglass'
previously defined at materials/mother_materials.mtr:305
WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/r
ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1
Initializing event system
...834 event definitions
Initializing class hierarchy
...170 classes, 410328 bytes for event callbacks
Initializing scripts
Compiled 'ai_darkmod_base::Legs_Idle_Sleep': 185.9 ms
---------- Compile stats ----------

Memory usage:
Strings: 46, 5712 bytes
Statements: 20266, 405320 bytes
Functions: 1260, 128684 bytes
Variables: 92252 bytes
Mem used: 1125692 bytes
Static data: 2277600 bytes
Allocated: 2829248 bytes
Thread size: 7068 bytes

...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new mission packages.
Found 47 mods in the FM folder.
Parsed 49 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: mother
-------- Initializing Session --------
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.
session initialized
--------------------------------------
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:file def/tdm_ai_heads_springheel.def, line 807: model 'head_02' previou
sly defined at def/ambient_npc.def:1
WARNING:file def/tdm_lights.def, line 325: entityDef 'light_torchflame_small' p
reviously defined at def/mother.def:1
WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0
01' previously defined at materials/tdm_epi_shader_2.mtr:366
WARNING:file materials/tdm_models_nature_trees.mtr, line 1303: material 'textur
es/nature/foliage/tree02_branch_bare2' previously defined at materials/mother_m
aterials.mtr:49
WARNING:file materials/tdm_models_nature_trees.mtr, line 232: material 'models/
nature/tree_dm/tree_dm_autumn' previously defined at materials/tdm_models_natur
e_trees.mtr:1
WARNING:file materials/tdm_models_nature_trees.mtr, line 273: material 'models/
nature/tree_dm/tree_dm_leaves_autumn' previously defined at materials/tdm_model
s_nature_trees.mtr:36
WARNING:file materials/tdm_models_tools.mtr, line 537: material 'bc_flaskglass'
previously defined at materials/mother_materials.mtr:305
WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/r
ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1
WARNING:file skins/tdm_gen_metal.skin, line 596: skin 'iron_flat' previously de
fined at skins/tdm_gen_metal.skin:103
WARNING:file skins/tdm_mechanical.skin, line 258: skin 'blue_metal_rust' previo
usly defined at skins/tdm_gen_metal.skin:66
WARNING:file skins/tdm_mechanical.skin, line 278: skin 'girder_bluesteel' previ
ously defined at skins/tdm_mechanical.skin:202
WARNING:file skins/tdm_models_architecture_modules.skin, line 546: Expecting '{
' but found '='
WARNING:file skins/tdm_models_architecture_modules.skin, line 546: Expecting '{
' but found '=='
WARNING:file skins/tdm_nature.skin, line 393: skin 'tree02_mostly_bare' previou
sly defined at skins/module.skin:64
WARNING:file sound/tdm_ambient_ambience.sndshd, line 395: sound 'haunted_cemete
ry' previously defined at sound/mother.sndshd:74
WARNING:Program linking failed
Fragment shader contains a user varying, but is linked without a vertex shader.

Out of resource error.


WARNING:shaderCompileFromFile(glprogs/interaction.vs) validation
ERROR: 0:40: 'var_WorldPos' : undeclared identifier
ERROR: 0:40: 'u_modelMatrix' : undeclared identifier
ERROR: 0:40: 'u_lightOrigin2' : undeclared identifier
ERROR: 0:40: 'assign' : cannot convert from '3-component vector of highp float
' to 'highp float'



17 warnings
Couldn't exec autocommands.cfg - file does not exist.
Widescreenmode was set to: 7 (1920x1080)
Found 0 new mission packages.
Found 47 mods in the FM folder.
DisplayBriefingPage: briefingData is maps/mother/mission_briefing
DisplayBriefingPage: xdata found.
DisplayBriefingPage: numPages is 4
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
Objective 10: Parsing success and failure logic
Objective 11: Parsing success and failure logic
Objective 12: Parsing success and failure logic
Objective 13: Parsing success and failure logic
Applied 0 objective conditions.
reloading guis/mainmenu.gui.
reloading guis/restart.gui.
reloading guis/msg.gui.
Widescreenmode was set to: 7 (1920x1080)
--------- Map Initialization ---------
Map: mother
glprogs/ambientEnvironment.vfp 79
glprogs/ambientEnvironment.vfp 80
----------- Game Map Init ------------
collision data:
442 models
20324 vertices (476 KB)
35207 edges (1237 KB)
14922 polygons (1043 KB)
2045 brushes (281 KB)
5744 nodes (157 KB)
21255 polygon refs (166 KB)
5142 brush refs (40 KB)
8963 internal edges
127 sharp edges
0 contained polygons removed
0 polygons merged
3402 KB total memory used
80 msec to load collision data.
map bounds are (2966.0, 4179.0, 1712.0)
max clip sector is (185.4, 130.6, 214.0)
1 KB passage memory used to build PVS
1 msec to calculate PVS
42 areas
88 portals
7 areas visible on average
336 bytes PVS data
[Load AAS]
loading maps/mother.aas48
[Load AAS]
loading maps/mother.aas96
[Load AAS]
loading maps/mother.aas32
done.
[Load AAS]
loading maps/mother.aas100
[Load AAS]
loading maps/mother.aas_rat
done.
[Load AAS]
loading maps/mother.aas_elemental
ConversationManager: Found 0 valid conversations.
Entering tdm_main()
Exiting tdm_main()
Spawning entities
Compiled 'C:\Users\Cade\games\PC\FPS\Darkmod\maps\mother.script': 8.5 ms
---------- Compile stats ----------

Memory usage:
Strings: 47, 5744 bytes
Statements: 21281, 425620 bytes
Functions: 1285, 130844 bytes
Variables: 94436 bytes
Mem used: 1160376 bytes
Static data: 2277600 bytes
Allocated: 2843792 bytes
Thread size: 7068 bytes

glprogs/heatHazeWithDepth.vfp 81
glprogs/heatHazeWithDepth.vfp 82
glprogs/heatHazeWithMaskAndDepth.vfp 83
glprogs/heatHazeWithMaskAndDepth.vfp 84
WARNING:Couldn't load sound 'crows.wav' using default
WARNING:Image name "-" is too short
WARNING:Couldn't load gui: 'guis/map_of.gui'
WARNING:file def/tdm_playertools.def, line 210: 'snd_bounce' already defined
glprogs/heatHaze.vfp 85
glprogs/heatHaze.vfp 86
... 1313 entities spawned, 28 inhibited

==== 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
Objective 10: Parsing success and failure logic
Objective 11: Parsing success and failure logic
Objective 12: Parsing success and failure logic
Objective 13: Parsing success and failure logic
Applied 0 objective conditions.
[aas32]: Assigned 0 multistatemover positions to AAS areas and ignored 0.
[aas_rat]: Assigned 0 multistatemover positions to AAS areas and ignored 0.
--------------------------------------
SpawnPlayer: 0
WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default
WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default
WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default
WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default
WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default
WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default
WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default
WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default
----- idRenderModelManagerLocal::EndLevelLoad -----
0 models purged from previous level, 779 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING:Couldn't load image: heightmap( textures/darkmod/decals/webs/web1, 4)
WARNING:Couldn't load image: -
WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01
WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbas
e
WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s
WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon
WARNING:Couldn't load image: textures_common_shadow
WARNING:Couldn't load image: arms_legs
WARNING:Couldn't load image: rope_belt
WARNING:Couldn't load image: belt
WARNING:Couldn't load image: models/md5/chars/nobles/noblewoman/noblelegs
WARNING:Couldn't load image: textures/misc/taper_d
WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour
_poor_ed
0 purged from previous
194 kept from previous
1014 new loaded
all images loaded in 29.4 seconds
----------------------------------------
----------------------------------------
----- idSoundCache::EndLevelLoad -----
45626k referenced
3816k purged
----------------------------------------
-----------------------------------
36504 msec to load mother
interactionTable generated of size: 134217728 bytes
------------- Warnings ---------------
during mother...
WARNING:Couldn't load gui: 'guis/map_of.gui'
WARNING:Couldn't load image: -
WARNING:Couldn't load image: arms_legs
WARNING:Couldn't load image: belt
WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01
WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbas
e
WARNING:Couldn't load image: guis/assets/game_maps/map_of_icon
WARNING:Couldn't load image: heightmap( textures/darkmod/decals/webs/web1, 4)
WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour
_poor_ed
WARNING:Couldn't load image: models/md5/chars/nobles/noblewoman/noblelegs
WARNING:Couldn't load image: rope_belt
WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s
WARNING:Couldn't load image: textures/misc/taper_d
WARNING:Couldn't load image: textures_common_shadow
WARNING:Couldn't load sound 'crows.wav' using default
WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default
WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default
WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default
WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default
WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default
WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default
WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default
WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default
WARNING:file def/tdm_playertools.def, line 210: 'snd_bounce' already defined
WARNING:Image name "-" is too short
25 warnings
speaker_zone_ambient::init() called
Color read from main ambient light 'ambient_world': 0.06 0.06 0.09

Changed location from '' to 'InfoLocOutside'.
The ambient 'snd_outside' (haunted_cemetery) for location 'InfoLocOutside' is n
ow playing.

 

 

 

There was no console text when soft shadows was turned on, neither through the main menu (pre-FM) nor during an FM playing.

 

I also entered the console commands you listed. There were no visible effects.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Could anyone please create an issue about it in bugtracker (or bump an existing one, if it is already there) ?

Please write down steps to reproduce so that even a non-mapper like me can understand and complete them (maybe with links to wiki about dmap/map commands, maybe with examples of map files from SVN).

Probably Springheel can do it nicely for us, "mere divelopeers"? :unsure:

Added you to Biker's PM thread where he uploaded the test files. Was going to test this myself some day but have not had the time yet (and low self-expectations in the dmap area)

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(I accidently posted this in the 2.06 development thread when I should have posted it here.)

 

Regarding soft shadows not working on my system:

 

 

interaction VWARNING:shaderCompileFromFile(glprogs/interaction.vs) validation
ERROR: 0:40: 'var_WorldPos' : undeclared identifier
ERROR: 0:40: 'u_modelMatrix' : undeclared identifier
ERROR: 0:40: 'u_lightOrigin2' : undeclared identifier
ERROR: 0:40: 'assign' : cannot convert from '3-component vector of highp float
' to 'highp float'



F
WARNING:Program linking failed
Fragment shader contains a user varying, but is linked without a vertex shader.

Out of resource error.

Unfortunately @grayman branched the beta on the day glprocs were broken on nVidia

Try the glprogs from @nbohre1more's post above

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Just a note that dropping nbohr1more's glprogs into the base pk4 fixed the problem. Soft shadows are now working.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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It seems that disabling soft shadows requires an engine restart to be applied correctly (noticeable due to the framerates).

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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If spooks dosent I will, as I was getting a similar crash on the second dmap on my wip.

Done

Added you to Biker's PM thread where he uploaded the test files. Was going to test this myself some day but have not had the time yet (and low self-expectations in the dmap area)

Just tried the 2.06 64bit executable and -

  • Uses a lot of ram compared to the 32bit version
  • dmapping the same map for the 64 bit executables resulted in 2.9gb and 5.1gb
  • dmapping with either the x86 or x64 versions resulted in a crash with this map - I am doing further testing on this
  • There a lot of console errors with both executables.

Latest 2.06 -

 

x86 - Task manager 1.458GB, Commit 3.642GB & working set 1.482GB

x64 - Task manager 2.58GB, Commit 4.582GB & working set 3.941GB - this crashed to desktop see bump file here

 

Also here are the condumps before I ran dmap for both versions and I have filed 2 bug trackers -

 

- http://bugs.thedarkmod.com/view.php?id=4661

- http://bugs.thedarkmod.com/view.php?id=4662

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