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TDM 2.04 updater and XP


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#26 nbohr1more

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Posted 28 July 2016 - 04:04 PM

Thanks. I'll try to get a compile done tonight.


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#27 teh_saccade

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Posted 28 July 2016 - 04:34 PM

Nail on the head:

 

You have mid to hi end system, why on earth are you still running xp and not windows 7? You can buy upgrade versions of 7 for £20 or less on eBay or games key sites. As for the malloc error, that sounds like Xp is limited the amount of ram can be used for any applications or games.

 

Old 32bit updater here: https://db.tt/tm8FqdRn

 

// a friendly reminder, dropbox will be discontinuing public folder sharing in a short while. Alternate file host or "shared dropbox folder" with restricted priv. for "guest/user" might be advised.


Edited by teh_saccade, 22 March 2017 - 05:39 AM.


#28 nbohr1more

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Posted 28 July 2016 - 08:53 PM

Here is an XP compile:

 

https://dl.dropboxus...6561/204_xp.zip

 

Installation:

 

1) Use the updater in teh_saccade's post above or one available at the Moddb site for the darkmod

2) When the updater launches, click the Advanced button and select "Do not let tdm_updater update itself" and "keep mirrors"

3) Then wait for confirmation that your installation is up to date

4) Extract the 204_xp.zip to a folder anywhere (for example, on your Desktop)

5) Copy TheDarkMod.exe and gamex86.dll from this folder into your darkmod folder and overwrite the existing files

6) Launch TDM as you normally would

 

 

I tested this build briefly on 2 missions "The Outpost", "Behind Closed Doors". The AI and mechanics all seemed to work just

fine. This is pretty good because it looks like it's using 2013 libraries to do the XP build rather than the 2010 libraries so perhaps

we can finally merge the 64-bit branch and still have working AI and mantling (fingers crossed).

 

I wouldn't revert any config changes we discussed yet.

 

Test this on a small mission like "The Outpost" then go back to "A House of Locked Secrets".


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#29 urgrue

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Posted 29 July 2016 - 07:37 AM

@nbohr1more: Thanks hugely. TDM 2.04 installed using your method.

 

The install folder (F:\darkmod here) should pre-exist or the installer will baulk, in case anyone else tries it. Best to run it from there.

 

"The Outpost" ran fine, except for a single audio-jarring crash once, near the start. Reloaded and finished. As you might expect with lower settings, torches could occasionally be seen through doors and doorframes, and a plume of black smoke crowned each one. Water surface was black, and sky was oddly mobile. Underwater was crazily magnified-ish.

 

"A House Of Locked Secrets" gave up with same error at exactly the same point as before. :(



#30 teh_saccade

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Posted 29 July 2016 - 01:15 PM

urgue - what GPU you use?

Bohemia deal with black / translucent specular issue atm with certain manufacturer's drivers.

 

//Switch from 32 to 64bit... still issue.

DW - just realised this is not same issue.

Count post rem.


Edited by teh_saccade, 29 July 2016 - 01:17 PM.


#31 urgrue

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Posted 29 July 2016 - 01:41 PM

@teh_saccade: NVidia GeForce GT 640 2GB


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#32 freyk

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Posted 31 July 2016 - 08:30 AM

For the updater on xp, only tdm-updater 0.65 is not xp compatible.
(tested 0.61 trough 0.65 on XP SP3 32bit)

So, Get an earlier

Old 32bit updater here: https://db.tt/tm8FqdRn

And if people dont trust dropbox downloads, Get this updater from package The Dark Mod 2.02-2.03 Update Package (Windows) from moddb.

Edited by freyk, 01 August 2016 - 01:16 AM.

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#33 teh_saccade

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Posted 31 July 2016 - 08:22 PM

@teh_saccade: NVidia GeForce GT 640 2GB

Figured it'd be Nvidia - some issues right now. Probably driver related - expecting fix for... months... nothing yet.

Soz mate. No workaround that "translucent blackness" I know of. If I hear, I'll let you know.



#34 freyk

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Posted 01 August 2016 - 01:47 PM

Message for the builder of tdm updater 0.65:

Spoiler


Edited by freyk, 01 August 2016 - 01:48 PM.

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#35 SneaksieDave

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Posted 27 October 2016 - 01:54 PM

Damn.  I came back to update to 2.04 today and ran into this myself.  Yup, WinXP 32. *raises hand*

 

Sounds like, from above, that there's a need for versions of the updater prior to 0.65, and thus to disallow it to update itself.  And, even with a working 2.04 (from win32-friendly binaries above) there might still be issues (malloc and graphics).  So right now I'm debating just sticking with 2.03 (and its graphics bugs, which drove me to update in the first place...) and hoping some day will bring a 2.05 that supports XP 32bit.  The wiki mentions the 2.04 dropbox binaries but omits the rest, that I've seen.  Double damn, I hope this is an easy fix (compiler switch or such).


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#36 nbohr1more

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Posted 27 October 2016 - 02:19 PM

Malloc errors are gonna happen if you don't have enough memory for larger missions.

 

The XP compile improves this situation but there are missions that will still make a 32-bit environment sweat.

 

To ease the pain, as has always been the case, you can use the image_downsize cvars but this has always had

the problem of making menus (etc) blurry. There is a patch that addresses that blurry issue:

 

http://forums.thedar...-73#entry392752

 

I'm pretty sure I also made that patch with the XP compile switch but if not, I can do a new build.

 

If we can get 2.05 working properly with MSVC 2013 without 2010 libraries, we can ship XP binaries,

MSVC 2010 doesn't have native XP compile but the compiles have worked up till now for most users.


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#37 SneaksieDave

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Posted 11 March 2017 - 07:06 PM

Just re-reading this thread and it's making my head spin.  Or maybe it's my kid running around the house.

 

Does the latest 2.05 release bring back 32bit XP goodliness (please)?

 

I didn't see mention of these issues in tech supt or the change notes.



#38 nbohr1more

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Posted 11 March 2017 - 08:27 PM

Yes. I was compiled using the MSVC 2013 Windows XP switch.


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#39 SneaksieDave

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Posted 12 March 2017 - 09:44 AM

Thanks muchly for that!  I've updated and it seems to be working well running 2.05. 

 

I did run into the issue where halos of lights (and I assume other such effects) show through walls when viewed at a distance.  Wasn't that corrected a build or two ago?  I can live with it, just curious if I've missed a manual fix somewhere along the line or if it was still a problem.

 

Edit:  Yes, according to the 2.04 video it was fixed in that release.  I can't confirm whether or not it was fixed on my system as I never installed 2.04 (due to problems in this thread) but I can definitely say it's still happening for me in 2.05.


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#40 nbohr1more

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Posted 12 March 2017 - 09:49 AM

Could be that the cvars weren't overwritten. Post your Darkmod.cfg and we'll check it out.


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#41 SneaksieDave

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Posted 12 March 2017 - 10:01 AM

Here you are, sir.

 

Spoiler



#42 nbohr1more

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Posted 12 March 2017 - 10:27 AM

These are the cvars that control the decal sort issue:

 

seta r_offsetunits "-0.1"
seta r_offsetfactor "-2"

 

You can try changing the r_offsetfactor value to -1 or -3 and see if the behavior improves.

 

I will suggest that you take advantage of the improved performance changes in 2.05:

 

seta r_useIndexBuffers "0"

seta tdm_lg_split "1"

 

Once you have those set, you can try playing with interleave values:

 

seta tdm_lg_interleave "3"

seta tdm_lg_interleave_min "1"

 

and finally, if you have more than 128 mb of VRAM, you should fix:

 

seta com_videoRam "128"


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#43 SneaksieDave

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Posted 12 March 2017 - 11:08 AM

I'll definitely be trying the performance tweaks.  Surprised the vram is still set to 128.  That must stretch back years, across multiple PCs.  :)

 

The r_offset values don't seem to be doing anything, though.  I've set it up so I'm facing some offending light globes, changing the values (even beyond suggested above) at the console and I'm seeing literally no change at all.  Any ideas?



#44 Bikerdude

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Posted 12 March 2017 - 11:16 AM

Just re-reading this thread and it's making my head spin.  Or maybe it's my kid running around the house.

Hey there stranger!



#45 nbohr1more

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Posted 12 March 2017 - 11:30 AM

Hmm.

 

If this is your own map, you may want to try modifying the SofteningRadius in your particle def:

 

http://wiki.thedarkm...title=Particles


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#46 SneaksieDave

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Posted 12 March 2017 - 11:39 AM

*waves to Bikerdude* :)

 

It's the training map, in the archery area.  I stand against the chapelesque building, near the wall with the patrolling guard, then walk back/forward aligned with the archery ranges.  Through the short stretch of wall shows light globes from the other side of the wall.

 

 

 

training_mission_2017_03_12_12_37_01.jpg



#47 nbohr1more

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Posted 12 March 2017 - 01:39 PM

Hmm. I thought Biker adjusted that.

I'll recheck that if I get a chance tonight.

 

If you delete the training mission and run tdm_updater does the problem come back?


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#48 SneaksieDave

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Posted 12 March 2017 - 05:09 PM

Yep.  Uninstalled the training mission, deleted it, ran updater (which re-downloaded it), reinstalled, ran it.  Still happens, unfortunately.



#49 Bikerdude

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Posted 12 March 2017 - 06:28 PM

Hmm. I thought Biker adjusted that.

it(particles appearing through walls) was fixed by SteveL, so it shouldn't be appearing like that.



#50 SneaksieDave

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Posted 13 March 2017 - 07:18 AM

Any idea what that fix was (assuming it wasn't too extensive)?  It does appear from the 2.04 video that it was fixed, so either it crept back in, or it wasn't fixed at all (for people in my situation, at least).






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