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Beta Testing 2.06


grayman

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About the pk4 repackaging.....it seems that somehow TDM got a SAVEGAME (!!!!) repacked in a FM pk4.

Is it even possible?

 

I see a savegame in the saves list, but there's no savefile.

If I remove all the "fm" folder it disappears.

Edited by lowenz

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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Testing my current wip under the latest version.

Had a quick run through with the 32bit version and the latest version looks brilliant and uncapped FPS on my 1070 was 100-133FPS, but unfortunate the joy didn't last long as I got a CTD.

 

Looking in task manager the game was sitting at 2.5GB at time of crash. On map load TDM sits at 220MB, but with the game doing nothing the ram usage just increases. After a few minutes if flying around the ram useage just skyrockets - which suggests there is a memory leak.

 

- dumpfile

Edited by Bikerdude
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See http://bugs.thedarkmod.com/view.php?id=4661

 

There are some brushes which seem to be unbounded and the following warning is generated for them:

brush %d on entity %d is unbounded (+ some coordinates)

These brushes need to be adjusted or removed.

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These brushes need to be adjusted or removed.

If the coordinates (Y= -262144) are correct than no brush exists as its out in the void a massive distance away from the map, I checked the map and there is nothing there.

 

So if I open the map file in notepad++ whats the safest way to nuke these trouble some brushes..?

Edited by Bikerdude
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If the coordinates (Y= -262144) are correct than no brush exists as its out in the void a massive distance away from the map, I checked the map and there is nothing there.

 

So if I open the map file in notepad++ whats the safest way to nuke these trouble some brushes..?

If dmap tells you "brush A on entity B is unbounded", then A is the primitive number. B is most likely zero (i.e. worldspawn).

So simply find "// primitive A" in the map file, and remove it.

In your case dmap chokes on brushes 10354, 10471, 10487, 11034.

I think the brushes do not really have infinite size, but dmap fails to compute their faces properly.

 

 

which suggests there is a memory leak.

Yes, this is also a possibility.

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That mission was and is fine on every version of TDM before 2.06, so I can only think that every prior version of tdm has been compiing maps wrong and we have been gettiong away with it? or there is something fundimentaly different about how 2.06 compiles maps versus earlier versions..?

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

These brushes need to be adjusted or removed.

Let's for now stick to the hypothesis that the skyrocketing RAM is actually a memory leak and that it is completely unrelated to dmap issues.

The fact that dmap in 2.06 fails should not cause high RAM consumption of TDM engine on the map dmapped by 2.05. It is rather illogical...

 

Is there any clear way to reproduce the leak? Or any ideas where to search for such a way?

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I think I found another bug, can someone else confirm before I log a tracker -

 

 

It's already tracked.

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The latest package build is now available.

 

The packager still has problems with its latest code changes. It's being worked on, but for now, we're reverting back to the previous version.

 

15088 - water blur shader fixed (duzenko)

15090 – fix duplicate skins and warnings about models (Springheel)

15091 – fix a gap in one of the new church modules (Springheel)

15093 - fix some black textures (Springheel)

7292 - passing tex coords to bumpy environment shader (bug 4673) (duzenko)

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^That one was already spotted, it's to do with FBO, although I don't think it's tracked on Mantis.

 

#4673 seems to be fixed (passing tex coords to bumpy environment shader) now; I was hoping that would also alleviate the rectangular cubic lights somehow, but no luck. While I was looking I also noticed something's up with falloff textures for projected lights, like the shot VanishedOne posted in the other thread with the lanternbot light... Might be worth looking into.

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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