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Training mission health potion bug


SilentKlD

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Once I was able to run my game thanks to my previous post, I immediately launched Training mission. Due to the controls confusion, I picked up first health potion, and instead of using it, accidentally dropped it. When I picked it up again, the text was "You picked 2 health potions, 8 more to go". It does not have any major impact, but as a programmer, unresolved issues BUG me (no pun intended).

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Haha! So you could by proxy get all the potions by picking up and dropping the same one.

 

Since it makes no sense to drop the health potion, I suppose making it un-droppable would be the simple solution. Prolly not the right one, though, in case some mapper has relied on this behavior in a map. (i.e. Objective: put potion here.)

 

Welcome to the forum.

 

I'll create a bugtracker issue for this. We'll get it fixed in 2.07.

 

Thanks.

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Since it makes no sense to drop the health potion, I suppose making it un-droppable would be the simple solution. Prolly not the right one, though, in case some mapper has relied on this behavior in a map. (i.e. Objective: put potion here.)

 

I'll create a bugtracker issue for this. We'll get it fixed in 2.07.

@Grayman, as I was the last one to work on the TM I can have a look at this.

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Cabalistic has been helping to port performance improvements from his VR branch into baseline TDM.

This work will continue in 2.07.

 

We also plan on completing the unfinished details of Soft Shadows in 2.06 (such as allowing individual lights

to define their own light_center_size for variance in penumbra behavior).

 

Other than that?

 

There has been some tentative discussion about parallax corrected cubemaps and environment reflections.

 

AI \ Game wise?

 

2.07 will have better security camera support but it's unclear whether anything further than that will be on the plate

because Grayman plans on focusing on mission creation rather than coding.

 

Mostly performance and graphics unless Obsttorte or another AI specialist comes in to help enhance or bug-fix that side of things.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Glad to hear it. I finished Training and 2 official missions, went into first unofficial mission No Honor Among thieves, and there was a huge performance drop in the purple crystal area at the beginning past the water station. Hopefully, 2.07 will address those. I already had to drop resolution to 1376x768 just so I could play stable 60, ,and from my previous post, I have a decent rig, such stutters should not even exist in the first place.

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2.07 will have better security camera support but it's unclear whether anything further than that will be on the plate

because Grayman plans on focusing on mission creation rather than coding.

 

 

Obsttorte has committed to making the Security Camera more T2-like for 2.07.

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Glad to hear it. I finished Training and 2 official missions, went into first unofficial mission No Honor Among thieves, and there was a huge performance drop in the purple crystal area at the beginning past the water station. Hopefully, 2.07 will address those. I already had to drop resolution to 1376x768 just so I could play stable 60, ,and from my previous post, I have a decent rig, such stutters should not even exist in the first place.

 

A couple of questions, have you tried overclocking your CPU or checked to see if Windows is parking the cores?

Have you tried using GPU-z to see your GPU RAM usage during gameplay?

TDM is still largely single core performance driven, try monitoring your CPU usage and frequency. I used HWINfo and Riva tuner statistics server to show usage on screen.

I always assumed I'd taste like boot leather.

 

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To add to AH's reply, we do have a Performance tweaking wiki:

 

http://wiki.thedarkmod.com/index.php?title=Performance_Tweaks

 

The most obvious things you can change:

 

Darkmod.cfg

 

seta com_fixedTic "1"

seta r_swapInterval "1" (or force vsync in your driver, preferred)

seta tdm_lg_interleave "3"

seta cm_backFaceCull "1"

seta s_force22kHz "1"

 

autoexec.cfg

 

seta r_displayRefresh "60"

 

And finally, use FXAA in your driver settings rather than in-game AA. (Your darkmod.cfg doesn't have AA set so I presume that's what you're doing?)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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TDM is mostly GPU bound fella, so imho overclocking his cpu wont help.

You're thinking of 2.06 beta +

 

2.05 is still pretty CPU bound due to shadow calculations.

Particularly in NHAT cave where this player is encountering slowdowns.

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Once I was able to run my game thanks to my previous post, I immediately launched Training mission. Due to the controls confusion, I picked up first health potion, and instead of using it, accidentally dropped it. When I picked it up again, the text was "You picked 2 health potions, 8 more to go".

 

That's good to know. I never found all the health potions in the training mission. :blush:

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You're thinking of 2.06 beta +

 

2.05 is still pretty CPU bound due to shadow calculations.

Particularly in NHAT cave where this player is encountering slowdowns.

 

When running Closed Mouth Shadows in 2.06, if I underclock my 4770k to 2.8 Ghz, I get 75 FPS in starting area looking up.

Going back up to the overclock of 4.2Ghz, I get 110 FPS. That's a huge increase.

I always assumed I'd taste like boot leather.

 

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Yeah, we still have work to do there.

 

I think shadow maps were broken in the latest SVN but if you wanna check.

 

Disable Soft Shadows and set r_shadows 2 then run your test again.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Well, my GPU is Geforce 970M 3gb, so hopefully, next release will allow me to go back to 1920x1080 resolution and highest settings. I honestly didn't find anything in the game that should be THAT resource consuming.

 

Setting lower resolution helps a bit, although it's QHD and 4K where the engine really struggles, so you should be safe with HD or Full HD.

 

The game might not look like it's demanding in terms of graphical fidelity, but remember that most things, shadows included, are calculated in real time. Also, most models use multiple materials and tiling textures, which clogs the CPU->GPU pipeline. It probably wouldn't be that big of a problem if we had engine running on more modern version of OpenGL, but for now it's quite likely that it uses like 10% of your hardware capabilities.

Edited by Judith
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Setting lower resolution helps a bit, although it's QHD and 4K where the engine really struggles, so you should be safe with HD or Full HD.

 

The game might not look like it's demanding in terms of graphical fidelity, but remember that most things, shadows included, are calculated in real time. Also, most models use multiple materials and tiling textures, which clogs the CPU->GPU pipeline. It probably wouldn't be that big of a problem if we had engine running on more modern version of OpenGL, but for now it's quite likely that it uses like 10% of your hardware capabilities.

 

Is the level loaded entirely, or in parts based on player's location?

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