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Training mission health potion bug

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#1 SilentKlD

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Posted 22 April 2018 - 02:14 PM

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).



#2 grayman

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Posted 22 April 2018 - 05:07 PM

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.



#3 SilentKlD

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Posted 22 April 2018 - 05:41 PM

No problem. It was an accident drop, since I was getting used to controls.



#4 Bikerdude

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Posted 23 April 2018 - 04:33 AM

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.



#5 SilentKlD

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Posted 23 April 2018 - 10:07 PM

Grayman,

Is there anywhere where I can look at what would be the focus of 2.07? (stability, performance enhancement, new feature, etc.)



#6 nbohr1more

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Posted 23 April 2018 - 10:18 PM

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.


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#7 SilentKlD

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Posted 23 April 2018 - 11:42 PM

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.



#8 Bikerdude

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Posted 24 April 2018 - 02:57 AM

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

Ohh, like the sound of that.



#9 grayman

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Posted 24 April 2018 - 04:31 PM

 

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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#10 AluminumHaste

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Posted 25 April 2018 - 08:43 AM

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.

 

#11 AluminumHaste

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Posted 25 April 2018 - 08:44 AM

Also, overclocking just 2 cores to 4Ghz and using affinity mask to hide all the other cores from TDM might help a lot.


I always assumed I'd taste like boot leather.

 

#12 Bikerdude

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Posted 25 April 2018 - 08:56 AM

Also, overclocking just 2 cores to 4Ghz and using affinity mask to hide all the other cores from TDM might help a lot.

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



#13 nbohr1more

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Posted 25 April 2018 - 08:56 AM

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

http://wiki.thedarkm...formance_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?)
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#14 nbohr1more

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Posted 25 April 2018 - 08:57 AM

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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#15 Bikerdude

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Posted 25 April 2018 - 09:47 AM

Particularly in NHAT cave where this player is encountering slowdowns.

Ah fair enough, I wasn't aware of that.



#16 chakkman

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Posted 25 April 2018 - 03:55 PM

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: 



#17 SilentKlD

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Posted 25 April 2018 - 10:08 PM

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.



#18 AluminumHaste

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Posted 26 April 2018 - 12:14 PM

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.

 

#19 nbohr1more

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Posted 26 April 2018 - 12:21 PM

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.
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#20 AluminumHaste

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Posted 26 April 2018 - 01:15 PM

I was just making a point that CPU speed still makes a difference even on the newest version.


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I always assumed I'd taste like boot leather.

 

#21 Judith

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Posted 26 April 2018 - 01:43 PM

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, 26 April 2018 - 01:44 PM.


#22 SilentKlD

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Posted 26 April 2018 - 08:18 PM

 

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?



#23 Judith

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Posted 27 April 2018 - 01:39 AM

You mean level streaming? No, the whole level is being loaded. Game uses portals to split map into areas for better performance. There is also an LOD system for selected objects.







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