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Beta Testing 2.07

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#1 stgatilov

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Posted 18 December 2018 - 12:25 AM

*
POPULAR

TDM 2.07 is ready for beta test

Windows, Full Install:
1 - Create a darkmod folder anywhere you like.
2 - Download the TDM Updater. Extract tdm_update.exe from the downloaded ZIP and place it in your darkmod folder.
3 - Download a special tdm_mirrors.txt file and place it in your darkmod folder.
4 - Start tdm_update.exe. Remember to use the --keep-mirrors setting when running tdm_update. (On the main window, click the "Advanced Options" button and check the first box.)

Windows, 2.06 to 2.07 Upgrade:
1 - Download a special tdm_mirrors.txt file and place it in your darkmod folder.
2 - Start tdm_update.exe. Remember to use the --keep-mirrors setting when running tdm_update. (On the main window, click the "Advanced Options" button and check the first box.)

 

Windows, Full install with freyk's installer:

1 - Download the installer from here.

2 - Run the installer. Choose where to install TDM, and maybe other settings.

3 - When tdm_update starts, download a special tdm_mirrors.txt file and place it into the installation directory (where tdm_update.exe should already be located).

4 - At the same moment, enable --keep-mirrors setting. (On the main window, click the "Advanced Options" button and check the first box.)

5 - Proceed as usual.

 

Linux, Full Install:
1 - Create a darkmod folder anywhere you like.
2 - Download the Linux version of the TDM Updater and extract it to your darkmod folder.
    64-bit build of tdm_update can be downloaded separately from here.
3 - Download a special tdm_mirrors.txt file and place it in your darkmod folder.
4 - Make tdm_update.linux executable: "chmod +x tdm_update.linux"
5 - Run the updater. Remember to use the --keep-mirrors setting.
    If you are running 64-bit build of tdm_update, also use --noselfupdate key.

Linux, 2.06 to 2.07 Upgrade:
1 - Download a special tdm_mirrors.txt file and place it in your darkmod folder.
2 - Run the updater. Remember to use the --keep-mirrors setting.

 

P.S. If you have buggy graphics immediately after update from 2.06, try to restart game.

If this does not help, you can also try to delete darkmod.cfg as a last resort fix (probably backup it beforehand).

New features in 2.07

Graphics:
1) Finished the move to FBO-based rendering and implemented proper antialiasing.
  It is recommended to reset config file, or at least set r_useFBO 1 and r_fboResolution 1 manually.
2) Numerous FBO-related fixes: reloadImages now works, quickload no longer crashes, no more duplicate renders, etc.
3) New experimental mode of rendering shadows ("Maps") --- can be switched on in Video/Advanced menu.
4) Softness of soft shadows can be controlled by emitter_size spawnarg.
  Beware: "Maps" and "Stencil" modes of rendering shadows treat it in absolutely different way!
5) Added "soft gamma": implementation of gamma correction not subject to color banding.
  Configured via cvars r_ambientMinLevel and r_ambientGamma.

Sound:
1) New syntax for EFX files (Version 2): allows using presets from openal-soft.
  See syntax in 4815 (to be added to wiki page later).
2) Sounds which should not be affected by environment are marked as no_efx.
3) Enabled HRTF by default for better positional sound: works properly only with headphones.

Generic:
1) FrobHelper: tiny white dot appears in the center of the screen (can be disabled in menu).
2) Mouse sensitivity in the main menu should be similar to one in Windows.
3) Precision fixes: dmap and collision-related gameplay are affected.
4) tdm_update: probably improved VCRedist installation, built preliminary Linux 64-bit version (cannot self-update yet).

Assets:
1) A pack of assets added. Expect a 400 MB differential package!
 

And other improvements, additions, fixes, and optimizations..
More details can be seen in What's new wiki article and in the roadmap.

Important cvars

Old:
* r_useFBO: enables/disables FBO rendering. It is now ON by default.
* r_fboResolution: coefficient for internal rendering resolution (takes effect only when FBO is on). 2 means double resolution. Works like SSAA. Very high performance cost.

* r_softshadowsradius: Determines how large the light center is for light sources. Negative value overrides emitter_size spawnarg. (partly configurable in video settings GUI)
* r_softshadowsquality: Determines how many gradients for shadows. Larger values produce smoother blending at more performance cost. (configurable in video settings GUI)
New:
* r_ambientMinLevel: adds specified value to ambient light (linear correction).
* r_ambientGamma: applies specified gamma exponent to ambient light (gamma correction).
* r_shadows 2: enables new "Maps" implementation of shadows. (configurable in video settings GUI)
* r_shadowMapSize: defines resolution of shadow maps with "Maps" implementation of shadows. More = better, less = faster.

* r_fboSharedDepth 1: avoid depth buffer copy (work only with AA off). Do not use unless you have Intel GPU.

Notes

1 - This effort is to find out if we broke anything in TDM with our 2.07 changes, if a new 2.07 feature isn't working correctly, or if some major bug retaining after 2.06 is not fixed yet.
We won't be trying to fix bugs that have been around for a long time. The best that could be done now for such old-living bugs is to create an issue in bugtracker (if not yet present).

2 - If you find something wrong and still have 2.06 and/or 2.05 versions in your hands, please test the same thing in 2.06 and 2.05.
If it is a new 2.06 feature that isn't working, then by all means mention the problem here. Bugs introduced in the previous 2.06 release are also subject to discussion.
 
3 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc.
Most likely, developer will ask the contents of your darkmod.cfg and console log (condump and logFile 2 are used to save it).
And, since there are now 32- and 64-bit versions of TDM, please note which you're using.
 
4 - If you're a developer, please test all the bugtracker issues you were involved in since 2.06 was out.
If you are not, choose a random mission and play =)

Thank you for testing !
 


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#2 nbohr1more

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Posted 18 December 2018 - 12:33 AM

What's new article is up.

 

Scanning SVN logs for Asset changes...


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#3 stgatilov

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Posted 18 December 2018 - 12:40 AM

List of beta versions:
 
beta207-01. svn rev 7837 / 15460.
Initial beta version --- see changes above.
 
beta207-02. svn rev 7857 / 15480.
Fixed _flat texture issue on Grayman's WIP (4923).
Fixed issue with breath bar (4916).
Added slider for r_fboResolution (values greater than one can only be set in console).
Reencoded a bunch of stereo files as mono, which makes it possible for them to sound localized (4921).
Fixed crashes happening when mission is finished (4919).
Fixed parallel lights with Maps shadows (always render them using Stencil mode).
Improved FrobHelper for pickpocketing (4920).
Fixed scaling issue with "back" button (4918).
Removed global "length" function from trigger_look.script to avoid name conflicts.
Removed hardcoded key binding for button "b" from autoexec.cfg.
Fixed square edges on snowflakes.
Make several cvars archivable, making it simpler to tweak them (3691).
Now TDM version is also encoded into the properties of .exe file.
 
beta207-03. svn rev 7883 / 15505.
Fixed heatHaze materials when multisampling is off (4684).
Apply patch by NagaHuntress to allow alt-tabbing under Linux (4190).
Deleted duplicates/poor quality of unreferenced sounds, added sndshd for useful unreferenced sounds (4925).
Improved air fix: changed regain speed, more info in savegame (4916, 4929).
Zero soft radius is no longer allowed in GUI slider.
Added com_maxfps cvar for limiting FPS, uncapped FPS only (4734).
Timescale and some more debug cvars temporarily suppress uncapped FPS (4698).
Merged character fixes by Anderson in Romanian translation (4935).
Fixed some missing assets: leather_chair_001.lwo, molding_white_painted_s warning.
 
beta207-04. svn rev 7896 / 15528.
Fixed sitting AIs dying before player meets them (4940).
Fixed Sykes not sitting properly on his stool (4936).
Faster animation for mantling over small obstacles (4930).
Faster mantle over medium-sized objects from crouched state (4945).
Mantling no longer allowed underwater (1037).
Commented out inclusion of trigger_look + ai_trigger_look from stock tdm_custom_scripts.script.
Added "Select all" button in in-game mission downloader (4492).
Further fixes to timescale debug tool with uncapped FPS (4698).
Fixed occasional white pixel sparklies due to specular light terms (4942).
Fixed r_showprimitives with shadow maps.
Improved shadows of transparent objects in single-pass shadow maps.
Added some more of Dragover's assets (4687).
Fixed issue with missing assets for frenchdoor.ase and Utility_fan_frame_002.
Some skins cleanup.

beta207-05. svn rev 7911 / 15560.
New mantling improvements, fixed mantling sometimes ending inside a wall.
Changed enhanced interaction shader to behave like in 2.05 (4955).
Fixed nofog keyword (3662), probably also shadowcaulk/nofog issue (4541).
Fixed occassional all zero scores on finishing mission (4950).
Hacky workaround for mission screenshots disappearing in mission downloader (3463).
Added tdm_give_loot for debugging purposes.
Blend add reduced on tdm_belt_pouch, as this item is almost exclusively used as decoration.
Added no_efx to: tool_pickup, potion_drink, frob_loot
 
beta207-06. svn rev 7922 / 15573.
Fixed mesh smoothing with specular lighting (4958).
Shadows from parallel and very big lights are now soft in Maps mode (4938).
Improved "Select All" button location in mission downloader.
 
beta207-07. svn rev 7927 / 15586.
Fixed crash with r_shadowMapSinglePass.
Added noshadow to cagelamp and brazier light models (for Maps mode).

beta207-08 = release207orig. svn rev 7932 / 15598.
Fixed stencil shadow issues on the back of some guards (4979).
Fixed rare crash happening in training mission melee zone (4952).
Player can no longer jump with body after loading game (3588).
Added frob highlight stages to spider materials.
Added some clamps to dot products in enhanced interaction.
r_showPortals now prints text to console only when set to 2.
Some improvements of Turkich translations.

 

release207 (link). svn rev 8079 / 15677.

Fixed GLSL shaders not working on the latest AMD graphics drivers (5031).

Fixed GLSL shaders not working on some Linux drivers (4962).

Fixed "r_showportals 1" to work properly with Multi Core Enhancement and with subviews (4993).

Fixed missing tdm_coals_hot_ns material on some maps.


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#4 STiFU

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Posted 18 December 2018 - 01:05 PM

For reference, here is the link to NBohr's article: http://wiki.thedarkm...new_in_TDM_2.07



#5 Springheel

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Posted 18 December 2018 - 01:28 PM

In terms of assets, I've added a few new module pieces to several of the module sets, and have added some of the interior ones R Soul made.  Have also included some new skins for various module sets.

 

I added a new guard and citywatch head.  Dram added a bunch of new outdoor models and a few lights.  That's about all I can recall.

 

Oh, there were some good chain models too, but I forget who made them...was that R Soul as well?  I'll have to track that down.


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#6 nbohr1more

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Posted 18 December 2018 - 01:42 PM

Yep. Rsoul chains

 

http://forums.thedar...e-8#entry423218

 

I saw some window textures in the commit logs, were those also Rsoul contribs?


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#7 STiFU

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Posted 18 December 2018 - 02:02 PM

Some issues with the current build:

  • vid_restart leads to very weird behavior when shadow maps are enabled. Only a restart of the game fixes the issue.
  • Sometimes the breath bar disappears after reloading.
Breath bar issue tracked under #4916. I have attached a console dump.
Shadowmap/vid_restart issue tracked under #4917.

#8 STiFU

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Posted 18 December 2018 - 05:04 PM

I have tested both the update from 2.06 using tdm_update.exe and the full install using freyk's installer. I have documented the whole update and install procedure as a test:

Update from 2.06 using tdm_update.exe
Short and brief:
  • No surprises except for having to download some additional files.
  • Without config reset, I get low fps and weird artifacts.
Full documentation:
Spoiler

 
Full installation using Freyk's Gui
Short and brief:
  • Weird messagebox regarding steam login
  • Uses different tdm_update version than the one above
  • Uninstaller leaves x64 desktop shortcut and steam links
Full documentation:
Spoiler

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#9 stgatilov

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Posted 18 December 2018 - 10:09 PM

Checking the options menu, stencil shadows where activated and soft shadow quality was set to high. Activating shadow maps fixes the graphics bug.

Did you manage to fix the issue with stencil shadows?
Did you try to reset config? Did it help?
 

Uses different tdm_update version than the one above

My bad.

Fixed the address of updater. Now it should work properly.



#10 nbohr1more

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Posted 18 December 2018 - 10:13 PM

I'm not able to reproduce STiFU's shadow bug but Spooks reported something similar during the VBO beta.

For Spooks, it cured itself after a restart of TDM.


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#11 stgatilov

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Posted 18 December 2018 - 10:31 PM

I'm not able to reproduce STiFU's shadow bug but Spooks reported something similar during the VBO beta.

For Spooks, it cured itself after a restart of TDM.

Most likely it is config-related.

So if someone can reproduce this issue, he should attach darkmod.cfg before starting TDM 2.07 first time.



#12 STiFU

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Posted 19 December 2018 - 02:27 AM

Is this maybe something tdm_update could do? Extract keybindings and some relevant cvars from the old config, reset it and store the previously extracted data again in the cfg? Of course, the user would have to be asked if tdm_update is allowed to do this.

#13 STiFU

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Posted 19 December 2018 - 02:29 AM

Did you manage to fix the issue with stencil shadows?
Did you try to reset config? Did it help?

To be clear, I initialy had the bug when starting with an old cfg. Then, stencil shadows were activated in conjunction with soft shadows. I fixed the graphical issue by activating shadow maps. (I don't even know why stencil's were activated in the first place. Maybe due to some test of mine.)

#14 stgatilov

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Posted 19 December 2018 - 07:44 AM

Is this maybe something tdm_update could do? Extract keybindings and some relevant cvars from the old config, reset it and store the previously extracted data again in the cfg? Of course, the user would have to be asked if tdm_update is allowed to do this.

Please no  :blink:

The only thing tdm_update could do is delete darkmod.cfg.

There is a feature request for placing key bindings into another file, so that darkmod.cfg with cvars could be nuked without regret.

 

To be clear, I initialy had the bug when starting with an old cfg. Then, stencil shadows were activated in conjunction with soft shadows. I fixed the graphical issue by activating shadow maps. (I don't even know why stencil's were activated in the first place. Maybe due to some test of mine.)

Stencil shadows is the default value, that's the mode which was used in all TDM up to 2.06.



#15 nbohr1more

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Posted 19 December 2018 - 01:02 PM

Ha Ha! We are out in the wild!

 

No more tending to the VBO beta thread, phew!

 

Congrats!!! :wub:


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#16 lowenz

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Posted 19 December 2018 - 02:17 PM

All up and running well here ;)


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#17 STiFU

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Posted 19 December 2018 - 02:18 PM

My gf will start testing now, too. :-) She also used the Freyk's installer and can confirm that it uses the correct version of tdm_update.exe now.

#18 peter_spy

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Posted 19 December 2018 - 02:22 PM

Gratz :) It seems like most problems with 2.06 are gone now. One thing that's IMO worth addressing is the heat haze (with depth) program artifacts. It looks like this on glass:

obraz.png



#19 nbohr1more

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Posted 19 December 2018 - 02:23 PM

Hmm...

 

What material?

 

r_useFBO mode?


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#20 freyk

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Posted 19 December 2018 - 02:24 PM

could the linux and mac users try to run 2.07 for windows using wine?

Edited by freyk, 19 December 2018 - 02:24 PM.


#21 peter_spy

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Posted 19 December 2018 - 02:29 PM

Hmm...

 

What material?

 

r_useFBO mode?

 

 

FBO 1, custom material and textures, but nothing out of ordinary:

{    
surftype15
    description glass
	noSelfShadow
    noshadows
	translucent
	forceoverlays
    sort decal

	qer_editorimage		textures/do/mesh/ar_cor_window_d
	bumpmap				textures/do/mesh/ar_cor_window_n
    diffusemap       	textures/do/mesh/ar_cor_window_d
    specularmap			textures/do/mesh/ar_cor_window_s
	
	
    {
        vertexProgram heatHazeWithDepth.vfp
        vertexParm  0  0 , 0 // texture scrolling
        vertexParm  1  1  // magnitude of the distortion

        fragmentProgram heatHazeWithDepth.vfp
        fragmentMap 0  _currentRender
        fragmentMap 1  textures/do/mesh/glass_warp01_n // the normal map for distortion
		fragmentMap 2 _currentDepth
   }
      
       etc.


#22 nbohr1more

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Posted 19 December 2018 - 02:34 PM

You need to add "maskDepth" to your material def.


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#23 peter_spy

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Posted 19 December 2018 - 02:40 PM

Where exactly?



#24 duzenko

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Posted 19 December 2018 - 02:52 PM

You need to add "maskDepth" to your material def.

 

Where exactly?

Near e.g. noshadows/translucent

It probably makes sense to force maskDepth to all translucents



#25 nbohr1more

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Posted 19 December 2018 - 02:52 PM

I'll have to look at the reference materials when I get home, I believe right before the program block.


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