grayman Posted December 29, 2018 Report Posted December 29, 2018 On 12/29/2018 at 4:53 PM, Bikerdude said: I have a very odd issue with an elevator, when it reaches a floor (in this case the 3rd) the Ai takes damage and the elevator goes back down without stopping at the floor. The same dosen't happen when the elevator reaches the 2nd floor (its only works on the 2nd floor sometimes under 2.07, other times the Ai take damage), and under 2.06 the elevator can go to the 3rd floor and Ai exits just fine.... Also that link above isnt publicly viewable Can you PM me the map?
Bikerdude Posted December 29, 2018 Report Posted December 29, 2018 I dont think thats Its not 2.07 related, i think its an issue with that texture - broken normal..? I added that texture a long time ago, but have only recently started seeing that effect, I think exporting as a model removes the issue.
Bikerdude Posted December 29, 2018 Report Posted December 29, 2018 On 12/29/2018 at 5:37 PM, grayman said: Can you PM me the map?Yep, 1 min.
Bikerdude Posted December 29, 2018 Report Posted December 29, 2018 (edited) On 12/29/2018 at 10:05 PM, Bikerdude said: I dont think thats Its not 2.07 related, i think its an issue with that texture - broken normal..? I added that texture a long time ago, but have only recently started seeing that effect, I think exporting as a model removes the issue.Confirmed, exported as model fixes it - Didnt you have this same issue a month or so ago on your WIP..? Edited December 29, 2018 by Bikerdude
stgatilov Posted December 30, 2018 Author Report Posted December 30, 2018 Please do not run tdm_update right now!If you have run tdm_update with beta-testing mirrors during the previous 12 hours, then wait for further instructions. The problem is resolved. 3
lowenz Posted December 30, 2018 Report Posted December 30, 2018 (edited) You saved me Edited December 30, 2018 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.
Bikerdude Posted December 30, 2018 Report Posted December 30, 2018 On 12/29/2018 at 4:53 PM, Bikerdude said: I have a very odd issue with an elevator, when it reaches a floor (in this case the 3rd) the Ai takes damage and the elevator goes back down without stopping at the floor. The same dosen't happen when the elevator reaches the 2nd floor (its only works on the 2nd floor sometimes under 2.07, other times the Ai take damage), and under 2.06 the elevator can go to the 3rd floor and Ai exits just fine...Greyman discovered that my elevator speed was higher than normal and was causing an issue with the physics, so reducing from 50 back down to 30 should fix the issue. Dont know what I was getting away with it under 2.06...
freyk Posted December 30, 2018 Report Posted December 30, 2018 (edited) A small update to my earlier post in this topic, about running 2.07 on Mac OS:I tested TDM 2.07 for windows on Wine on Mac os, on a vm. (because there isnt a 2.07 binary for mac os.)Its stops at the blue TDM-console showing the message that it needs OpenGL.(its the same result like older versions on a virtualized mac os on virtualbox.)i solved on vm linux by installing graphics acceleration for virtualbox, but there isnt any for mac os.I will test it on a real system the coming days. And test other methods.Also im experimenting with Valve's Proton (Valve's WINE build in the steam client for Linux & mac),trying to run TDM Windows binary on Mac os.Using a non-userfriendly method, i can start the tdm-updater and tdm installer (for windows), but TDM 2.07 64 bit windows binary doesnt start.vc++ installer crashes "could find any services" on it. Edited December 30, 2018 by freyk 2 Info: My portfolio and darkmod graphical installer Amnesty for Bikerdude!
lowenz Posted December 30, 2018 Report Posted December 30, 2018 (edited) News about the beta fix? Edited December 31, 2018 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.
stgatilov Posted December 31, 2018 Author Report Posted December 31, 2018 The problem with testing package is resolved.Well, it turned out that there was no problem at all You can now freely use tdm_update to get new beta package.In fact, it is advised to run tdm_update now just to be safe. The new beta release beta207-03 is available.The summary of changes is available here.After update, please make sure that cvars are: r_useFBO 1 and r_fboSharedDepth 0 The problem with heatHaze materials and depth-reading material stages is resolved.Adding maskDepth keyword to such materials is no longer necessary (is it was in 2.05). The keyword has been removed from all corresponding stock shaders.Please test various heatHaze/translucent/postprocessing materials with the new beta, with antialiasing off (and also test a bit with AA on). Another thing which needs serious testing is the Linux build.Whoever runs native Linux build, please check how Alt+tabbing works in various modes (Windowed/Fullscreen).One known issue is that some Linuxes has "Alt" as a hotkey, which somewhat messes with Alt-tabbing. P.S. And if you are feeling lucky, you can try to get beta207-03 via tdmupdate_tdmsync prototype.It greatly reduces download size for beta207-02 to beta207-03 update.Just make sure to configure tdm_mirrors.txt properly and enable two checkboxes if you do so. 3
grayman Posted December 31, 2018 Report Posted December 31, 2018 I'm trying to update a 2.06 installation. The windows updater is caught in a loop. It finds that the available rev is 2.07, and that the current rev is 2.06. It finds that it needs a new version of the updater, and goes to get that. It asks me to hit restart to run the latest updater. The restart fails, and the updater restarts 0.69. Ad nauseum.
peter_spy Posted December 31, 2018 Report Posted December 31, 2018 I tested several of my heat haze materials, and the artifacts are gone now, thank you Artstation stuff
stgatilov Posted December 31, 2018 Author Report Posted December 31, 2018 On 12/31/2018 at 5:12 AM, grayman said: I'm trying to update a 2.06 installation.The windows updater is caught in a loop. It finds that the available rev is 2.07, and that the current rev is 2.06.It finds that it needs a new version of the updater, and goes to get that.It asks me to hit restart to run the latest updater.The restart fails, and the updater restarts 0.69.Ad nauseum.I tried to run updater from TDM 2.06 on my beta installation (not exactly the same environment, should not differ).The self-update worked properly. I guess a log file is needed from our side (the one saved just before you click "Restart" for the first time).
Bikerdude Posted December 31, 2018 Report Posted December 31, 2018 On 12/31/2018 at 5:12 AM, grayman said: The windows updater is caught in a loop. It finds that the available rev is 2.07, and that the current rev is 2.06.I have seen this bahvour in the past, and my work around was -let the updater download the new version, which from memory the file name is ' _tdm_update.exe 'I then killed the current tdm_update processed in task manager.then rename _tdm_update.exe to tdm_update.exe and run thatThe update then works as expected.
Bikerdude Posted December 31, 2018 Report Posted December 31, 2018 (edited) Found what looks like a typo in a texture material def for "textures/darkmod/stone/sculpted/tiling_1d/trim_marble_grapevine" from - tdm_textures_base01.pk4 textures/darkmod/stone/sculpted/tiling_1d/trim_marble_grapevine { stone qer_editorimage textures/darkmod/stone/sculpted/trim_marble_grapevine_ed diffusemap textures/darkmod/stone/sculpted/trim_marble_grapevine bumpmap textures/darkmod/stone/sculpted/trim_marble_grapevine_local specularmap textures/darkmod/stone/sculpted/trim_marble_grapevine_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/stone/sculpted/trim_lime_longpanel rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/stone/sculpted/trim_lime_longpanel scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/darkmod/stone/sculpted/trim_marble_grapevine_local // Bump fragmentMap 2 textures/darkmod/stone/sculpted/trim_marble_grapevine // Diffuse fragmentMap 3 textures/darkmod/stone/sculpted/trim_marble_grapevine_s // Specular } }The following line doesent look like they should be in there - Quote textures/darkmod/stone/sculpted/trim_lime_longpanel Edited December 31, 2018 by Bikerdude
grayman Posted December 31, 2018 Report Posted December 31, 2018 On 12/31/2018 at 9:28 AM, stgatilov said: I guess a log file is needed from our side (the one saved just before you click "Restart" for the first time). Ok, like taking your car to the mechanic and the problem won't repeat itself, this morning the update works correctly. Tried it twice w/o a problem. Perhaps it had to do with some connection glitch last night. Moving on ...
Springheel Posted December 31, 2018 Report Posted December 31, 2018 There may be a problem with the recent changes to sitting code. In A Score to Settle under 2.07, Reveal hidden contents Sykes is not sitting on his stool like he is supposed to. One time I couldn't find him at all, and in the next run he was like this: 1 TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
Springheel Posted December 31, 2018 Report Posted December 31, 2018 Anyone noticed this before? 2 TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
Kurshok Posted December 31, 2018 Report Posted December 31, 2018 I'm still hoping this is eventually released on console or steam someday, but I've decided I should get a new laptop that can handle the game before I try to install it.
grayman Posted December 31, 2018 Report Posted December 31, 2018 On 12/31/2018 at 7:41 PM, Springheel said: There may be a problem with the recent changes to sitting code. In A Score to Settle under 2.07, Confirmed. Looking at it.
grayman Posted December 31, 2018 Report Posted December 31, 2018 @Spring: Do you have a savegame for the Sykes problem? I tried it and confirmed the problem, but when I moved the player_start into Sykes' room to see what he does at map start, he always sits down on his stool correctly.
Springheel Posted December 31, 2018 Report Posted December 31, 2018 I didn't save a game, no. First time I just notargetted and walked there, and the second time I noclipped and flew there. Would you like a saved game? TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
grayman Posted December 31, 2018 Report Posted December 31, 2018 On 12/31/2018 at 10:02 PM, Springheel said: I didn't save a game, no. First time I just notargetted and walked there, and the second time I noclipped and flew there. Would you like a saved game? Yes, please. I've tried both 2.06 and 2.07 with the player start moved into his room, and he always sits on his stool. If I start at the normal place in 2.07, and noclip to his room, he's sitting next to his stool. I'll need to see it from someone else's perspective, because I don't have anything to work with yet.
grayman Posted December 31, 2018 Report Posted December 31, 2018 I created this bugtracker for further discussion. No need to continue here.
Bikerdude Posted December 31, 2018 Report Posted December 31, 2018 On 12/31/2018 at 7:59 PM, Springheel said: Anyone noticed this before?Nope this is new and it might explain why an Ai that was fine before in my City wip keeps dying for no apparent reason.
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