Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 05/05/23 in all areas

  1. Thank you again! The update has been applied to the mission database.
    1 point
  2. Thanks, @Frost_Salamander. I report zero crashes after several 'fresh' mission starts (each time removing the mission folder and copying the pk4 anew), also in reloading saved missions. So your update seems to have fixed whatever was causing the 1.5 s segfault.
    1 point
  3. It's probably nothing more that goes wrong, and reading wrong memory by itself does not crash often (it is usually valid memory page, and depending on the build its contents can be quite deterministic). It is not the first time where such issues cause crashes on Linux while Windows build seems to work fine. Also, we might have different compile settings: Linux build settings are pretty standard, while Windows ones have e.g. security buffer checks disabled. Even calling conventions are very different between Windows and Linux. Most of C++ worshippers don't look any further than "we get undefined behavior here"
    1 point
  4. My guess would be: the door generates visual stims that AI can notice the stim has "AIUse" spawnarg which specifies its type, which is 7 = "AIUSE_DOOR" the AI code casts the stim source entity to CFrobDoor, which it is not -> crash Here is the place with non-checking cast: else if (aiUseType == EAIuse_Door) { // grayman #2866 - in the interest of reducing stim processing for closed doors, // add a check here to see if the door is closed. Otherwise, a closed door will // ping every AI w/in its radius (500) but the AI won't shut it down until it // can see the door. A guard not patrolling will receive endless pings unless // we shut it down here. CFrobDoor* door = static_cast<CFrobDoor*>(stimSource); if ( !door->IsOpen() ) { door->DisableStim(ST_VISUAL); // it shouldn't be pinging anyone until it's opened return; } Supposedly, you changed the entity C++ class from door to static entity, but did not remove the "AIUse" spawnarg. Maybe we should add IsType check here and do Error if it is incorrect.
    1 point
  5. Had high expectations and I wasn't disappointed! Looking forward to the next instalment of Hare in the Snare btw!
    1 point
  6. Yes we saw that in beta and couldn't get to the bottom of it. I could never reproduce it myself. As a result, the doors the key opens are also pickable.
    1 point
  7. I got it to crash on my Windows debug build. I clicked 'debug', and in VS I was able to see the stack trace: https://drive.proton.me/urls/B06A4E8MV4#2lezsq0gsgfd I think I might know what that is. The entity in question is a door (atdm:arched01_111x40_left) that I didn't want to be openable. If I remember correctly, the usual tricks weren't working (making it a func_static made it disappear, and making it non-frobable the AI were still using it). So I changed the spawnclass to an idStaticEntity. Because it was a prefab, I think I thought it was a custom brush door as well. I see now it's just using a model, so I can probably just change it to that. Anyways, those are all my excuses. I'll fix this and send out a new version that someone can test.
    1 point
  8. The update to subtitles for The Lord vocal set ("Lord2") is now available, that makes use of the new -dx (durationExtend) feature of 2.12dev: testSubtitlesLord2.pk4 Corresponding Excel file - TheLord2Subtitles.xlsx As usual, the testing FM is used as the vehicle to distribute this update. Out of 390 subtitles (all of which are inline, no srt needed), the changes are as follows. Durations Extended 67 times, -dx was used to pad duration between 0.25 and 0.50 second (instead of default 0.20), calculated based on a presentation rate of 17 cps. The value of 0.50 was set as a cap by policy. When reached, it leads to a presentation rate higher than 17 cps. The cap is ignored if the presentation rate reaches the quite fast 20 cps. For Lord2, this occurred once (-dx 0.61, a value calculated for 20 cps presentation rate). This particular subtitle now is verbatim, unlike the original Lord subtitle release, where the text was shortened. Also for presentation rate reasons, leading optional "(...)" descriptors were dropped or shortened (1 case of each). In the spreadsheet, additional columns were added to help in the foregoing calculations. This will be documented when The Wench is released. Style Issues Capitalize leading 'Tis or 'Twas 14 times. Replace [...] with (...) for descriptors. Improvements for testSubtitles... FMs This applies to Lord2, forthcoming Thug2 and Wench releases, and later. In-game, the "Prev", "Again", and "Next" buttons are now twinned with a group of 3 more buttons labeled "Same but Quiet". As requested by @datiswous, these affect the cursub numeric counter without either playing an audio sound or showing its subtitle. The cursub counter (as an HUD overlay) shows itself more consistently, thanks to an implementation hack. Each subtitle appears in a field that is now Geep-standardized to a half-screen wide, compatible with a 42-char/line limit. This is done with an override of tdm_subtitles_common.gui, based upon a customization of TDM 2.11 code. (So it does not include visual indicators of AI location or speech volume found in recent 2.12dev's tdm_subtitles_common.gui).
    1 point
  9. I'll see what I can do, first I will ask Melinda and the foundation, but I think that 2 o 3 bucks are possible next year
    1 point
×
×
  • Create New...