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Araneidae last won the day on June 10 2012

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  1. I don't understand what is wrong with the frob outline (so long as r_frobIgnoreDepth isn't enabled), and the updated frob highlight is much uglier without it. Why not put it back the way it was and to avoid argument simply hard-wire normal clipping?
  2. Me too, I think there's nothing wrong with it: keep it!
  3. I don't really understand what's wrong with the new frob highlight, just so long as it's allowed to be hidden by occluding objects (r_frobIgnoreDepth = "0"). The frobbable object lights up as I think it always did (maybe I'm only looking in dark places so far), and the outline is ok, even if sometimes not fully visible. What's wrong with it? I think I'm missing the heart of the controversy, somehow.
  4. I vaguely remember this being discussed a while ago, and I have the impression that the save file is a somewhat unstructured binary dump of data structures (clearly can't quite be that ... pointers and all that, you know), and changes to any data structure or the meaning of a field can completely trash the machine state. So yeah, loading an old save file into a newer build is going to be dodgy; might work, might go hideously wrong. To be honest, I'm just grieving (apart from grumbling about the nasty software issues alluded to) about having to restart The Painter's Wife, which I've not been able to play before, haven't finished yet, and is gigantic! Never mind, I'll get to know it very well in the end...
  5. Oh, I know, and I wouldn't go so far as to say "annoyed" ... except it arises from an irritating early (and deeply rooted) design decision to store save games in an essentially unstable format. Now, I'd be vaguely interested in the details of how TDM serialises (and deserialises) the game state, but I imagine that it's utterly not worth looking into. If TDM was a new design I'd be strongly saying "please pay attention to serialisation issues" ... but it isn't. What's the (risky) flag for ignoring version changes?
  6. Think we should argue about this over here: ... but of course the actual implementation has to happen in this thread.
  7. Time I think to revisit the debate: set r_frobIgnoreDepth to 0 by default? I say yes, please! I see nothing wrong with the new frob highlight with this setting, and I think there are a lot of words above to the effect that 1 is troublesome.
  8. One comment about the new version: I know this is talked about elsewhere, but I really do think you should set seta r_frobIgnoreDepth "0" by default. Also, but I know this is insoluble ... it's a pain to have to restart my missions on every new version!
  9. Hi @stgatilov, didn't realise it was time to drop tdm_update altogether. Can I suggest that tdm_installer delete it, then?
  10. I think this could be an interesting idea. It's also something straight out of classic puzzle adventure games, combining strange things in the inventory to produce some essential item for progress. Of course, could be truly annoying (some of those puzzles were ridiculous), but guess that's up to the mapper!
  11. How much difference would it make to this conversation if seta r_frobIgnoreDepth "0" was made the default for future releases? I have added that into my autoexec.cfg for now, and the frob highlight hasn't given me any issues yet.
  12. Umm. I was asked to put the lockpicking bug in the bug tracker, and I have to say I'm having some issues with the tracker: First of all, I don't seem to be able to search. There are just under 2,000 issues shown, there's every chance my issue is already there, but I don't see how to check this. "Category" ... I have to select something, and none of the options seem relevant. What is Platform under Select Profile? At least I can leave this one blank? "Product Version" ... would be nice to be able to select the appropriate dev release, but at least I can leave this blank Ah well. Reported as https://bugs.thedarkmod.com/view.php?id=5715
  13. Segmentation fault when loading a savegame immediately after startup: Will see if it happens again, but if so I won't be able to attach the save as it's too big for the forum. Are the numerous warnings of any significance? It'd be good to not be flooded with warnings... Edit: Yes, it's something to do with this particular save. Loading from the previous quicksave works. I'll hang onto the old save for a day or two in case anyone wants it, but as I say, I don't have anywhere to upload it. Edit: Drat, spoke too soon. Kept getting crashes from savegames, but starting the mission from scratch then allowed me to load a save game. Something seems alarmingly brittle here. Also, seems the lockpick stops working bug is still in this version.
  14. Actually I'm not familiar with condump. However, with that keyword, google takes me to https://wiki.thedarkmod.com/index.php?title=Reporting_Problem That seems like a sensible starting point. However, I expect I can always just run darkmod >& console.log and pull out what I need to report. Will try to remember condump though.
  15. Well, it was around about here: -482.59 2780.1 702.25 2.5 -72.6 0.0 However having restarted the game I'm not seeing the effect again. Hmm. I'll look for it again and try and see if anything in particular triggers it. When I saw it it came in and out of contrast as I moved closer or further away7. Is there a built-in way to enable console logging to a file? I had to get those numbers by scrolling back through my log output.
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