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Serpentine

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Posts posted by Serpentine

  1. It's hard not to cut things when you're just that edgy. Pissing on walls guys, next gen edgy.

     

    "we did farts. now we do sperm. we are cutting edge." -- theo.c

     

    But hey when they release Tn1ef 2 not the metal age, they're gonna have to have find something more new and even more edgy, maybe they can move away from the traditional goto 'rich guys making the plebs sick', and go for the totally new 'war is hell'. That way they can just read directly from all of the recent and terrible CoD crap book. All those tricky moral dilemmas, real depth man. Maybe they can start work on the trailers now, using the upcoming love interest. "I know these crooked roads, these back alleys, the gutters of running filth... because I've shat in my fair share of them."

     

    But hey, at least they finally came to their senses and stopped releasing more media of this nightmare for everyone to mock time and time again. If they have learned something; it's that feeding a fire lovely dumb logs is a bad idea.

  2. Rather open the console with ctrl + alt + ~ and type in 'image_useNormalCompression 0' then close the console with the same combination and start the mission. Can't think of much else happening after the map load that takes up so much time. But your timing is consistent with texture load issues.

  3. The slow load time is caused by the textures being compressed on-load. You can disable that with errr image_useNormalCompression 0

     

    Sometimes you get pretty dramatic slowdowns as you cross into a new area. If you stand perfectly on the edge of the portal it can drop your fps to the 1-5 area, but it's fairly rare that people get it so exact (this is not a bug/problem to solve, either). So it seems a little bit odd, perhaps related to an overlay or something running on your system?

  4. As per usual, when my ADD meds run out, I vanish from TDM. I swear my doc must take at least 25% of the year off, and since its S6 stuff they cant be written up by another doc :( Usually try pre-date them, but... still manage to screw up once or twice a year.

     

    I digress. I got back to my porting work:

    I am running without direct rendering (testing the new AMD KMS stuff), so I tried with llvmpipe, that said need to figure out what's going on with my libdxt. So no screenshot for now :(

     

     

    TDM Engine 0.9 - amd64 (FreeBSD 11.0-CURRENT) (rUNKNOWN)
    pid: 38837
    16320 MB System Memory
    found interface re0 - 192.168.2.23/255.255.255.0
    found interface lo0 - loopback
    using MMX & SSE & SSE2 for SIMD processing
    enabling Flush-To-Zero mode
    enabling Denormals-Are-Zero mode
    WARNING: using hardcoded default base path
    WARNING:Attempt to modify read-only fs_mod CVAR failed.
    WARNING: using hardcoded default base path
    ------ Initializing File System ------
    Current search path:
    /usr/home/serp/code/tdmsdl/neo-build/darkmod
    /usr/home/serp/code/tdmsdl/neo-build/darkmod/fms/outpost
    /usr/home/serp/code/tdmsdl/neo-build/darkmod/fms/outpost/outpost.pk4 (41 files)
    /usr/home/serp/code/tdmsdl/neo-build/darkmod/tdm_game03.pk4 (2 files)
    /usr/home/serp/code/tdmsdl/neo-build/darkmod/tdm_game02.pk4 (2 files)
    /usr/home/serp/code/tdmsdl/neo-build/darkmod/tdm_game01.pk4 (2 files)
    File System Initialized.
    --------------------------------------
    ----- Initializing Decls -----
    WARNING:file sound/tdm_ambient_environmental02.sndshd, line 129: sound 'weather_thunder04' previously defined at sound/tdm_ambient_environmental.sndshd:854
    WARNING:file sound/tdm_ambient_environmental02.sndshd, line 137: sound 'weather_thunder05' previously defined at sound/tdm_ambient_environmental.sndshd:862
    ------- Initializing renderSystem --------
    WARNING:GLimp_SetGamma called without window
    WARNING:Couldn't load image: makeintensity( lights/squarelight1a)
    WARNING:Couldn't load image: lights/squarelight1
    WARNING:Couldn't load image: lights/squarelight1
    ------ renderSystem initialized ------
    I18N: SetLanguage: 'english'.
    I18N: Found no character remapping for english.
    I18N: 1163 strings read from strings/english.lang
    I18N: 'strings/fm/english.lang' not found.
    WARNING:Couldn't load image: guis/assets/splash/launch
    Couldn't open journal files
    couldn't exec editor.cfg
    execing default.cfg
    execing Darkmod.cfg
    couldn't exec autoexec.cfg
    I18N: SetLanguage: 'english'.
    I18N: Found no character remapping for english.
    I18N: 1163 strings read from strings/english.lang
    I18N: 'strings/fm/english.lang' not found.
    ----- Initializing OpenAL -----
    Setting up OpenAL device and context
    OpenAL: found device 'OSS Default'
    OpenAL vendor: OpenAL Community
    OpenAL renderer: OpenAL Soft
    OpenAL version: 1.1 ALSOFT 1.15.1
    OpenAL: found EFX extension
    OpenAL: found 256 hardware voices
    ----- Initializing OpenGL -----
    Initializing OpenGL subsystem
    WARNING:No usable GL mode found: Couldn't find matching GLX visual
    Initializing OpenGL subsystem
    Using 8 color bits, 24 depth, 8 stencil display
    OpenGL vendor: VMware, Inc.
    OpenGL renderer: Gallium 0.4 on llvmpipe (LLVM 3.3, 256 bits)
    OpenGL version: 2.1 Mesa 9.1.6
    Checking portable OpenGL extensions...
    v - using GL_ARB_multitexture
    v - using GL_ARB_texture_env_combine
    v - using GL_ARB_texture_cube_map
    v - using GL_ARB_texture_env_dot3
    v - using GL_ARB_texture_env_add
    v - using GL_ARB_texture_non_power_of_two
    v - using GL_ARB_texture_compression
    X - GL_EXT_texture_compression_s3tc not found
    X - GL_EXT_texture_filter_anisotropic not found
    ...using GL_1.4_texture_lod_bias
    v - using GL_EXT_texture3D
    v - using GL_EXT_stencil_wrap
    v - using glStencilOpSeparate
    X - GL_NV_register_combiners not found
    X - GL_ATI_fragment_shader not found
    v - using GL_ARB_vertex_buffer_object
    v - using GL_ARB_vertex_program
    v - using GL_ARB_fragment_program
    X - EXT_depth_bounds_test not found
    ARB2 renderer: Available.
    ---------------------------------
    ----- R_ReloadARBPrograms -----
    WARNING:LoadARBProgram: 'glprogs/environment.vfp' not found
    glprogs/test_direct.vfpglprogs/test_direct.vfpglprogs/interaction_direct.vfpglprogs/interaction_direct.vfp
    -------------------------------
    using ARB_vertex_buffer_object memory
    using ARB2 renderSystem
    <<Loads of bad Image loading stuff due to lack of DXT support>>
    Found DLL in EXE path: /usr/home/serp/code/builds/tdmsdl/tdm_game_amd64.so
    Trying to load DLL: '/usr/home/serp/code/builds/tdmsdl/tdm_game_amd64.so'
    A dynamic linking error occurred: (Shared object "libtxc_dxtn.so" not found, required by "tdmc")
    Loaded game DLL: '/usr/home/serp/code/builds/tdmsdl/tdm_game_amd64.so'
    game using MMX & SSE & SSE2 for SIMD processing
    Flush-To-Zero mode is already enabled
    Denormals-Are-Zero mode is already enabled
    --------- Initializing Game ----------
    The Dark Mod 1.09, code revision 123
    Build date: Nov 21 2013
    WARNING:Couldn't load image: makeintensity( lights/squarelight1a)
    WARNING:Couldn't load image: lights/squarelight1
    WARNING:Couldn't load image: lights/squarelight1
    Initializing event system
    ...796 event definitions
    Initializing class hierarchy
    ...166 classes, 1553792 bytes for event callbacks
    Initializing scripts
    Compiled '/usr/home/serp/code/tdmsdl/neo-build/darkmod/script/tdm_main.script': 90 ms
    ---------- Compile stats ----------
    Memory usage:
    Strings: 5104, bytes (39)
    Statements: 733360 bytes (18334)
    Functions: 158172, bytes (1184)
    Variables: 90104 bytes
    Mem used: 1686296 bytes
    Static data: 4014344 bytes
    Allocated: 4796236 bytes
    Thread size: 9960 bytes
    -----------------------------------
    ...5 aas types
    game initialized.
    --------------------------------------
    Parsing material files
    Found 0 new mission packages.
    Found 32 mods in the FM folder.
    Parsed 42 mission declarations.
    No 'tdm_mapsequence.txt' file found for the current mod: outpost
    -------- Initializing Session --------
    <<Loads of bad Image loading stuff due to lack of DXT support>>
    session initialized
    --------------------------------------
    --- Common Initialization Complete ---
    ------------- Warnings ---------------
    during The Dark Mod initialization...
    WARNING:Attempt to modify read-only fs_mod CVAR failed.
    <<Loads of bad Image loading stuff due to lack of DXT support>>
    WARNING:GLimp_SetGamma called without window
    WARNING:LoadARBProgram: 'glprogs/environment.vfp' not found
    WARNING:No usable GL mode found: Couldn't find matching GLX visual
    201 warnings
    couldn't exec autocommands.cfg
    ]quit
    --------- Game Map Shutdown ----------
    ModelGenerator memory: No LOD entries.
    --------------------------------------
    Shutting down sound hardware
    idRenderSystem::Shutdown()
    Shutting down OpenGL subsystem
    I18NLocal: Shutdown.
    ------------ Game Shutdown -----------
    --------- Game Map Shutdown ----------
    ModelGenerator memory: No LOD entries.
    --------------------------------------
    ModelGenerator memory: No LOD entries.
    Shutdown event system
    --------------------------------------
    /usr/home/serp/code/builds/tdmsdl/tdmc exited with code 0
    

     

     

    As you can see, AMD64, OpenAL-Soft, SDL.

     

    Will be in a branch soon as I know it runs maps and all that good stuff. Also need to backport a month or two worth of patches.

    • Like 2
  5. I want to look at this stuff once things are more stable. I've got a really nice offer from Jaeye in irc to maybe take a look over the OpenGL code. Sikk's stuff is impressive and really, I like it - but there is a certain hackish nature to most of it (I know, some irony here, I am very hacky :)). I want things that are going to work correctly and not destroy performance. Not 'but people with fancy cards', we need to move the baseline up before we get bogged down :)

    • Like 1
  6. A lot of it is fixed up by the stuff I am going to be working on... just got delayed by two weeks; Engine diffs are nearly ready then I'll start putting it into a branch in the repo.

     

    My notes for the Windows build are really old, I will be doing more when I start testing there again :)

  7. The graphics driver doesn't seem to be providing all of the required extensions. Which is very odd, however it might be that the Win 8+ drivers do not allow the vendor extensions or something, I know Intel are very keen to only support the official ARB list...

     

    Other than wild guesswork, we just haven't really had this on a Windows box before. At best all I can say is that make sure you're running the latest Intel driver, directly from Intel (not from Windows update).

  8. Did you compile your own version or anything?

     

    The whole allocation thing can get a bit tricky as there are a few incorrect sizeof() uses in the mod code(I recall, I dont have my analysis on hand), but most of the time they match up accidentally. If you did happen to compile your own, it would be interesting to see if there were any related warnings in the build log.

  9. Can't you just use hashfunctions which are built into the OS?

     

    Also, please don't use MD5.

    Built in where? Each OS handles crypto very differently, and avoiding shells - pretty annoying. Alternative is to use OpenSSL, but that's just overkill.

     

    There are a few reasonably good, 1/2 file implementations floating around, which would be far easier and portable. And no, no MD5/TTH.

  10. Yup, just checked and he did work on the mod :)

     

    As far as I am aware, and what I was told is that code added by a member towards the mod, is gifted to the mod where possible under the BSD 2 clause, or id SDK agreement (obviously that now has fallen away to GPL v3). As such the current mod members retain the rights to change the license where necessary, i.e if an upgrade is required.

     

    So you may consider his code to have been gifted to the mod and then relicensed under the GPL v3 later on.

     

    This is why code is not just added, but donated :)

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