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stgatilov last won the day on March 7
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3598 DeityAbout stgatilov
- Birthday 08/26/1989
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http://dirtyhandscoding.github.io
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Okay, I managed to reproduce it on Saint Lucia both with lantern and spyglass. However, it happens to me only if I press the key during the "press attack when ready" screen. If I press it during loading screen, it does not happen.
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I tried hitting L on "when ready" screen. Also tried hitting it during loading screen. I don't see any extra light when the game starts...
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I wonder if any other hotkeys and item shortcuts also work before the game starts, or is the lantern the special one? I believe user controls during the mission load screen are delayed until the "press attack when ready" screen. So supposedly the issue happens equally with pressing buttons during "press attack when ready".
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Quite unexpected. I don't know, maybe we can just incorporate the autosave at mission start into the core game in the future, just like we have autosave at the end of the mission already? This is interesting... The name is now passed through console, and I did not put doublequotes around it (I wonder if console supports it).
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beta214-07 is available. I'd also consider it a release candidate, since beta testing has been going for quite some time. The biggest and the saddest change is the reversal of frob refactoring and slow door control. Unfortunately, it has not reached the quality level expected, and the author @STiFU has sudden real-life problems and can't magically fix everything at the very last moment. So please make sure to test frobbing, because who knows how I could mess up while removing this.
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Due to some pending issues (mostly quality-wise), lack of time until 2.14 release, and real-life problems of the author, these changes are no longer in 2.14. I hope they'll be returned and improved after 2.14 is released.
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Yes, I think AI-perceptible sound level has to be found somewhere in the source code and exposed into somewhere.
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Loading Saves just... hangs after close+reopen the game
stgatilov replied to chumbucket91's topic in TDM Tech Support
I think I fixed it here: https://bugs.thedarkmod.com/view.php?id=6470 Right now the fix is only in SVN trunk. -
Loading Saves just... hangs after close+reopen the game
stgatilov replied to chumbucket91's topic in TDM Tech Support
I think saveGame script event is a very dangerous thing. All the proper ways to save game are called from the main thread outside of parallel section. But the game script is called immediately in the frontend thread, which is not supposed to work properly. At the very least it needs to run GL commands to take screenshot, which it certainly cannot do on frontend thread. -
Loading Saves just... hangs after close+reopen the game
stgatilov replied to chumbucket91's topic in TDM Tech Support
Also, since I see the issue inside inventory icon, could you please pay attention if the issue is somehow related to the inventory icon displayed in the bottom-right corner?... Like maybe the issue happens when you have something there, or when you have some specific item (like the key) there? -
Reliably --- no, it cannot. There is no proper way in OpenGL to see how much VRAM is occupied. Are you sure your problem is VRAM? Usually when VRAM ends, OpenGL driver puts the new resources into CPU memory. Everything continues working correctly, but rendering from this CPU-side is many times slower. But I don't think the computer becomes unresponsive in this case... Even if you crash the driver (which is very normal with Vulkan), Windows just restarts it quickly. Don't know how old Windows is there, by the way. Complete freezing sounds more like ordinary RAM running out. When you don't have enough RAM, all the extra memory is put into swap file. Even SSD is many times slower than RAM, and your old PC most likely has HDD. Technically it should still work properly, but I have seen cases where it effectively freezes, and waiting hours does not help.
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Loading Saves just... hangs after close+reopen the game
stgatilov replied to chumbucket91's topic in TDM Tech Support
It loads fine for me on Windows and Linux. However, I see out-of-bounds errors if I load it in Debug build. The first one happens during loading "Desktop" \ "InventoryIcon" \ "InventoryGroupText" GUI window in "guis/tdm_inv.gui" overlay. Something does not match between where you made this save and where I'm trying to load it. I also checked your installation according to the log, and found two differences. 1) [C] D:\Installed Games\The Dark Mod\tdm_autosave.pk4 (1 files - 0xc429b81c) --- this is script-only mod, should be OK 2) [M] D:\Installed Games\The Dark Mod\fms\highex\highex.pk4 (152 files - 0xd0043d5b) --- the actual mission installed With the latest version of the mission, I have different checksum locally: [M] G:\TheDarkMod\darkmod_temp\fms\highex\highex.pk4 (152 files - 0x673a3873) Note that savegames are often incompatible between different version of the mission just like they are incompatible between different versions of core scripts or engine. And this is not checked by the game. -
Loading Saves just... hangs after close+reopen the game
stgatilov replied to chumbucket91's topic in TDM Tech Support
To begin with, can you share savegame file and condump (preferably using "logfile 1" cvar) of how it happens? Also, which exact TDM version do you use it, and which mission? -
We have texture quality setting now, which you can used to downscale all images and thus reduce VRAM consumption. Aside from that, I think it is great that TDM runs old missions fine on GeForce 610 with 1 GB VRAM.
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The exact way how it kicks you out to the menu is not very reliable in multithreaded case. Any idea when the issue started happening?