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Everything posted by stgatilov
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Yes, some spurious updates display for me too. The game saves information about which version of FM you downloaded in the "missions.tdminfo" file. Unfortunately, it only saves this file when you exit game or restart engine. If TDM crashes, then information is lost. If the file is not saved, then the game will not know which version you have the next time you start it. You will see the FM, but in-game downloader will think it has version = 1. So you can get unnecessary update for FM if: you put pk4 file into fms directory directly, without using in-game downloader the game crashed after download, before you managed to restart engine or exit properly I'm doing a lot of both A lot of FMs have internal names with some numbers. That's how mappers name them. Don't bother, unless you see many versions of the same FM. You should not download everything! Download whatever FMs you want in the nearest future and play them. Damn it... I think we should remove the "download all" button. I'm pretty sure a lot of people just click it just because they can, and quit or delete FMs before they even try 10% of it. I bet that would be powerful traffic optimization for mirrors. You can update FMs that say they want to update. They should disappear after that. Does in-game downloader still show Requiem update to you?
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Calling for @greebo and @OrbWeaver. Do I understand it right that the full path to the map file is D:/games/monstergame/base/maps/test_combat_tworoom.lin on both machines?
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Any news? @Area, @id3839315, @elC: maybe you could try "r_glCoreProfile 1" ?
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Started final phase: minor updates to FMs. Updated Matter of Hours FM: now loading GUI shows two tips for approximately half time each. The mirrors have not updated yet --- to be investigated. I must admit that downloading this FM in TDM 2.09 when most of the mirrors have not updated yet is not fun. If we do a hotfix release soon, the fix for downloader should be included.
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I guess the problem is that high-poly model has a lot of leaves on it, making it look 3D. The lower-poly looks flat... does it have any leaves at all? I wonder if something in the middle is possible: not too much triangles, but visible 3D geometry.
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TDM Fan Mission Lists: Released and Upcoming
stgatilov replied to SneaksieDave's topic in Fan Missions
It would be great if you could add a temporary warning on the top of the page, that links don't work properly yet. -
Linux testers needed: new window management and input handling
stgatilov replied to cabalistic's topic in The Dark Mod
From changelog: -
Here is how it looks like: One directory per FM, each contains an XML with metainfo, pk4 files, and directory with screenshots for in-game downloader. Plus list of mirrors in a different place. On a related note: I strongly agree that passing files around is not a good thing. I'd say every mapper should use some version control system to store his FM, even if he works on it alone. It can be GitHub if you collaborate, or local git/hg/svn repo if you don't, just use something. In fact, we have a betamapper SVN repo somewhere, but I don't understand what are access policies behind it, so most mappers probably cannot use it.
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That's still unintended usage. GitHub is intended to be used to store source code, not assets. There is strict 100 MB limit on a file inside a repo. Several video files already exceed this limit. You cannot push larger file to GitHub. Without using LFS, which is just one more hack on top of git, which is already over-complicated by itself. GitHub terms also contain this: If one organization holds 150 repos with 9 GB release packages and 30 GB total size, wouldn't that draw attention? Recall that GitHub is intended for source code, and it rarely reaches such huge sizes. And when people have gigabytes of source code, they don't use git any more. And yes: GitHub is commercial thing, and you suggest stressing all limits while being a free user. Also, here are limits on LFS: Somehow, we don't fit into 1 GB limit. Although there are packs: 5$ per 50 GB storage and bandwidth. Storage is more than enough, but bandwidth is too low. I guess something like 5-6 packs is needed to cover the current bandwidth for FM downloads. UPDATE: Actually, I just looked into PMs from our admins, and it seems that our bandwidth is on the level of TB/month. Besides, additional conditions say user should not use Actions for: Using releases as CDN for non-software project may fall into this category.
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Yes indeed. Maybe. It is not source code, and not even code. At least those hundreds of megabytes have nothing to do with text and with programming Currently it is not public. And write access will never be public, just like it is now. Public read access is possible. Are you speaking about more decentralized model? Like where everyone can release their FM on their own GitHub repo, and us only maintaining a central catalogue of such repos. And the in-game downloader being able to download directly from GitHub according to some protocol.
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I consider putting FMs to my Azure storage and serving them through Akamai CDN. If it happens, it will be yet another mirror (maybe with greater weight) in the current system. I'm not sure GitHub would be happy if we used it as file server, even though they don't post any limits on size of releases. It is abuse of the platform anyway. Same most likely applies to jsDeliver. Well, it is definitely not zero-maintenance, and will likely cease to be free after some moment. Storing everything on one non-public server, asking some CDN to synchronize its mirrors with the server and serve them all behind one set of URLs with load balancing --- yes, it sounds very cool indeed. Although it most likely means tying to some particular CDN, and having to change everything if it suddenly goes away. And in case end-user links point to CDN domain instead of TDM domain, such migration will also break in-game downloader in old versions of TDM. Not that we specifically support old versions, but today we try not to break them without serious need. HTTP file servers have been available since TDM was originally released, and they are still here. And I'm sure they will continue to live and work as long as TDM does. That's well worth it. UPDATE: same applies to rsync and cron jobs By the way, "poor man's load balancing" in TDM was implemented from the very beginning, I just added SHA verification and broke handling of "package missing on mirror" situation. I can't say I spent much time on it.
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We have just got past point 3. Now in-game downloader takes all the data from the new system. If you have any problems with it, or something is wrong with some FM, please report here.
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Dark mod won't start after 2.09 update
stgatilov replied to StudentManiac's topic in TDM Tech Support
@StudentManiac, do you have Radeon HD 5550 or Radeon HD 5570? I have found one report for 5570, and it says 108 combined units are supported. It is "4.5.13416 Compatibility Profile Context 15.300.1025.0", which I guess has driver version encoded in it, maybe 13.4.16. -
Dark mod won't start after 2.09 update
stgatilov replied to StudentManiac's topic in TDM Tech Support
Maybe I should start assigning names to the points in changelog... It seems that regular frequent users don't really know who the devs are Just looked into GL 3.3 official specs, and indeed found this requirements in the table of minimum capabilities. I guess driver developers call it "supports GL 3.3 except for a few rarely used features" -
@Jedi_Wannabe, could you please check something about this issue? As written above, the problem depends on r_glCoreProfile cvar, which must be set in darkmod.cfg before starting TDM. We know that "r_glCoreProfile 2" does not work for you, but "r_glCoreProfile 0" does work. Does "r_glCoreProfile 1" work for you? Or you get black screen?
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ATTN ALL, question about Dark Radiant & professional use
stgatilov replied to Cecil of Cynope's topic in The Dark Mod
Sounds like tivoization to me, most likely GPL 3 does not allow that -
ATTN ALL, question about Dark Radiant & professional use
stgatilov replied to Cecil of Cynope's topic in The Dark Mod
Hmm... I wonder how they do it Option 1 would be negotiate a license from Bethesda, but I heavily doubt it is possible Also, it cannot be used with dhewm3, since it is no longer fully owned by Bethesda. Option 2 is to release the game binaries along with GPL source code for executable, but lock all assets under proprietary license. So everyone is able to build and modify executable for free, but without assets it is useless, so players have to buy the game. Don't use Doom 3 assets, names, trademarks in your game, and you should be fine. Of course, there would be problems with Steam integration due to GPL license of source code, but merely distributing game via Steam is not a problem. Yes, this is definitely valid way to use both Doom3 or TDM engine and DarkRadiant to create a commercial game. But it is strictly forbidden to reuse any of TDM assets in a commercial game. And I'd suggest choosing dhewm3 over TDM in such case, since its code is much cleaner. -
ATTN ALL, question about Dark Radiant & professional use
stgatilov replied to Cecil of Cynope's topic in The Dark Mod
As @nbohr1more said, TDM engine+game code is under GPL license, which is almost impossible to make money with. This cannot be changed, because that's Id Software terms for releasing the Doom 3 source code. The game assets are under Non-Commercial Creative Commons, which forbids using them in anything commercial. This license originates from TDM developers, but it is most likely impossible to change too. I think you can freely use DarkRadiant as an editor for making maps/levels for your game, but these maps will only be compatible with idTech4 engine, and you won't be able to use any version of idTech4 in commercial game due to what I wrote above. @LDAsh, format cannot be intellectual properly, only its software tools and documentation can be. -
The missions are sorted by their internal name in the new SVN database (and in XML file). How various clients reorder missions --- that's out of scope of this process.
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It definitely would I have looked at what happens. Indeed, it is due to frobbing something while having item selected. The problem was already reported as 5542 and fixed in the latest dev builds. For now, TDM 2.09 needs a manual workaround (deselect items in inventory). Are there any other crashes here?
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Converted all 147 FMs, committed them to SVN. Ready for internal testing by team members. Problems encountered: Internal name of @Goldwell's "Lord Edgar's Bathhouse" was changed from "bh" (too short) to "bathhouse". Internal name of @some1stoleit's "Cleaning Up the Neighbourhood" was changed from "cleaninguptheneighbourhood" (too long) to "cleanneighbourhood". Dragon's Claw and Elixir were missing on the main mirror, so I had to convert them manually. Mission "Away 1 - Air Pocket" had internal name "airpocket.pk4", which is invalid. Changed to just "airpocket". The old FM database contained empty entries for "Training Mission" and "Tears of Saint Lucia", but the new one will not have them (they are bundled with TDM). The only player-visible thing here is renaming the internal name. It is quite likely that you will be able to download second "Lord Edgar's Bathhouse" FM and have them two at the same time with same title. If you see such problem, just delete both instances of FM and redownload it again.
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I have just found a small bug in my code for missions downloading So the migration will not go completely unnoticed. If you try to download FM which is not yet present on all mirrors, and the game randomly selects an out-of-date mirror, then the game will stop the download and show a warning message to you. This will happen with TDM 2.09. The newer versions (2.10+) will silently try another mirror in such situation, so player won't notice that some mirrors are not yet updated. Note that it only happens with the new FM system, and only when you try to download FM which has just been added/updated. The workaround is simple: just retry the download a few times: sooner of later it will randomly choose a good mirror.
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Unless @V-Man339 has explicitly recorded a crash dump from Windows process manager, he definitely won't find it anywhere. Full crash dump usually takes hundreds of megabytes. No sane MS developer would enable them for silent recording.
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Did we get anywhere with recording crash dump? https://wiki.thedarkmod.com/index.php?title=Reporting_Problem#Crashdump https://wiki.thedarkmod.com/index.php?title=Save_a_Memory_Dump_for_debugging_Crashes
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No player-visible changes this time, it's all internal.