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stgatilov

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Everything posted by stgatilov

  1. We have done some major changes in the way TDM is built, changing toolsets, third-party libraries, etc. It would be great to check that the new build still works on old Windows and some Linuxes. The following volunteers are needed: 1) who play TDM on Windows Vista 2) who play TDM natively on Linux (preferably on non-Ubuntu distribution) The instructions for testing are rather simple: 1) Backup your TDM 2.07 installation. 2) Download several files (exe/pk4) to TDM installation directory (replacing whatever is there). 3) Start TDM game, open console and verify that number 8165 is present in the lower-right corner. 4) While in-game, check that you can download some FM, can start some mission, cinematics play, save/load works (with correct savegame preview screenshots). 5) Start tdm_update and let it go (it will downgrade back to official TDM 2.07). No in-depth testing is required: it is just a brief check that it does not crash on start / on first use of some library. Link to testing archive
  2. Please note that: 1) Exclusive mode is an explicit thing in DirectX, which programmer can enable. But TDM uses OpenGL, and it has no explicit support for exclusive mode: it is all up to OS and GL implementation. 2) Judging from experiments and some info over the internet, it is quite hard to draw a line between Exclusive Fullscreen and Borderless Window in TDM. As far as I know, TDM 2.07 is capable of alt-tabbing AND runs in some sort of exclusive mode (for my Win10+GeForce at least). n3ux, perhaps you could try to record a video with flickering problem? There are some instructions in the article with bug-reporting recommendations.
  3. Sounds like something new. Did you try to reset config file? It means: back up your darkmod.cfg, then delete it and start TDM again. Also note that before 2.07, Linux build of TDM intercepted all input for itself, so even Alt-Tabbing was hardly working. In 2.07, some input goes to the OS (see 4190). For instance, if key bindings overlap with system ones, you may have trouble. Maybe the same happens to right mouse button. Or maybe you press some key which partly switches to OS, which starts handling clicks.
  4. More or less. It is mentioned on the wiki, just search for chkmatch. There is a link to the page where it is explained how to use it. I think every time you build something, it has some sort of date embedded, so it is slightly different even if you build same stuff. PDB files have signature (aka hash) of the binaries they are meant for. If signature does not match, PDB won't load. The chkmatch replaces the signature, so that specified PDB becomes "compatible" to specified EXE. As long as you use same sources/compiler/properties, the newly created PDB should be actually compatible, but it depends.
  5. Oh damn! I was saving all PDBs during all the beta phases. And now that they are needed for the first time, I forgot to save them for the hotfix build I'm afraid the only way now is to switch to release branch, build fresh binary and use chkmatch to forge signature in pdb
  6. It is already included, check the thread in developer forums. Let's wait and see what Sneaker says. It is possible that you have misunderstood him.
  7. A good example of ambiguous report So... does Maps still crash for you or not? P.S. I have got an AMD gpu. Verified that lighting is weird in the original 2.07, and it is correct in 2.07-hotfix.
  8. Did you remove the original pk4? If they are still intact, you can run tdm_update, check which pk4 are changed/downloaded, and unpack them. If you deleted them, then you have a bigger problem. According to my tdm_update.log, only the following files were downloaded during 2.07 to 2.07-hotfix update: http://update.thedarkmod.com/testing/tdm_base01.pk4 http://update.thedarkmod.com/testing/tdm_models_decls01.pk4 http://update.thedarkmod.com/testing/tdm_shared_stuff.zipIf you download and unpack them over your current files, and you will have hotfix version. Here is the list of individual files changed from 2.07: ExtLibs.dll ExtLibsx64.dll TheDarkMod.exe TheDarkModx64.exe thedarkmod.x64 thedarkmod.x86 glprogs/interaction.fs glprogs/interactionA.fs materials/tdm_models_fireplace.mtr But in your case it makes sense to avoid the beta-testing now and do this manual update only when the hotfix version is finally released.
  9. For the record. The 2.07-hotfix corresponds to svn revisions 8068=8079 / 15668 in release2.07 branch. The rebuilt version corresponds to 8068=8079 / 15677.
  10. TDM 2.07-hotfix is ready for beta test The installation/update instructions are the same as for the recently finished 2.07 beta testing: This hotfix release is intended mainly to fix serious problems with OpenGL that some players have. The set of differences with the original 2.07 is minimal. The hotfix release is expected to fully replace the original 2.07, and be called simply "TDM 2.07" in the future. Unlike the usual case, this release does not break savegame compatibility. You can load savegames produced by the original TDM 2.07 in the 2.07-hotfix version perfectly fine: no need to do anything. The changes in 2.07-hotfix: 1) Fixed GLSL shaders not working on the latest AMD graphics drivers (thread, issue). With original 2.07, players with AMD gpus had to either set r_useGLSL 0 or to download custom shader files. Everyone who had this problem: please update to 2.07-hotfix, set r_useGLSL 1 back and remove glprogs directory if you have it. 2) Fixed GLSL shaders not working on some Linux drivers (issue). The same workaround was used to avoid the problem, which should be reverted after update. It is also possible that shadow maps will start working for some players (due to this fix). 3) Fixed r_showportals 1 to work properly with Multi Core Enhancement and with subviews (issue, thread). With original 2.07, it had problems like postprocessing being disabled or wrong rendering of portals. 4) Fixed missing tdm_coals_hot_ns material on some maps. Notes The purpose of this quick beta testing is to check if something breaks in 2.07-hotfix compared to 2.07. Normally, no player should notice any difference after update, except for the aforementioned problems gone. While reporting issues is always welcome, we will not fix bugs which are present in the original 2.07. Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article explains how to locate config file, how to record condump, etc. Thank you for testing !
  11. The Version 2 has some built-in presets: they are defined by OpenAL-Soft. Here is the section about it. On the other hand, you can of course continue using Version 1 definitions.
  12. The update takes effect only if you set Version 2 in the preamble. If you use Version 1, then old (original) rules are used. UPDATE: Maybe add a note about Version 2 and new presets in the original post?
  13. I bought HDMI switcher. Only to learn that my monitor has no HDMI input.

    1. Show previous comments  1 more
    2. duzenko

      duzenko

      If you have multiple inputs on the monitor that should do it

    3. Anderson

      Anderson

      Usually HDMI/USB cables work. There are also HDMI to USB transferable controllers as well as inputs so that you can insert your microphone/speakers if only your USB works, especially on old PC's.

    4. stgatilov

      stgatilov

      Installed RX550, connected via DisplayPort. After a bit of testing, I had to reevaluate my view on soft shadows performance =)

  14. The beep plays on missing sound files if s_playDefaultFile cvar is 1. Set it to 0 and beeps will go away. This cvar was intended only for mappers/developers, I don't know why many players got it.
  15. Please provide: 1) Contents of darkmod.cfg. 2) Contents of condump: e.g. execute condump bugoga in game console and find bugoga-named file afterwards. If you experience crashes, it may be really helpful if you save a memory dump as described here. In this case we will be able to see where exactly TDM crashes in the code.
  16. Is it only for mappers to investigate performance issues on their WIP maps? The ideas don't sound like something you could offer to a player.
  17. Maybe measure it? Choose a room full of frobable stuff and quicksave there. Ensure high and uncapped FPS. Then see FPS with current code, and FPS with all frobstages disabled. I think it would be easier to add a hack in the code which ignores these stages on load, than to remove it in all materials. Maybe run the profiler also if the picture is not clear enough. I'm afraid the effect is hard to see directly by profiling, but in comparison it should be evident. My guess would be that it does not have much impact, but I won't bet on it. If artists want to change how frob-highlight looks, it would be great to do that at the same time.
  18. It is down to two instructions already. The "Installation" article now only points to the downloads page.
  19. There is 4839 about stuck weapons, but it happens in different case an is more serious. Overall, the number of those "weapon stuck" complains means that something is inherently wrong with sword fighting which makes it easy to get weapon stuck. If it was done properly, it should always be possible to unstuck by swinging it again. As for config file, 4797 has been done already, but too late for 2.07. In future (2.08+) darkmod.cfg won't have bindings in it, so deleting it on update would be safe.
  20. As a matter of fact, downgrading is somewhat possible with tdmsync updater prototype. It is hardly a nice experience, but it should work for 2.05, 2.06, and 2.07 versions. Also, I have revised the main installation instructions. Hopefully, now it is a bit harder to take a bad installation/update approach.
  21. Uploaded new version (see link in the first post). Now this commands syntax is available as a part of automation library. If you know a bit of Python, you can easily use it in your own script. Also did some refactoring. Hopefully testing framework would be next step.
  22. That's inevitable for a completely different principle. I'm very surprised that both implementations behave so similar to each other. I guess no one can answer yet Probably they will both be used (e.g. now stencil shadows are used in Maps case sometimes). No. At least current shadow mapping technique is unsuitable for large spaces. Stencil shadows do better.
  23. This is a very strong point. Missions sometimes get converted to become compatible with new TDM version. As far as I understand, old versions are not saved. So while you can install TDM 1.07 and run it, it may easily turn out that half of the missions don't work well. Moreover, all those missing sounds can easily be caused by moving various assets to newer places. This point destroys the core idea of having major historical TDM versions available. While I don't want to have anything like 1.07 gold, for the fun of it I guess you have to simply install MSVC 2008 (did it work on express version?) and it will build itself easily.
  24. The console log looks like it does not see the pk4 files. Maybe some pathing problem?...
  25. The instructions miss --noselfupdate parameter. It is absolutely necessary for 64-bit updater now, otherwise the updater will self-update back to 32-bit build
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