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Everything posted by Dragofer

  1. It's a puzzle: if you're afraid of falling down, then look up.
  2. Thanks, I can confirm that RAM usage has gone way down, in fact even lower than in 2.14 since the map loads in at 1 GB and only increases if selecting everything, in that case climbing to 1.8 GB. Map loading does feel quite speedy too, now. By the way, I noticed when drag-selecting large numbers of entities the console tends to get spammed with quite a lot of warnings like "EntityInspector: warning: removed key 'origin' not found in map." It also happens when I try DR 2.14, and so far I haven't discerned any pattern or cause for why DR would complain about these spawnargs.
  3. I'm having quite pronounced RAM issues with my WIP in DR 3.0 compared to 2.14: after loading my map in DR 2.14, according to task manager RAM usage is 1.85 GB and stays constant as I drag objects and the orthoview camera around after loading my map in DR 3.0pre4, according to task manager RAM usage is 2.40 GB and rapidly climbs over 5 GB when I move the orthoview camera around, causing my PC to lock up as DR's memory usage keeps resetting and climbing up again. This PC has a total RAM of 8 GB, so it's probably hitting the limit. If it helps I could send the WIP?
  4. It's a very large mission with 8 segments - unfortunately an engine limit seems to have been exceeded due to a high total number and density of AIs. Some possible suggestions to solve it: - reduce AIs, optionally rebalance lighting/patrols/etc. to compensate (though difficulty may already have been on the high end due to the high AI count) - split up the mission into a small campaign - write a script that toggles processing of AIs The first part of the first option probably wouldn't take too much time and effort, while the rest may understandably feel like rather large projects without first taking a break for someone who feels drained from pushing a mission to beta. @Acolytesixgeegee has been sending download links via PM to people volunteering in the beta thread.
  5. I don't think there's a hard limit anymore, especially if you provide lower-poly versions of the mesh to use at a distance and a shadowmesh so that the engine doesn't need to calculate shadows on the whole mesh. For a character the highest detail mesh probably ought to aim for 7-8k triangles, possibly even more. Polys most likely refers to triangles.
  6. Headbobbing definitely seems like something for the player rather than the mapper to control. In fact, the headbobbing in TDM is a criticism I often saw on the TTLG forums, so it would be good to at least allow them to disable or reduce it.
  7. The issue for me is that you're opening one thread after another full of nonsense and/or vulgar ranting about one thing or another and otherwise only seem to engage minimally with the TDM theme or community on these forums. Have you tried playing some fan missions and posting your thoughts on them in the forums, or maybe teaming up with an FM author since you seem to have quite a lot of ideas? That would be much, much more welcome participation than the endless ranting which effectively amounts to trolling and as nbohr1more said can be grounds for a ban. If those things are your primary interests you'd be much better off finding somewhere else that's designed for hosting those kinds of discussions.
  8. Yes, but the walls and ceiling couldn't be worldspawn. I'd do it via skin spawnargs too.
  9. We should get @STRUNK in this thread for those boids, they look very relevant to his work.
  10. You need to create a material that uses those diffuse and normal textures (can look at an existing plank material), the material name could be something like plank1. You then need to make sure that the name of the material assigned to the model surfaces in your modelling program is plank1.
  11. Maybe the glasses stop working if you have 2 of them in your inventory? I dont know how robust their scripting is if it's called from 2 different entities. If this should be whats causing it, a simple workaround would be to replace both glasses with a func_static model and give them a Response to frob the actual working glasses entity located in the blue room and make the other func_static glasses nonfrobable.
  12. The updater uses its own version number which is always an integer, entered manually by the FM manager and not in any way affected by the darkmod.txt or any other files in the .pk4.
  13. We've used part of the recolourable flames asset pack (WIP) discussed in this thread. To make a flame particle recolourable, you need to enable the "use entity colour" checkbox in the particle editor and preferrably give it greyscale flame textures. You also need custom versions of the lamp/light entities that def_attach these custom flame particles instead of the normal flames.
  14. If I'm not mistaken, that spawnarg currently only exists in the lightholder scriptobject of the WIP version of the coloured flame asset pack. When the assets get committed to core, the updated scriptobject would be committed too.
  15. This is a core bug that occurs any time an animation spawns and removes a prop. The function seems to be ok, but it generates console warnings.
  16. Nato is a defensive alliance which does not invade neighbouring countries, unlike Russia. Failing to expand it would have achieved nothing (aka appeasement, or falling for the claim that Russia feels threatened by Nato) and only left more countries exposed, like Ukraine, to Russian special military operations.
  17. The best is if you can update an existing installation. The new "installer", replacing the "updater", can easily transition between any version of TDM, only downloading the difference in data.
  18. Technically the spectacles use a GUI overlay with a special "xray" material. This counts as a subview, like a camera screen or a mirror surface, and is able to render a second version of an entity that may use a different skin, model, colour etc. It's also able to hide or make transparent the original version of the entity, depending on blend mode settings. The spectacles use a custom scriptobject that runs various scripts when they're toggled on/off. These scripts control solidity/frobability of entities with xray-specific spawnargs. The xray feature used to exist in Doom 3, but became broken during the course of TDM's development. Duzenko had the idea to reintroduce it for 2.08 and, with my feedback as a mapper, developed it to become considerably more versatile than the original version. 2.10 saw it become fully fledged thanks to support for AIs, lights, particles and GUIs being added (rather than just for static models) and various other improvements. The core assets in 2.10 contain the xray materials (see Xrays wiki article), but not the spectacles themselves, since those required quite a bit of custom work to get done. The wiki does describe how to set up such an item, however. We've offered the spectacles to other contestants, whereupon Wellingtoncrab added them to Iris.
  19. It seems that this mission and Iris require too much RAM to be played in a 32-bit .exe. Maybe @nbohr1morehas tips for how to reduce memory footprint to permit loading the map and playing without crashing?
  20. DMAP usually freezes for me too, but in most cases it gets done eventually.
  21. We are proud to announce the release of The Dark Mod 2.10! The Dark Mod 2.10 comes with considerable improvements to loading times as well as a slew of new visual and gameplay features for mappers to experiment with, such as volumetric lighting ("god rays") and more advanced security cameras! Many of these new features are prominently on display in the six new missions released for the 2.10 Connections Contest that are now officially available in the mission downloader! A full changelog can be viewed here, but some highlights include: PLAYERS Loading Times Considerable effort has gone into streamlining how textures are loaded, making more effective use of multiple CPU cores, and removing artificial delays. This even includes new handwritten algorithms for normalmap compression and mipmap generation so that TDM no longer relies on graphics card drivers. Performance Improvements As part of ongoing performance improvements, soft stencil shadows with anti-alising will be faster to render. Object Handling Afraid to grab a candle near a sleeping guard? Handling objects will now produce less noise, or none at all if holding down the "creep" button. You can also now control how far an item is thrown based on how long you hold down the "throw" button. Lastly, dragging unconscious bodies should feel better now (even if rats did their best to spoil the fun a little). Main Menu Interactions Tooltips have been added for many of the items found in the settings menu: a long-awaited feature! We've also reorganized the procedure for switching between missions to make it more intuitive for newcomers. Window / Input Changes The Linux build now relies on the GLFW library to create windows and handle the keyboard & mouse (thread), eliminating many of the issues with OS integration on Linux. On the Windows side, some minor changes were made to fullscreen/borderless modes. MAPPERS Entity limit is no more! What was once the bane of TDM's most ambitious mappers, the entity limit has now been raised eight-fold to 65,536. No longer will mappers need to spend long hours merging entities. Compilation Times To complement the faster loading times, compilation times have been brought down too. Optimizations were made all over the dmap code, adding new algorithms and data structures to improve both speed and precision. Advanced Security Cameras Security cameras have been reworked from the ground up with the aim of bringing them to the same level of polish as TDM's AIs, both in stealth gameplay and customizability. Most importantly, security cameras in new FMs will track the player or AIs and react to bodies. Wiki Volumetric Lights ("God Rays") Unlike adding fake translucent geometry around lights, volumetric lights automatically match their source light, including light volume geometry, projection & falloff textures, and even shadows. Note that shadowcasting currently only works in "shadow maps" mode. Wiki Xray Screens Xrays are a Doom 3 feature that has been reintroduced to TDM and developed further. The screens are able to change the appearance of entities seen through them, even making them appear or disappear if desired. Look out for them in future Inventor's Guild or magical-themed FMs. Wiki Subtitles Subtitles can now be assigned to sound files and have been added to the pre-bundled mission "Tears of St. Lucia". Note that we did not consider localization of subtitles yet. Wiki Tracking Secrets Secrets are now easy to designate, with no custom scripts required. They'll also be shown on the mission statistics screen at the end of the mission if the FM uses the new system. Wiki Main Menu GUI Customisation Mappers can change much of the main menu from a single purpose-built "customisation" .gui file instead of having to replace core files. You can find more details in guis/mainmenu_custom_defs.gui inside tdm_gui01.pk4. Since several missions had to be updated to this new system, their customisations will no longer work in 2.09 or earlier versions. Location Diagnostics During dmap Location overlaps should now be much easier to find and fix thanks to new console output and pointfiles created during compilation. Image Formats As a compact alternative to TGA for uncompressed images, PNG images can now be used in materials. Note that loading PNG images may be slower than TGA. DDS images can now be used in image programs, although doing so is discouraged because of the additional quality loss due to compression. New Script Events The mapper's scripting repertoire has been expanded by new script events for dealing with vectors and bounds, setting solidity, detecting surface type via trace, and reading more properties about entities and the player, such as "notarget" or the calibrated light gem value. ASSETS Fancy Wooden Furniture A whole new suite of fancy wooden furniture pieces including prefabs has been contributed by Wellingtoncrab. They can be viewed in the release thread. Automaton AI The semi-robotic AIs from Sotha's Ulysses mission have been added to the core mod, together with new prefabs for cosmetic recharging stations to include in patrol routes as well as a camera screen showing what the automaton sees. PROGRAMMING Tracy Profiling TDM's rudimentary GL profiling has been replaced with the Tracy profiler, which has its own cool viewer. It has already greatly helped the TDM development team in their optimization efforts. Mission Database The mission database has been moved to an SVN repository which automatically synchronizes all mirrors and makes backup copies of old versions of missions. More Technical Stuff A generic hash table has been added. "Clear" in the idlib method now works as most programmers expect and unit test integration has been improved. To update, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don't have it yet. Please be aware that old saved games will not be compatible with 2.10, so finish any missions you might be in the middle of first!
  22. Do you happen to have a save shortly before this happens? If so, would be good to know what 2.10 beta build you're on and to have your darkmod.cfg attached to a forum post.
  23. Picking up some ragdolls, I noticed that they seem to oscillate slightly when they're in my grip. It's most noticeable with rats.
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