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Dragofer

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Posts posted by Dragofer

  1. After some further research, it really seems to be caused by the inbuilt trigger behaviour for any entity that has a "gui" spawnarg. I created a random func_static, gave it a valid "gui" spawnarg and triggered it twice which resulted in flashing a blank parchment for a frame (after some reloading). So it's unlikely the fault is with the scriptobject..

    The question is: does any entity in any map rely on this inbuilt "gui" behaviour? If no we can just remove TriggerGUIs from idEntity::Activate. Do we have a way to extract all entities from all released maps that have a "gui" spawnarg?

    Edit: extracted all existing "gui" spawnargs from released maps, removed duplicates and removed those that contain words like "message", "map", "text" etc. in order to look for potential non-message GUIs. I looked up the remaining 32 entries in their respective maps to check what kind of entities they're given to with the following results:

    Spoiler
    gui found in entity class
    guis/code1.gui at1_lucy/maps/lucy.map atdm:secret_messages
    guis/cuckolds_pages.gui at1_lucy/maps/lucy.map atdm:moveable_custom_item
    guis/le_guin_pages1.gui at1_lucy/maps/lucy.map atdm:map_of
    guis/cutscene_video_nsfw.gui away0/maps/away0.map atdm:gui_message
    guis/cutscene_video_sfw.gui away0/maps/away0.map atdm:gui_message
    guis/final_cutscene_replacement_slide.gui away0/maps/away0.map atdm:gui_message
    guis/first_cutscene_replacement_slide.gui away0/maps/away0.map atdm:gui_message
    guis/success_cutscene_video.gui away0/maps/away0.map atdm:gui_message
    guis/memory_sketch.gui black_mage/maps/tbm.map atdm:static_custom_item
    guis/lookbehind.gui blackgrove/maps/manor.map atdm:mover_door
    guis/nameplates.gui braeden_church/maps/braeden_church.map func_static
    guis/rooms.gui braeden_church/maps/braeden_church.map func_static
    guis/sewer/deplankkseal.gui dufford/maps/dufford.map func_static
    guis/FirstFloor.gui fever/maps/fever.map atdm:map_of
    guis/SecondFloor.gui fever/maps/fever.map atdm:map_of
    guis/abOutpostClock.gui flakebridge/maps/aboutpostii.map func_static
    guis/abOutpostDoorNo.gui flakebridge/maps/aboutpostii.map func_static
    guis/abOutpostGraveName.gui flakebridge/maps/aboutpostii.map func_static
    guis/waterworks.gui good/maps/good.map func_static
    guis/debrief.gui hareinthesnare/maps/man2.map atdm:gui_message
    guis/frobscreenread.gui iris/maps/iris.map atdm:gui_message
    guis/welli_memento.gui iris/maps/iris.map atdm:gui_message
    guis/sotha_pagan_mage.gui mandrasola/maps/mandrasola.map func_static
    guis/finale.gui nowandthen/maps/nowandthen.map atdm:gui_message
    guis/manor1.gui pearlsnswine/maps/pearls8.map atdm:map_of
    guis/manor2.gui pearlsnswine/maps/pearls8.map atdm:map_of
    guis/black_fade.gui reap/maps/reap.map atdm:gui_message
    guis/epilogue.gui reap/maps/reap.map atdm:gui_message
    guis/ice_fade.gui reap/maps/reap.map atdm:gui_message
    guis/john01.gui samhain/maps/samhain.map func_static
    guis/degrenefelds.gui transaction/maps/transaction.map func_static
    guis/key_bindings.gui volta1_3/maps/snapshots/volta_v1.map.0.map shopitem_map_of

    Turns out that quite a few of these entities (i.e. the func_statics) rely on TriggerCall being part of the base idEntity::Activate method in order to call up their GUIs. So it's not some forgotten legacy code we can remove.

    We could add a custom spawnarg to the entityDef for atdm:gui_message to disable this behaviour for them - no FM overrides this entityDef, btw, so it'll apply to all FMs - but it won't fix other entities that call GUIs and don't have this spawnarg.

    • Like 1
  2. So there's this:

    • When reproducing this bug, it seems there are always multiple messages involved. The first message in the training mission isn't affected, so it suggests the bug begins with the 2nd message. Also supported by the fact that if you view the 2nd message first it's fine, too.
    • This comment in tdm_gui_message::showMessage() seems to be aware of a flickering issue due to "multi-trigger" and therefore checks whether a gui has already been created for that particular message entity. However, the value of the float variable "gui" is unique to each message entity, so the check doesn't work if a different message entity has created a gui.

    image.png

    So a possible attempt at a solution could be to turn the gui handle into a global variable shared between all message entities (I renamed it to dragofer_gui to ensure there are no conflicts with other scriptobjects that have some kind of "gui" variable):

    tdm_message.script

    Would be nice if someone who can reproduce the bug can try whether this makes any difference.

    In this implementation it will not show the next message overlay if the old message overlay is still present. If this approach works we might consider destroying the existing message overlay.

    • Like 1
  3. This works, including for doors made from brushes in DR:

    vector center_offset	= 0.5 * (object.getMins() + object.getMaxs());
    vector center		= object.getOrigin() + sys.VecRotate( center_offset, object.getAngles() );

    Turns out that getMins() and getMaxs() don't take current orientation into account, they only state the bounds when the entity is in its default orientation. Therefore you need to rotate the offset by the object's current orientation.

  4. This pack has been added to core assets. Unless you expect to release an FM in the next month, you can just upgrade to a beta build and set the required TDM version to 2.11 in your FM's darkmod.txt.

    6 hours ago, Melchior said:

    P.S. SEQUEL  TO "IRIS"? 😲, I want to hear more about that!

    I've already played what Wellingtoncrab calls the sequel to Iris... it's nice, it's got lots of this loot in it and manages to showcase them in a variety of lighting setups... no story, no AIs, and just 1 room, though.

    • Like 2
  5. 14 hours ago, snatcher said:

    That would be the next (and second to final) step. I will gladly brief you about what all this is about but privately and tomorrow, if you don't mind.

    I meant more this: if you use the compass when the door is opened and when it's closed, do the flames spawn in different positions? That would suggest that getMins() and getMaxs() still work correctly on moving doors.

  6. Doors might sometimes work differently in some ways because they can be created from scratch from brushes in DarkRadiant instead of using real models. Nevertheless, I believe getMins() and getMaxs() still work as expected.

    For getting the orientation of a model, getAngles() is all you need, but it probably won't work for "models" created in DarkRadiant. The "rotation" spawnarg only sets the initial orientation anyway, and I'm not aware of a way to convert it to angles.

    Have you noticed any patterns for where the "center" gets placed relative to a door? Does the center move when the door moves?

  7. Bounds are like a cube that completely encases the model. The cube is always aligned with the x, y and z axis, so if you rotate the model the cube will grow or shrink to make sure the model is still exactly contained inside the cube.

    You can get the coordinates of the bottom left and top right corners of this cube with getMins() and getMaxs(). Exactly halfway between them is the center of the model.

  8. You could getMins() and getMaxs() to get the minimum and maximum coordinates of the model bounds, then add half the difference to the minimum coordinates to get the center of the bounds.

    Alternatively, if you know the offset between the entity origin and the center of its model bounds when it isn't rotated you can rotate that offset by the current getAngles and add it to the entity origin.

    vector center = getOrigin() + sys.VecRotate( offset, getAngles() );

    If you're working with bound objects you can use getWorldOrigin() instead of getOrigin(), as the latter just gets the offset relative to the bind master.

  9. 2 hours ago, cvlw said:

    Hello again.

    I want to teleport a ragdoll to a point in the air and fall horizontally, face down and to land face down.

    I have the ragdoll entity defined to flop face down at map start in a hidden area.  When I trigger the atdm:teleport, the ragdoll is teleported standing up and falls feet first, no guarantee to land face down.

    Is there a way to keep the ragdoll "lying face down" at teleport?

    Thanks.

    Clint

    Should the player be there when the ragdoll falls? If not, you can unhide an invisible ragdoll that already lies in the correct position:

    1) Create a ragdoll entity in DR

    2) Start the map in TDM and place the ragdoll how you want it to be.

    3) Use the saveRagdolls console command. This generates a new .map file in your base install maps folder, where the ragdoll has a bunch of new spawnargs that make it spawn in that exact position.

    4) I don't think it's 100% safe to override your .map file with the generated .map, so the best is to open another instance of DR, open that new .map, copy-paste the ragdoll to your original .map, copy-paste the new spawnargs to your original ragdoll and get rid of the other ragdoll again.

    5) Set the "hide" "1" spawnarg on your ragdoll. When you want the ragdoll to show up, trigger the ragdoll (or use show() in a script). Alternatively it may also work to set "skin" "invisible" and change that to "visible".

  10. 1 hour ago, stgatilov said:

    Unpacked files override packed files of the same name on the same level (FM/FM or Core/Core)

    My problem is with this: if you have 2 files of the same name, and 1 is packed and 1 is unpacked, since 2.11 TDM won't start because "File x was loaded twice". It looks to me like an error in the 2.11 code changes to the file loading system.

    1 hour ago, stgatilov said:

    Frankly speaking, why do you even want to silently have same decl in several files?
    How are you going to debug this? 😲 Just guessing that your decl does not work as intended because probably it is duplicated somewhere and running a search over all files in directories / pk4 files?

    I think there's a misunderstanding. FM/FM and Core/Core overrides are definitely a problem and should post console warnings because (a) you never need multiple copies of the same decl inside core or inside an FM and (b) you don't know which one wins unless you're familiar with the ruleset above.

    What I think is benign is FMs overriding Core decls or files, either done intentionally or when a custom asset becomes a core asset. This should not generate error messages, and adding new decls to core should not have any effect on FMs.

    • Like 2
  11. 2 hours ago, stgatilov said:

    If you unpack your FM and keep filenames same, then unpacked files override files inside pk4 and you should get no duplication.

    I think this is what went wrong: the same file exists both packed and unpacked in the FM folder, but instead of the unpacked file overriding the packed file you get the blue screen error "File x was loaded twice" that stops TDM from starting.

    2 hours ago, stgatilov said:

    There is no such "regular" rule.
    Up to 2.11, there was no rule about duplicate decls at all.

    If my understanding is correct, these are the new mechanics in 2.11?

    • FM decls/files always override Core decls/files of the same name, regardless of packing state (FM/Core)
    • Unpacked files override packed files of the same name on the same level (FM/FM or Core/Core)
    • Among packed files, the file in the .pk4 that's loaded last wins (.pk4 name lexicographically last i.e. z)
    • The decl in the file with the earliest filename wins (filename lexicographically first i.e. a), the file's packing state or .pk4 name don't matter.
    • Like 1
  12. 10 hours ago, Dragofer said:

    On some occasions I've been unable to start TDM with an FM loaded (i.e. Noble Affairs or Seeking Lady Leicester) due to a blue-window error with a message about some decl file contained in the FM like "Flanders.mtr is loaded twice". It only seems to happen occasionally, and I'm on 2.11b01 right now.

    I suppose this is a consequence of the new logic for resolving conflicts between core/FM and packed/unpacked decls?

    Found the cause: if the same decl file exists twice - in a packed and unpacked state - TDM won't start. I had unpacked nobleaffairs.pk4 and didn't remove the .pk4. And I was working on Seeking Lady Leicester until I packed it into a .pk4 for a bug report and I could no longer start TDM afterwards ("happens occasionally"). Removing the .pk4 fixes both cases.
     

    Spoiler

    image.thumb.png.37ecaf380001a2e70c37ab8783791576.png

    TDM 2.11/64 #10215 (1435:10215M) win-x86_64 Dec 13 2022 09:56:51
    2808 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX & AVX2 & FMA3
    Winsock Initialized
    Found interface: {6A5A4A31-F2EA-42A1-A9DA-78FA0E3E2576} Realtek PCIe GbE Family Controller - 0.0.0.0 NULL netmask - skipped
    Found interface: {49355B32-B9DA-4AD9-830C-D8E339AEAEA6} Bluetooth Device (Personal Area Network) - 0.0.0.0 NULL netmask - skipped
    Found interface: {74E4A9D4-9F7B-4AAB-9BEC-8D181EA7B038} Wintun Userspace Tunnel - 0.0.0.0 NULL netmask - skipped
    Found interface: {9020DA5A-6C67-4FC7-8067-DC7E732A12B2} TAP-Windows Adapter V9 - 0.0.0.0 NULL netmask - skipped
    Found interface: {FE23C381-270F-46CE-BE84-2E65F273DA19} Realtek RTL8821AU Wireless LAN 802.11ac USB 2.0 Network Adapter - 192.168.0.197/255.255.255.0
    Found interface: {195C9D81-F68C-4A97-B8CA-A2A02A607C87} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
    Found interface: {F6EE1C6C-75BF-4784-A59D-329488562D54} Microsoft Wi-Fi Direct Virtual Adapter #2 - 0.0.0.0 NULL netmask - skipped
    Sys_InitNetworking: adding loopback interface
    Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX AVX2 FMA3
    TDM using AVX2 for SIMD processing.
    Found 0 new missions and 0 packages.
    ------ Initializing File System ------
    Current search path:
      [M] D:\Personal\darkmod/fms/nobleaffairs
      [M] D:\Personal\darkmod\fms\nobleaffairs\nobleaffairs.pk4 (2118 files - 0xaec9f38d)
      [C] D:\Personal\darkmod/
      [C] D:\Personal\darkmod\z_tdm_loot_stealth_stats.pk4 (4 files - 0xc34daa37)
      [C] D:\Personal\darkmod\wellitexturepack01_treasurehorde.pk4 (22 files - 0xa30e9868)
      [C] D:\Personal\darkmod\tdm_textures_wood01.pk4 (382 files - 0x54c704d0)
      [C] D:\Personal\darkmod\tdm_textures_window01.pk4 (399 files - 0x50a48869)
      [C] D:\Personal\darkmod\tdm_textures_stone_sculpted01.pk4 (464 files - 0x3bd63c7c)
      [C] D:\Personal\darkmod\tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff)
      [C] D:\Personal\darkmod\tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2)
      [C] D:\Personal\darkmod\tdm_textures_stone_cobblestones01.pk4 (226 files - 0x4fde3163)
      [C] D:\Personal\darkmod\tdm_textures_stone_brick01.pk4 (527 files - 0x1d087cf8)
      [C] D:\Personal\darkmod\tdm_textures_sfx01.pk4 (69 files - 0x2c673886)
      [C] D:\Personal\darkmod\tdm_textures_roof01.pk4 (69 files - 0x24547b7)
      [C] D:\Personal\darkmod\tdm_textures_plaster01.pk4 (142 files - 0x9747529e)
      [C] D:\Personal\darkmod\tdm_textures_paint_paper01.pk4 (63 files - 0x4bc9c590)
      [C] D:\Personal\darkmod\tdm_textures_other01.pk4 (127 files - 0x36932451)
      [C] D:\Personal\darkmod\tdm_textures_nature01.pk4 (286 files - 0x19240606)
      [C] D:\Personal\darkmod\tdm_textures_metal01.pk4 (505 files - 0x4c8ac90e)
      [C] D:\Personal\darkmod\tdm_textures_glass01.pk4 (51 files - 0x3f3721e)
      [C] D:\Personal\darkmod\tdm_textures_fabric01.pk4 (43 files - 0x649daf73)
      [C] D:\Personal\darkmod\tdm_textures_door01.pk4 (177 files - 0xb0130166)
      [C] D:\Personal\darkmod\tdm_textures_decals01.pk4 (468 files - 0xd3a3aa90)
      [C] D:\Personal\darkmod\tdm_textures_carpet01.pk4 (92 files - 0xee524595)
      [C] D:\Personal\darkmod\tdm_textures_base01.pk4 (433 files - 0xc49b4d0b)
      [C] D:\Personal\darkmod\tdm_standalone.pk4 (4 files - 0xb3f36d20)
      [C] D:\Personal\darkmod\tdm_sound_vocals_decls01.pk4 (32 files - 0x53cda0aa)
      [C] D:\Personal\darkmod\tdm_sound_vocals07.pk4 (1111 files - 0xa13ec4c2)
      [C] D:\Personal\darkmod\tdm_sound_vocals06.pk4 (696 files - 0x44c85e78)
      [C] D:\Personal\darkmod\tdm_sound_vocals05.pk4 (119 files - 0x6cf23214)
      [C] D:\Personal\darkmod\tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256)
      [C] D:\Personal\darkmod\tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1)
      [C] D:\Personal\darkmod\tdm_sound_vocals02.pk4 (1299 files - 0x5092940e)
      [C] D:\Personal\darkmod\tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2)
      [C] D:\Personal\darkmod\tdm_sound_sfx02.pk4 (605 files - 0x31673482)
      [C] D:\Personal\darkmod\tdm_sound_sfx01.pk4 (978 files - 0xa458ad0a)
      [C] D:\Personal\darkmod\tdm_sound_ambient_decls01.pk4 (8 files - 0x6b7751c5)
      [C] D:\Personal\darkmod\tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec)
      [C] D:\Personal\darkmod\tdm_sound_ambient02.pk4 (163 files - 0x84efad22)
      [C] D:\Personal\darkmod\tdm_sound_ambient01.pk4 (220 files - 0xee228c81)
      [C] D:\Personal\darkmod\tdm_prefabs01.pk4 (1012 files - 0x7981569)
      [C] D:\Personal\darkmod\tdm_player01.pk4 (127 files - 0xd983fc45)
      [C] D:\Personal\darkmod\tdm_models_decls01.pk4 (101 files - 0xd05bfab6)
      [C] D:\Personal\darkmod\tdm_models02.pk4 (2076 files - 0x62604579)
      [C] D:\Personal\darkmod\tdm_models01.pk4 (3208 files - 0xb58ab4a6)
      [C] D:\Personal\darkmod\tdm_gui_credits01.pk4 (49 files - 0xbff51863)
      [C] D:\Personal\darkmod\tdm_gui01.pk4 (729 files - 0x7b7f2370)
      [C] D:\Personal\darkmod\tdm_fonts01.pk4 (696 files - 0x7c5027bf)
      [C] D:\Personal\darkmod\tdm_env01.pk4 (152 files - 0x52cd5f93)
      [C] D:\Personal\darkmod\tdm_defs01.pk4 (191 files - 0xa5414ab1)
      [C] D:\Personal\darkmod\tdm_base01.pk4 (215 files - 0xe6366300)
      [C] D:\Personal\darkmod\tdm_ai_steambots01.pk4 (31 files - 0x156e1bf2)
      [C] D:\Personal\darkmod\tdm_ai_monsters_spiders01.pk4 (80 files - 0x15c3ef89)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_undead01.pk4 (55 files - 0x3809f62e)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0x648bf4fa)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_pagans01.pk4 (10 files - 0xf7022cde)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_nobles01.pk4 (51 files - 0xf22930d0)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_mages01.pk4 (8 files - 0x3cf178e6)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_heads01.pk4 (100 files - 0x2bb669ce)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_guards01.pk4 (379 files - 0xd3602f0)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_females01.pk4 (172 files - 0xb38a8e6e)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_builders01.pk4 (91 files - 0x9fc3434)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_beasts02.pk4 (229 files - 0xddd43d70)
      [C] D:\Personal\darkmod\tdm_ai_humanoid_beasts01.pk4 (23 files - 0xdc3edecd)
      [C] D:\Personal\darkmod\tdm_ai_base01.pk4 (9 files - 0x16e00a70)
      [C] D:\Personal\darkmod\tdm_ai_animals01.pk4 (82 files - 0x340f9db9)
      [C] D:\Personal\darkmod\lampions.pk4 (12 files - 0x3444cea9)
    File System Initialized.
    --------------------------------------
    Couldn't open journal files
    ----- Initializing Decls -----
    WARNING:file materials/dragofer.mtr, line 17: material 'textures/darkmod/sfx/moon_haze_01_sort' previously defined at materials/barge.mtr:47
    WARNING:file materials/dragofer.mtr, line 40: material 'tdm_machine01_dark' previously defined at materials/barge.mtr:1
    WARNING:file materials/epifire.mtr, line 610: material 'audiograph_player_001' previously defined at materials/epifire.mtr:57
    WARNING:file materials/goldwell_custom.mtr, line 1860: material 'animated_drops' previously defined at materials/arcturus.mtr:1
    WARNING:file materials/goldwell_custom.mtr, line 2977: material 'textures/goldwell_custom/smashed_glass' previously defined at materials/goldwell_custom.mtr:2691
    WARNING:file materials/goldwell_custom.mtr, line 3067: material 'textures/darkmod/decals/signs/sign_warning_for_beating_trans' previously defined at materials/goldwell_custom.mtr:876
    WARNING:file materials/goldwell_custom.mtr, line 3100: material 'textures/darkmod/decals/signs/sign_dangerous_neighborhood_trans' previously defined at materials/goldwell_custom.mtr:909
    WARNING:file materials/goldwell_custom.mtr, line 3133: material 'textures/darkmod/decals/signs/sign_gold_here_trans' previously defined at materials/goldwell_custom.mtr:942
    WARNING:file materials/goldwell_custom.mtr, line 3166: material 'textures/darkmod/decals/signs/sign_leave_quickly_trans' previously defined at materials/goldwell_custom.mtr:975
    WARNING:file materials/goldwell_custom.mtr, line 3199: material 'textures/darkmod/decals/signs/sign_police_here_trans' previously defined at materials/goldwell_custom.mtr:1008
    WARNING:file materials/northdale_epi.mtr, line 45: material 'wall_fountain_001' previously defined at materials/epifire.mtr:1
    WARNING:file materials/pleasejustwork.mtr, line 81: material 'textures/gw_custom/mosaic_glass_birds' previously defined at materials/goldwell_custom.mtr:419
    WARNING:file materials/volta_builder.mtr, line 1609: material 'charge_post_001' previously defined at materials/epifire.mtr:215
    WARNING:file materials/volta_builder.mtr, line 1625: material 'lamppost_strip_effect_001' previously defined at materials/epifire.mtr:240
    WARNING:file materials/volta_noble.mtr, line 42: material 'textures/darkmod/volta/builder/metal_beam_square' previously defined at materials/volta_builder.mtr:478
    WARNING:file materials/volta_noble.mtr, line 85: material 'textures/darkmod/volta/builder/metal_beam_rail' previously defined at materials/volta_builder.mtr:435
    WARNING:file materials/volta_noble.mtr, line 120: material 'textures/darkmod/volta/builder/floors/old_small_grainy_edit' previously defined at materials/volta_builder.mtr:285
    WARNING:file materials/volta_noble.mtr, line 152: material 'textures/darkmod/volta/builder/brass_grate_edit' previously defined at materials/volta_builder.mtr:1649
    WARNING:file materials/volta_sky.mtr, line 9: material 'textures/darkmod/volta/sky/volta_moon' previously defined at materials/volta_city.mtr:1
    WARNING:file materials/volta_warehouse.mtr, line 60: material 'textures/darkmod/volta/volta_warehouse/red_brick01' previously defined at materials/volta_noble.mtr:175
    WARNING:file materials/volta_warehouse.mtr, line 84: material 'textures/darkmod/volta/volta_warehouse/red_brick02' previously defined at materials/volta_noble.mtr:224
    WARNING:file materials/volta_warehouse.mtr, line 133: material 'textures/darkmod/volta/volta_warehouse/red_brick01_trim' previously defined at materials/volta_noble.mtr:199
    WARNING:file materials/volta_warehouse.mtr, line 473: material 'textures/darkmod/volta/volta_warehouse/mud' previously defined at materials/volta_noble.mtr:152
    WARNING:file materials/volta_warehouse.mtr, line 854: material 'textures/darkmod/volta/volta_warehouse/stone_messy_edit' previously defined at materials/volta_noble.mtr:251
    WARNING:file materials/volta_warehouse.mtr, line 892: material 'textures/darkmod/volta/volta_warehouse/volta_old_worn_semiplastered' previously defined at materials/volta_noble.mtr:273
    WARNING:file skins/dragofer_air.skin, line 29: skin 'bulls_eye_unlit' previously defined at skins/barge.skin:13
    WARNING:file skins/dragofer_air.skin, line 38: skin 'bulls_eye_lit' previously defined at skins/barge.skin:19
    WARNING:file skins/dragofer_stock_reskins.skin, line 52: skin 'machine01_dark' previously defined at skins/barge.skin:1
    WARNING:file skins/dragofer_weathered_ships.skin, line 45: skin 'bulls_eye_unlit' previously defined at skins/barge.skin:13
    WARNING:file skins/dragofer_weathered_ships.skin, line 54: skin 'bulls_eye_lit' previously defined at skins/barge.skin:19
    WARNING:file skins/gw_custom.skin, line 548: newline inside string
    WARNING:file skins/gw_custom.skin, line 549: Expecting '{' but found ' '
    WARNING:file skins/gw_custom.skin, line 549: Expecting '{' but found '-'
    WARNING:file skins/gw_custom.skin, line 549: newline inside string
    WARNING:file skins/gw_custom.skin, line 549: Type without definition at end of file
    WARNING:file skins/new_skins.skin, line 6: skin 'cust_empty_hp_bottle' previously defined at skins/gw_custom.skin:95
    WARNING:file skins/new_skins.skin, line 32: skin 'crystal_trans' previously defined at skins/gw_custom.skin:214
    WARNING:file skins/new_skins.skin, line 47: skin 'mage_head_trans' previously defined at skins/gw_custom.skin:240
    WARNING:file skins/new_skins.skin, line 66: skin 'mage_body_trans' previously defined at skins/gw_custom.skin:222
    ------------------------------
    I18N: SetLanguage: 'english'.
    I18N: Found no character remapping for english.
    I18N: 1317 strings read from strings/english.lang
    I18N: 'strings/fm/english.lang' not found.
    execing default.cfg
    Gamepad modifier button assigned to 6
    execing Darkmod.cfg
    execing DarkmodKeybinds.cfg
    log file 'qconsole.log' opened on Tue Dec 13 19:32:58 2022
    
    execing DarkmodPadbinds.cfg
    Gamepad modifier button assigned to 6
    Couldn't exec autoexec.cfg - file does not exist.
    I18N: SetLanguage: 'english'.
    I18N: Found no character remapping for english.
    I18N: 1317 strings read from strings/english.lang
    I18N: 'strings/fm/english.lang' not found.
    ----- Initializing OpenAL -----
    Setup OpenAL device and context
    OpenAL: found device 'OpenAL Soft on Speakers (Realtek High Definition Audio)' [ACTIVE]
    OpenAL: found device 'OpenAL Soft on 4 - VA2456 Series (AMD High Definition Audio Device)'
    OpenAL: device 'OpenAL Soft on Speakers (Realtek High Definition Audio)' opened successfully
    OpenAL: HRTF is available
    OpenAL vendor: OpenAL Community
    OpenAL renderer: OpenAL Soft
    OpenAL version: 1.1 ALSOFT 1.21.1
    OpenAL: found EFX extension
    OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT)
    OpenAL: found 256 hardware voices
    ----- Initializing OpenGL -----
    Initializing OpenGL subsystem
    ...getting default gamma ramp: success
    ...registered window class
    ...registered fake window class
    ...created window @ 0,313 (1298x767)
    Initializing OpenGL driver
    ...getting DC: succeeded
    ...PIXELFORMAT 11 selected
    ...creating GL context: core-fc 
    ...making context current: succeeded
    ...initializing QGL
    
    ------- Input Initialization -------
    Initializing DirectInput...
    mouse: DirectInput initialized.
    keyboard: DirectInput initialized.
    ------------------------------------
    OpenGL vendor: ATI Technologies Inc.
    OpenGL renderer: AMD Radeon(TM) RX460
    OpenGL version: 3.3.14800 Core Profile Forward-Compatible Context 22.5.1 30.0.15021.11005 core
    Checking required OpenGL features...
    v - using GL_VERSION_3_3
    v - using GL_EXT_texture_compression_s3tc
    v - using WGL_VERSION_1_0
    v - using WGL_ARB_pixel_format
    Checking optional OpenGL extensions...
    v - using GL_EXT_texture_filter_anisotropic
        maxTextureAnisotropy: 16.000000
    v - using GL_ARB_stencil_texturing
    v - using GL_EXT_depth_bounds_test
    v - using GL_ARB_buffer_storage
    v - using GL_ARB_texture_storage
    v - using GL_ARB_multi_draw_indirect
    v - using GL_ARB_vertex_attrib_binding
    X - GL_ARB_compatibility not found
    v - using GL_KHR_debug
    v - using WGL_EXT_swap_control
    Max active texture units in fragment shader: 32
    Max combined texture units: 160
    Max anti-aliasing samples: 8
    Max geometry output vertices: 1023
    Max geometry output components: 4095
    Max vertex attribs: 29
    ---------- R_ReloadGLSLPrograms_f -----------
    Linking GLSL program cubeMap ...
    Linking GLSL program bumpyEnvironment ...
    Linking GLSL program depthAlpha ...
    Linking GLSL program fog ...
    Linking GLSL program oldStage ...
    Linking GLSL program blend ...
    Linking GLSL program stencilshadow ...
    Linking GLSL program shadowMapA ...
    Linking GLSL program ambientInteraction ...
    Linking GLSL program interactionStencil ...
    Linking GLSL program interactionShadowMaps ...
    Linking GLSL program interactionMultiLight ...
    Linking GLSL program frob ...
    Linking GLSL program soft_particle ...
    Linking GLSL program tonemap ...
    Linking GLSL program gaussian_blur ...
    Linking GLSL program testImageCube ...
    ---------------------------------
    Font fonts/english/stone in size 12 not found, using size 24 instead.
    --------- Initializing Game ----------
    The Dark Mod 2.11/64, win-x86_64, code revision 10215
    Build date: Dec 13 2022
    WARNING:file def/volta_ai_creatures.def, line 27: model 'volta_ai_willow' previously defined at def/ai_creatures.def:1
    WARNING:file def/volta_ai_creatures.def, line 85: entityDef 'willowWisp_spirit' previously defined at def/ai_creatures.def:27
    WARNING:file def/volta_ai_creatures.def, line 121: entityDef 'willow_mover' previously defined at def/ai_creatures.def:85
    WARNING:file def/volta_ai_creatures.def, line 159: entityDef 'willow_light' previously defined at def/ai_creatures.def:121
    --------- Game Map Shutdown ----------
    --------- Game Map Shutdown done -----
    ERROR:Decl file 'particles/volta_bubbleslarge.prt' is loaded twice
    --------------------------------------
    Error during initialization. Decl file 'particles/volta_bubbleslarge.prt' is loaded twice
    Shutting down OpenGL subsystem
    ...wglMakeCurrent( NULL, NULL ): success
    ...deleting GL context: success
    ...releasing DC: success
    ...destroying window
    ...restoring hardware gamma: success
    ...shutting down QGL
    Spoiler

    image.png.e104e4c1bfb73adc03cc27b8b50c1d2c.png

     

    2 hours ago, stgatilov said:

    Also, I don't understand how it can happen "on some occations".

    I think it's becoming clear that when reporting bugs, "it happens occasionally" just means you haven't figured out the reproduction steps yet.

    • Like 1
  13. On some occasions I've been unable to start TDM with an FM loaded (i.e. Noble Affairs or Seeking Lady Leicester) due to a blue-window error with a message about some decl file contained in the FM like "Flanders.mtr is loaded twice". It only seems to happen occasionally, and I'm on 2.11b01 right now.

    I suppose this is a consequence of the new logic for resolving conflicts between core/FM and packed/unpacked decls?

    • Like 1
  14. I'm also getting horrible performance on latest SVN (10250) with AMD, whereas 2.11b01 seems normal. r_usedebuggroups was 1 but setting to 0 seems to make no difference even after a restart. It seems to be related to shadowcasting: my fps drops from capped 60 to 6 if I switch on a player lantern around shadowcasting objects.

  15. On 12/8/2022 at 2:31 PM, Dragofer said:

    Looking at that mission, its ghosting objectives checks for:

    1) no AI alerted to level 2 or higher (should correspond to standing still for a moment)

    2) no AI on team 1, 2 or 5 KOed (default: Builders, guards, neutral street people).

    @Araneidae do you remember whether you KOed anyone in that run of CoS0? That could explain the failed stealth objective, otherwise it may be a core bug.

  16. On 11/25/2022 at 8:37 PM, Filizitas said:

    Hi, Ive been looking at your files but it seems the textures arent included - do you happen to have a link to those?

    • Like 2
  17. 2 hours ago, Araneidae said:

    That doesn't sound right ... but looking back at what I wrote, yes, I guess that's exactly what happened.  So guess it's a mismatch between whatever state is being checked by CoS and the stealth score.

    Is there anything worth testing on this front in the latest beta or dev release?

    Looking at that mission, its ghosting objectives checks for:

    1) no AI alerted to level 2 or higher (should correspond to standing still for a moment)

    2) no AI on team 1, 2 or 5 KOed (default: Builders, guards, neutral street people).

    If you KOed someone that would explain it (or an AI got KOed for another reason and the objective isn't set to check for player responsibility). Otherwise there could be a bug with how component 1 is set up. In any case, stealth score doesnt figure here.

    The stealth score fixes are available from 2.11 beta 02, right now we're on beta 01.

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