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taaaki

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Everything posted by taaaki

  1. dmargs.txt is from the pre Doom3 GPL merge era when we had a separate launcher. Try adding these two lines to the bottom of your Darkmod.cfg: seta s_driver "oss" seta s_alsa_pcm "default"
  2. The warnings shouldn't be tooo much of an issue. But the "About to exit with code 0" indicates that this isn't a hard crash. I've not seen this happen before though, so I'm not sure where to start. Maybe run the updater again to make sure all the checksums line up (and download correct versions of any bad files). Also, regarding your stalled updater issue, did you perhaps catch which file and/or mirror the updater stalled on?
  3. That driver versions looks ancient. I'm not even sure it will support the more current versions of Xorg. Nvidia website has a more recent version that supports your 8600GT on 32-bit Linux: http://www.nvidia.com/download/driverResults.aspx/75820/en-us However, I'm not sure if it is compatible with Debian 6. If you haven't installed it already, you will likely also need the nvidia-glx package mentioned in the Debian wiki article (did you follow all the steps in the article or just use it for the driver link?).
  4. Which Nvidia drivers did you install? The binary ones (non-free driver from Nvidia) or the open source one (Nouveau) ? If you have glxinfo and/or glxgears, you can use them to check if direct rendering/opengl is working on your system. I think they're found in the mesa-utils package. The top bit of output from glxinfo should give you some details about your current opengl setup and whether or not direct rendering is enabled.
  5. Have you installed s3tc support? I think the package is named something along the lines of libtxc-dxtn. You'll probably need the 32-bit version as well.
  6. It's not to do with the version of VS from what I can tell (although, I'm not actually sure if Express actually supports compiling with OpenMP). Even with the correct headers and compiler flags, the code in svn trunk is syntactically incorrect, so it won't compile. I'm just going to comment out the omp stuff and commit so that other work can continue (I'll also commit the updated SCons scripts for building with OpenMP support on Linux - will make it possible to toggle with or without).
  7. I actually reckon we just remove the current OpenMP changes. We should only be committing code to SVN that works. I'm happy to work with someone on this on the side or in a branch, but it shouldn't hit trunk until it's ready.
  8. My VS2010 has omp.h under C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\omp.h. Maybe check if it lives there in your Windows VM (might require the non-free version). Boost Threads basically just provides a wrapper around a lower-level threading library like pthreads. OpenMP provides nice and simple way of defining parallelism using compiler pragmas. The compiler then inserts the relevant threading code (using pthreads or whatever the particular compiler uses - I guess MSVS uses the Windows threading libs). I don't see why both can't be used simultaneously. OpenMP is far simpler to implement and maintain in there areas where its use makes sense (data parallelism, certain task-based parallelism, etc.).
  9. I had a go at downloading a fresh install and ran into this issue. Seems like it gets stuck on the SouthQuarter mirror, so I've commented it out from the TDM mirrors list. Try the install again and see if you are able to complete the process.
  10. I've got a bit of experience with omp (and TBB, and Boost Threads, and pthreads), so I'd like to have a look at the code / diffs. More for the rest of us trying to compile and see the benefits: on Windows you'll need to enable OpenMP support in VS under the Engine project properties (C/C++ -> Language) and under Linux, the -fopenmp open needs to be set for GCC (the compilers ignore the omp pragmas otherwise).
  11. Could you please pastebin the tdm_update.log file. It might be one of the mirrors having an issue.
  12. Will provide you with working bins, but this will be fixed in the next update.
  13. Hi peispud Without any info to go on, it will be quite difficult for us to help you. Are you able to install with tdm_update? If so, where do you run into issues when executing thedarkmod.x86? E.g. does it spit out any console output, etc.?
  14. It will be. I updated the libcurl/openssl libs for Windows already. Just busy working on the Linux side now. I've also created an Arch VM so that I can test that it works properly there as well. Edit: I also have access to Mac OS X, so I miiiight be able to do Mac builds.
  15. User registration for the bug tracker has been re-enabled (was disabled during the server migration). You can go ahead and create an account to report new issues and comment on existing ones.
  16. (most) Defaults are set basically as soon as the engine and game start since they are specified in the CVAR definitions. The default and auto configs are meant to be loaded next, followed by Darkmod.cfg. I'll throw this onto the bug tracker for investigation after work (if I remember - poke me if I don't). Logged as #3691
  17. If you PM me your current IP, I can dig into the server logs and see what is going on. However, you should upgrade to 2.01 as you will likely run into missions that don't work properly since they use standalone assets that aren't included with 1.08.
  18. Is this referring to the forums? If yes, then you click on "Only posts" under "See this member's" on the left. You can then go directly to the relevant post by clicking the #xxxxxx link at the top right of the post. You can register but you can't do anything in the wp-admin area besides make changes to your profile. I'm not convinced that we need to allow people to register on the site, but I think it is needed for people to comment on articles. However, we don't actually show the comments, so I'd be happier if we just disabled user registrations and nuked all the non-admin/editor users.
  19. I'm already working on the mission list admin page for that and a number of other changes, so don't worry about that. The real work will be on the in-game mission downloader and getting that to check for sha1 hashes. I added openssl to 2.01, so the sha1 hashing function should be available in-game (except for some Arch Linux - and related distro - users).
  20. The complication here is that the mission list is populated "out-of-band" directly from the mission DB, so the site isn't alerted to update the RSS feed. I had a brief look into how the mission list is populated to get it to work on the new server, but I'll probably have to dig around and see if there is an easy way/hook to update the RSS.
  21. Don't feel too pressured to make changes straight away. It took me a while to get a good feel for how all the pieces of the engine fit together and interact (I still don't have a full picture), so you should probably spend a decent amount of time just figuring out the various program flows and conventions. This kind of project is going to require a fairly good understanding of game code and game systems, but you will still need to know what is going down in the underlying tech 4 code. Just take it easy and have fun.
  22. I'm pretty sure that we left the multiplayer code in, but it has been neglected so you will need to make sure that everything is still intact on that front. If not, you might need to go back and compare with the D3 GPL code. Like demagogue suggested, get the code from SVN and start by digging around a bit (SVN details are on the "Downloads" page).
  23. In the end, I didn't need to build a new updater. Make sure that your darkmod folder and all files/sub-directories are not marked read-only.
  24. I'm a big fan of Steelseries for a gaming mouse. I have the Kana (~ $40 at amazon) and it's already lasted twice as long as my previous two Razer Diamondbacks. It's also really light, which is nice. On the keyboard front, I've semi-recently switched to the tenkeyless CM Quickfire Rapid with Cherry MX Blue switches (~ $75 at amazon - other switch types are more expensive). Loving it and hating the non-mechanical keyboards I have to use everywhere else. It has no backlight, but I prefer using a separate light strip to illuminate the keyboard.
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