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taaaki

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Everything posted by taaaki

  1. I pretty much agree with you on this. There were some non-apparent quirks with the way the filesystem is used in the game that caused some issues along the way when we were going standalone and shifting where the game bin was executed from. I can't recall off the top of my head what they were exactly, but I meant to go through all the usages of the FileSystem functions and check them for sanity to try and resolve them at the root cause. I got part of the way through that exercise but ran into a situation where I didn't have time to work on TDM for quite a while. Now that I've got some time in the evenings, I'll be working on this and trying to further simplify the FS usage in the various parts of the game. Maybe even for 2.01 If you're interested, the background behind this can be found here: http://bugs.thedarkmod.com/view.php?id=2966
  2. Rename your TDM directory to "darkmod". This is fixed in the source now, so it should be ready for release in 2.01 whenever that is. But for now, you're going to need to rename it.
  3. I don't recall r_mode having anything to do with sound (r_ refers to renderer settings)? What hardware are you running on and which distro+version?
  4. He shoots .... he scores! Could you (or one of the forum mods) please update the title of thread and add [solved]
  5. Do you have the ia32-libs package installed? Also, you can try: #apt-get install libxxf86vm1:i386 If that doesn't help, could you please provide the output of: # ls /usr/lib/i386-linux-gnu/libXx*
  6. I am currently responsible for most of the filesystem related issues in TDM (so yes, you can probably blame me for this and the hardcoded "darkmod" thing - which is being worked on - slowly). Regarding the games file/path handling: the path system is a bit convoluted, but it has been simplified a bit compared to the original Doom3 code (we've stripped out CD Paths and tried to centralise certain things like screenshots). I'd also like to say that the filesystem can be fragile at times since it has to cope with differing uses cases between normal play and the workflows used by mappers for building missions and then release testing them (I've broken things in the past, so I know how annoyed people get - dmap can be a bit sensitive). We explicitly moved all the files into a single directory structure to assist with moving away from Doom3 (which had settings in ~/.doom3/ and game files /opt/doom3 or /usr/local/games/doom3). There are also a few team members who like the fact that everything is in one directory and can be relocated easily. Now that we don't have to drag around the D3 baggage (and can essentially run the TDM bin from anywhere), we may look at adhering to the norms from a Windows and Linux directory structure perspective. But this will need to be discussed by the team as it complicates the updater and various other functions within the game. An example would be the missions. Where should these be stored? They're essentially part of the game files (once downloaded) and should be shared between users, but they're also dynamic in a sense, so one can argue that they belong in the user's homedir (along with their associated saves and such). I also don't think that this is a priority from our side, but if enough users take issue with the current structure, we can probably address it sooner. The other point is that I'm even sure that the team is interested in having installer packages for Windows or Linux distros. My opinion is that this may lead to support issues for the (small) team if the package maintainers for different distros don't keep up or go AWOL and we are stuck trying assist users with outdated packages.
  7. Um, don't run it like this: /home/ubuntu/darkmod/tdm_update.linux I think the updater works off your PWD and not the executable path. Do this instead: cd /home/ubuntu/darkmod ./tdm_update.linux
  8. That doesn't look like a complete download. Run the updater again to see if it still has stuff to download. Also, it mustn't be in a hidden folder. Just rename it to "darkmod" -> ~/darkmod/
  9. I'm working on the "darkmod" folder issue at the moment. We didn't see it as a priority since the instructions were pretty clear, so it was left for 2.01. However, we didn't expect the massive demand and subsequent server downtime and creation of torrents. So yeah, we're aware of the issue and will rectify it as soon as possible.
  10. What graphics card / OS? Also, make sure that the folder you installed TDM into is named "darkmod" exactly like that.
  11. Yeah, we've just got basic functionality going until we get past the initial surge. Hopefully we can start restoring the original site etc. soon. Also, like Bikerdude mentioned, you might just have landed with a slow mirror for that download.
  12. Hey When was the last time you tried the mission downloader? We've made a temporary plan with the servers that should allow the game to pull the mission list. Regarding the quicksave issue, what path did you install Darkmod to? Make sure that you have it in a folder named "darkmod" as there are some limitations with the current filesystem implementation that prevent other directory names from working correctly.
  13. Before going that route, try the in-game downloader again. We've configured an additional server to take on the load (hopefully). If it still doesn't work, you might just need to wait a bit longer for DNS to update.
  14. Can you guys try using the in-game mission downloader now? It shoooould work.
  15. Yeah, TDM is going to have issues running from a folder named anything other than "darkmod". I'm in the process of rectifying this, so hopefully we won't have this restriction with 2.01.
  16. There ought to be a Darkmod.cfg file alongside your thedarkmod.x86 file. I think the config file is only generated if you change the config in some way (in-game).
  17. I'm busy looking into fixing the downloader (tels has already logged an issue on the tracker: http://bugs.thedarkmod.com/view.php?id=3418)
  18. I'll have a look at this since its likely something FS related that I overlooked.
  19. I'm busy using the non-commercial license for Intel C++ Composer XE 2013 (includes C/C++ compiler, Amplifier [new name for VTune], Inspector and Advisor + all the performance and threading libs). You can get to it here: http://software.intel.com/en-us/non-commercial-software-development You can only use it for projects where you receive no income for your efforts. If you get the hang of the tools, they can be really useful (far better than many of the free tools). Amplifier/VTune is the profiler, Advisor looks for parallelisation opportunities and Inspector is used to detect memory and threading errors.
  20. I'll have a look later this evening
  21. Are you running thedarkmod.exe directly from the darkmod folder or are you using a shortcut?
  22. Yep, it currently needs to run from ~/.doom3. However, I'm fairly certain that I implemented a fix to make sure that it crashes more gracefully if the 'fms' folder doesn't exist instead of the nasty Boost exception way.
  23. The new engine shouldn't even know that doom3/saintlucia exists. EDIT: the only time that it would try and look for something in doom3/saintlucia is if +set fs_mod saintlucia was used, but fs_mod is currently read-only and hardcoded to "darkmod".
  24. That is exactly what I want to achieve and what I was alluding to with the removal of fixed paths. This will be a lot cleaner for all Linux users once we go full standalone, but in the meanwhile, we may just have to rely on symlinks or manually setting fs_basepath.
  25. You can ignore that (I forgot to suppress the warning before release). fs_mod is the new name for fs_game_base (i.e. the actual mod/game). I made it default to 'darkmod' and set it read-only so that we don't have to worry about it users running into issues if they change it for whatever reason. At some stage, when we are sufficiently happy that TDM is mature enough to support mods, we can unset the read-only flag on fs_mod.
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