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Posts posted by nbohr1more
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10 minutes ago, Frost_Salamander said:
Hmm ok. Sorry about this I'm at a bit of a loss. @nbohr1more any suggestions as to what we can do to troubleshoot this? It looks like we have a fairly reproducible crash on Linux with at least 2 users.
TDM probably needs to be run under gdb and BT ( backtrace ) to gain the most detail, but we might be able to start with increasing the darkmod log verbosity:
https://wiki.thedarkmod.com/index.php?title=Reporting_Problem
Just to be sure, please try deleting the mission and re-downloading it using the in-game downloader. If anyone Linux users are donwloading from Github they may be encountering the same problem I saw where the paths became the filenames. Likewise the original in-game version had two erroneous files so we need to make sure the latest version is installed and that version is via the in-game downloader.
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I have fixed the package on the mirrors.
For some reasons Github was renaming files to their file paths when I downloaded the package from there
so had to repack the mission but I must have overlooked these. ( sorry )
I'll have to see whether different browsers behave differently but even now if I try to gather the package from github it is a mess of filenames that are supposed to be file paths.
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The mission has been added to the Missions Database
For players who use the Fresnel Mod, something about this mission provokes a crash with it installed.
I have created a new version of the Fresnel Mod that works with this mission:
https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-211-unofficial
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There were players who complained that the version number shown on the website did not match the version number shown in the mission package.
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Version 2 is now in the Mission Database.
As previously stated, the updater only knows when a version number goes up by a whole number
so chances are the mission downloader won't signal you to update the mission.
You will need to delete it from darkmod/fms ( or whatever_your_tdm_folder_is_named/fms ) and download it again.
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The original 1993 SMB movie was worked on by the creators of Max Headroom.
They wanted it to be a cyberpunk "allusion" to the general Mario concept.
Why were these folks given the SMB project?
Because Nintendo wanted to somehow "appeal to teens and adults" and expand the audience so they gave the directive to Hollywood to come up with a "mature" way to tell a Mario story. The movie was in development after Sonic and Sega were positioning themselves as the more teen oriented platform and 3DO along with other "mature CD game consoles" were on the horizon. Nintendo didn't want to be relegated to be a "kids only" console (even though that designation would later help them maintain a stronghold in family console sales).
Apparently, the draft script was amazing enough to generate interest from A list actors but the studio got cold feet and started rewriting the movie to be more and more juvenile and closer to the source material of the games ( and turned it into a big mess ).
I don't think it requires hindsight to understand that even leading up to the release there were lots of poor decisions around the project.
1) Other Nintendo franchises such as Zelda and Metroid were better suited to a mature story line
2) There is no cogent way to make a "mature" story that involves a Plumber entering an alternate dimension to battle an anthropomorphic Dino-Turtle that speaks English and wants marry a human woman who is native to this same dimension
3) Using allegories to Mario game features such as replacing Bowser with a malevolent Bowser-AI in a William Gibson style mind-jacked internet ( while cool ) would violate the expectations of people looking forward to a movie adaptation and lead to disappoint regardless of the resultant movie
4) Cyberpunk fiction fans would be scratching their heads about why the protagonist is a plumber and why the antagonist AI \ Cyborgs, etc are in the form of Turtles, Dinos, and Mushrooms rather than reflecting the full diversity of possible Avatars
5) You have an amazing Cyberpunk script and A list actors enthusiastic to participate in it and you decide to murder the script with rewrites rather than rebranding the project as a new science fiction film and deferring the Mario film to another team who wants to write a from scratch faithful adaptation?
You can sorta see how things all added-up to the final results but it is still pretty baffling that nobody caught the problems earlier in the process.
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19 hours ago, BozoBox said:
I had a little difficulty in the second mission.
In the warehouse, I found a box in which there is a locked jewelry box that needs a key. WHERE'S THE DAMN KEY?! I literally searched everything that my eyes and my parkour skills could reach.
P.S English is not my native language. So please refrain from slang and abbreviations, I probably won't understand them
SpoilerThere is an upstairs apartment in the building behind the Broken Broadsword Inn (pub) where the key can be found.
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Thus far, we have created spawnargs for noFog, noPortalFog, noFogBoundary, and spectrum variants. I am tempted to move all light attributes to entity args (which is what id Software themselves were considering according to the code comments). Material keywords make sense for surfaces with lots of different material regions and alpha blending but for lights it's easier to control their appearance via DR (etc) so entity flags work better.
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The latest version has been added to the mission database.
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Do you have openal installed?
Did you try disabling HRTF and EFX?
Does your system support multiple audio outputs ( hdmi, headphone jack, etc )? If so, can you disable unused audio hardware?
Did you check the FAQ audio section at wiki.thedarkmod.com ?
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1 hour ago, DeTeEff said:
Is it possible to add more vertexes to a NURBS spline curve? Standard is three, but I would like to litter my like a patch so I can curve it as I want without the need to splice them/glue several together...
If I understand correctly, if you use the v key to enter vertex edit mode this should be possible.
Background:
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1 hour ago, datiswous said:
Shouldn't 2.11a become the default (via update to installer)?
That is the plan
3 minutes ago, Xolvix said:Is this a fix for the bug where some map inventory icons show completely black for some reason?
Yes, this should cover the majority of cases where this was seen.
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Yes, should be easy enough to modify the GUI. There is no hard-coded limit on the com_maxFPS cvar.
BTW: You don't need to edit the config file, you can just open the console and invoke com_maxFPS 30.
Rev 16795
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Wrath of Khan trope all the way!
Necromancer brings Karras back from the dead and he lures Garret into increasingly dangerous jobs until Garrett gets trapped in a crazy Karras compound and is taunted by the "ghost" of Karras. ( Alternately some protege or relative of Karras who wishes to avenge him, ideally a relative who has a similar personality and voice. )
Game would use an open source engine like Amnesia or The Dark Mod but would obviously have non-CC commercial assets.
Mission authors can sell new fan missions or offer them for free via the in-game mission store.
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As I can tell, @stgatilov has been careful not to break backward compatibility with the 2.10 \ 2.11 subtitle implementations so I doubt you need to worry about wasting efforts.
At the very least having the subtitles in "some text format" would allow us to use automated text conversion tools to update them if needed.
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14 minutes ago, MirceaKitsune said:
Very nice. I get the impression performance may have improved for me as well by some 3 FPS, though that's judging based on what I remember it being from a particular position and angle a few weeks ago. Eager for entity scissors to get fixed as those were a big FPS boost, will definitely enjoy playing with that once it's stable.
r_useEntityScissors 1 should work in the 2.12 dev builds. This was fixed in relation to the backend merge process.
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On 4/1/2023 at 11:36 AM, lowenz said:
Yeah, stgatilov fixed the performance regression before 2.11 release.
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tdm_updater is no longer supported.
You need to use tdm_installer:
https://www.thedarkmod.com/downloads/
Windows:
https://update.thedarkmod.com/zipsync/tdm_installer.exe.zip
Linux:
https://update.thedarkmod.com/zipsync/tdm_installer.linux64.zip
The installer gives you the option to restore your Darkmod.cfg so doing that will preserve your old settings.
Also, as of 2.10 only 64-bit versions are supported. If you need 32-bit you can download the full package here:
https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-211-full
To preserve your old settings for 32-bit upgrades like this, copy your old Darkmod.cfg and DarkmodKeybinds.cfg files somewhere then overwrite the new ones in your darkmod directory with your backups.
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This was a very long development period! Phew!
I’d like to thank Bikerdude for doing all the beta testing so we didn’t need to have a long beta testing thread.
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7 hours ago, Melkesideck said:
Operating System Windows 11 Pro
- CPU Intel 11900k
- System RAM 32 GB
- Video Card Asus 3090
- Video Drivers 531.29 Nvida
- Experienced Performance, No problems with Dark Mod graphics settings on full everything on max @ 40-50 fpsFps uncapped under advanced settings?
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Both look fine to me. I guess the bottom shot is less obtrusive.
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6 hours ago, datiswous said:
I got it working in TDM 2.0 !!!
Maybe the menu change in 2.10 broke it?
Well I guess I can make a bug report, since it did work in TDM 2.0 (standalone) and I can reproduce the functionality. I will try to check on which version it got broken.
Edit: It still worked in tdm 2.09, but stopped working in 2.10, so it must be related to the changes @stgatilov made to the main menu in TDM 2.10 .
If you can please bisect down to which 2.10 dev build caused the breakage, it will be easier to fix things:
Thank you!
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45 minutes ago, AluminumHaste said:
So if fog keeps all visportals in the same visleaf open, doesn't that cause performance issues?
The noPortafog light doesn’t inherently force portals open. Instead is just disables the fog optimization which prematurely closes portals at the fog opaque radius. I suppose a more clever thing to do would be culling any non-lit and non-emissive objects past the fog radius but that’s a pretty tough thing to do especially since shadows can sometimes get made by offscreen objects (etc). Before something like that we would probably want something like Quake’s func_occluder as a generic line-of-sight culling feature.
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Yep, add this to your darkmod/materials folder:
Linux crash: High Expectations
in TDM Tech Support
Posted
@irisx I believe our bug-tracker will accept files of that size:
https://bugs.thedarkmod.com/my_view_page.php
Otherwise we will gladly accept a Google Drive or Dropbox ( etc ) link.