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nbohr1more

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Everything posted by nbohr1more

  1. Thanks! I'll look at the portal design in that area. For a baseline, can you post details about your GPU, Driver, and Host OS
  2. Thanks! Looks like a map change rather than an engine issue. To verify further can you test beta 5 or newer with uncapped FPS set to max 300 in the advanced menu?
  3. Can you double-check and see if the performance loss also impacts beta 5. I believe that a volumetric light was added to the skylight. You can also try setting r_volumetricEnable 0 and see if performance returns to normal.
  4. I don't have a 32-bit OS but I am able to launch the 32-bit executable on Linux Mint 21.3. I think the story is similar to what I saw in 2.10. Lots of large maps produce AAS errors on launch but seem mostly functional. King of Diamonds seems to have lots of AI that are circling or having path finding issues. On a positive note, I was able to launch "The Painter's Wife", "Penny Dreadful 3", "Behind Closed Doors", " Shadows of Northdale 1", "Not an Ordinary Guest" basically all the largest maps and no loading errors were seen and all allowed in-game play. Oddly enough both Iris and The Painter's Wife have no AAS errors and no AI path-finding bugs even though they are the largest.
  5. Fresnel Mod has been updated: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3
  6. Welcome to the forums Ansome! And congrats on making it to beta phase!
  7. Update: @JackFarmer The root cause of the turret crash has been found. It seems that it was given the same physics code as the security camera but does not have handling for cases where no clip model exists. Removing the physics code fixes the issue. That said, I guess we may look into adding it back so that the turret follows the same destruction features as the camera?
  8. Alberic's Curse v3.11 is now out! It features: 1) A new script event related to the "Curse" 2) EFX Reverb 3) Volumetric Light effects 4) Different detail levels depending on LOD setting 5) A fix for a very old bug that caused stuttering in the basement, along with a long list of standard bug fixes 6) A few more surprises... Check for the mission update in the in-game downloader!
  9. This is being investigated. 2.12 has the needed save state features so the cause is still unclear. If the problem cannot be solved in a reasonable time-frame, we may need to revert to 2.11 turret features and suggest completing any needed additions via local changes to your mission (... pretty unlikely, as we are highly motivated to retain the 2.12 turret improvements). However this gets resolved, it is the last blocker issue for 2.12 to leave beta phase.
  10. Edit: The fix works without the dmap. Reverted the dmap in the mission database.
  11. I wanted to ensure that collision on the door was forced to generate during Dmap. I can try reverting the compile artifacts and see if the fix still works.
  12. At first I thought it was some wild precision bug but it looks like the skin might be nonsolid somehow and SteveL's change made the nonsolid attribute work? Either that or skin detection is somehow borked in this map. Feel free to edit the map, I'm no expert mapper but I might be able to perform some workaround by manipulating the entity. Edit: I fixed it with the following change: // entity 4 { "classname" "atdm:mover_door" "name" "atdm_mover_door_8" "lock_picktype" "-" "lock_pins" "0" "locked" "1" "solid" "1" "model" "atdm_mover_door_8" "origin" "710 -248 2050" "rotate" "0 90 0" "snd_close" "door_shut_06" "snd_open" "door_open_08" "used_by" "Balcony_door_keey" // "skin" "door_007_1" // primitive 0 Will upload the fix to the mission database. I don't see anything wrong with the door_007_1 skin but I would advise testing it in-game before using it going forward until this is fully sorted. Edit 2: The updated mission is now available in the mission database. Feel free to offer other fixes to this mission as long as they do not: Change visuals Change gameplay design ( Any purely bugged things that the mission author acknowledges "needs fixing" such as keys that are inaccessible or critical items that fall through surfaces when touched, etc can be fixed by any mapper and submitted for validation by the team. )
  13. Making a note: During the 2.04 development cycle: Source Revision 6550 Assets 14407 the door on the balcony became nonsolid for the player It was still working on Assets 14406 and Source 6544. 6544 was introduced at 14404 and no other binaries were added between. 14407 only added binaries ( compared to 14406 ) so this was not an asset \ def issue. Edit: During the 2.04 dev era ( 2015 to 2016 ) we still compiled game dll's. The breaking change happened in Rev 6551 ( the tdm console only renders to binary revision ) Changes: https://github.com/stgatilov/darkmod_src/commit/3f6f6f62bbba029bbcfec271ef08cac68fbfc2e4 @stgatilov I don't see any problem areas in this commit. Can you confirm?
  14. Thank you! Does is also happen in the first 2.12 Dev build dev16778-10275 ? If not, can you bisect to the first dev build where it happens?
  15. Before Doom 3 was GPL, this was the guide: https://wiki.thedarkmod.com/index.php?title=Coding_in_the_SDK
  16. BFG has no Dmap source code... checking RBDoom3BFG. RBDoom3BFG uses the same as vanilla
  17. The mission database has been updated. Thank you!
  18. You made new saves under the latest build right?
  19. Both "A New Job" and "Tears of St Lucia" use non-video briefings and have working subtitles. Perhaps one of the GUI defs in the mission is overriding something that subtitles require.
  20. New fresnel mod: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3 Probably not needed. I don't think anything in the previous base pk4 changed but I built it just in case.
  21. Biker is working on a small update that incorporates volumetric lights and other fixes. He is asking for a few beta testers:
  22. Bikerdude has made a few updates to this mission so we are looking for a few testers to make sure nothing was broken or overlooked. As far as I can tell this is ready for release but it's always good to ensure nobody encounters unforeseen issues. Lowend players are probably the best target just in case there are any performance regressions too. Mini beta:
  23. ID_INLINE float idMath::Rint( float f ) { return floorf( f + 0.5f ); } TDM ID_INLINE float idMath::Round( float f ) { return floorf( f + 0.5f ); } Dhewm, GPL, and TDM all manipulate float data differently after this function. ( For example ) Nothing like this in GPL or Dhewm: errors += (idMath::Round(xf) != xi); I think each project copes with precision conversion differently. GPL is sadly 32-bit exclusive and uses the obsolete 80-bit float feature from Pentium 4 CPU's that was not carried forward to 64-bit MSVC compilers after 2012 as I recall. (lots of fuzzy memories about this )
  24. Dhewm3: static void WriteFloat( idFile *f, float v ) { if ( idMath::Fabs(v - idMath::Rint(v)) < 0.001 ) { f->WriteFloatString( "%i ", (int)idMath::Rint(v) ); } else { f->WriteFloatString( "%f ", v ); } } Hmm... The original GPL Doom 3 code: static void WriteFloat( idFile *f, float v ) { if ( idMath::Fabs(v - idMath::Rint(v)) < 0.001 ) { f->WriteFloatString( "%i ", (int)idMath::Rint(v) ); } else { f->WriteFloatString( "%f ", v ); } }
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