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nbohr1more

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Everything posted by nbohr1more

  1. New report from the 2.12 beta thread: Added to the wiki
  2. Try sending a chat to Tels. It will send an alert email and he may respond ( he visits on rare occasion )
  3. I don't think this counts as a bug but maybe it's something to look at... Nvidia GPU, Intel CPU Linux: Scroll of Remembrance - Shadowmaps ( size 1440 ) 70+ FPS / Stencil 58+ FPS Windows: Shadowmaps ( size 1440 ) 52+ FPS / Stencil 30+ FPS I am guessing we can mostly attribute this to Windows CPU usage bloat. Can any other dual-booters confirm? Edit: I went back to check my Windows security "Exploit Protections" area for "TheDarkModx64.exe" to see if it still existed and still had most of the protections disabled and found some new protections were added. I disabled "Heap Protection" and: Shadowmaps 58+ ( mostly 60+ ) / Stencil 38+ ( mostly 40+ ) ( All the FPS are at the start of the mission facing the manor, eg worst case scenario ).
  4. Congratulations on the Release! This has been added to the mission database: https://www.thedarkmod.com/missiondetails/?internalName=sk_cooks
  5. Re: "Heather" As I recall, Kingsal was gonna work on a replacement but he hasn't had a chance to work on it yet. We would gladly accept any offers of a replacement asset. I believe the story is that the asset was on an open free model site credited to a personal account. Sadly, this is a risk for any asset we don't create in house.
  6. Also unable to reproduce, Linux Mint 21.3 Virginia. Nvidia Geforce RTX 2060 latest non-free 535 drivers.
  7. Thank you! Unfortunately it didn't fix the bug. Not worth it to keep tinkering since stgatilov fixed it on the code side. The next 2.12 beta build will be good to go. I committed this anyway since it has the new subtitles.
  8. Fix confirmed. No other issues seen thus far ( swimming works, climbing, no hanging in the air when jumping, etc).
  9. Thanks! I guess that was a red herring. The problem happens due to a change made in source rev 10498: May I kindly ask that you nudge the player start position? It seems the current start position relies on incorrect physics and stgatilov does not want to revert to the incorrect behavior. Edit: Looks there may be a "code side" fix after all.
  10. @Dragofer I was trying see whether the immobilization event is somehow leaking \ executing at the wrong time. When tracking down the parts, I see a bind to "MoverLookSkelly" but no corresponding entity in the map? // entity 1040 { "classname" "target_null" "name" "target_LookSkelly" "bind" "MoverLookSkelly" "cinematic" "1" "origin" "6772.01 -1056 6660" }
  11. Looks like we have one physics based regression? Linux users get stuck at the start of mission "One Step Too Far" : Bisecting... mission works on 2.12 dev binary 10370 works on 10455 broken on 10518 works on 10488 Something between 10488 and 10518 caused the problem Compiling binaries: Rev 10498 is also broken 10491 works 10494 works 10495 works 10496 works 10497 works 10498 still broken. WINNER If I revert this change, the problem is fixed: original : vel += (vel * gravityNormal) * gravityNormal; 10498 : vel -= (vel * gravityNormal) * gravityNormal; Maybe ifdef it for Linux @stgatilov ?
  12. Yep, it's a race: Who will win: Silicon graphene hybrid ( already demoed high volume low defect production, not sure about remaining obstacles ) Boron Arsenide ( still has high defect rates ) High-NA EUV ( uses silicon, expected to have medium to high defects initially, will probably be adapted to use alternate substrates like those above but will take more time )
  13. When the mission starts, an AI speaks to you. You can look around but movement is impossible. I thought that was intentional. After the AI ends it's speech, you are still stuck. Able to look around but not move. Given that not everyone can replicate, I think it might be Linux specific. @datiswous I recall you are also a Linux user?
  14. Yes, this is happening for me as well. @Dragofer perhaps the immobilization script is misbehaving in 2.12? Should this be added to the 2.12 beta thread?
  15. Thanks for the log, I am guessing this might be: I am guessing that it is a random occurrence?
  16. No exact ETA but early February was the initial target. As i know, there is only 1 major regression but we have a lot of testing yet to do because the new light optimizations produce shadow leaks for a few rare scenarios. ( Would be cool if we had an automated tester / screenshot comparison tool like Dolphin Emulator uses to automatically test if engine updates affect visuals in multiple games. )
  17. @stgatilov Can answer this one. I think there's an argument for having this as a material effect to make assets stand out but I am not sure about "tying it to the ambient" light when we eventually plan to have those lights globally render proper fresnel at some point.
  18. I think it should be a menu option, or else someone will open a new bug report in a few months asking that we switch back again.
  19. This is actually a rather old request that we encountered often shortly after going standalone in 2013. Hardcore GNU\Linux folks, especially those who use Debian, think that all open projects should use GPL v3 licenses with full "Libre" licensed content ( Creative Commons ). The goal is that open projects should be a shared resource that no single person or group regulates and can be used for ANY purpose without fear of prosecution or litigation. The primary motivation is "extreme paranoia". Any license restriction is seen as a potential trap that could unintentionally jeopardize contributors or users. For example: Imagine that I create a blog where I review darkmod missions and earn advertising revenue by visits. Through a very convoluted legal premise, the owner of non-free assets used in TDM could claim I owe them revenue since their license doesn't allow "any" commercial exploit of their work. Likewise, the owner of an internet cafe where the game is played might owe the asset owner their revenue. The ISP that made the asset available to it's subscribers might owe them too. The overarching theme is that copyright scope is not clearly defined and can be perverted to sabotage open projects. A fully Libre compliant project is immune to these risks. People who want their favorite projects to be easily available in GNU\Debian evangelize this type of license change. The problem is that most TDM contributors would strongly object to allowing their work to be used by 3rd party commercial projects, especially if those 3rd parties simply rebranded darkmod and sold it as a game in an app store. Even if that were a palatable eventuality, it would also make Embracer Group ( current owners of Thief IP ) more inclined to attempt a legal take-down of our project. A Libre version would need to be a fork that is maintained outside our community so that we can still clearly state that we prohibit all commercial usage. Debian and other similar distros need an easy way to allow users to install projects that are strictly non-commercial rather than forcing all open projects to permit 3rd parties to resell their work.
  20. So we are gonna revert to 2.05 style: https://bugs.thedarkmod.com/view.php?id=4499 ? Needs a vote I suppose.
  21. If you disable VL by spawnarg, I believe they act like normal lights. Pretty sure you could use lod_bias args so that moonray patches show at low and lowest detail settings while VL would render at normal to highest. https://wiki.thedarkmod.com/index.php?title=LOD_Bias Still, VL performance hit is pretty low in 2.11 and newer.
  22. If someone wanted to tackle a Libre mission, the mission with the smallest size and fewest assets is "Closemouthed Shadows": https://www.thedarkmod.com/missiondetails/?internalName=closemouthed_shadows
  23. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  24. Change the subtitle setting from Story to On in the audio menu. You will now see subtitles for standard AI greetings / barks.
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