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nbohr1more

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Posts posted by nbohr1more

  1. 6 minutes ago, JackFarmer said:

    @nbohr1more

    Any updates here? Sorry for being a pain, but this is a critical problem preventing me from finishing my campaign beta preps.

    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.

    • Like 3
    • Thanks 1
  2. 1 hour ago, nbohr1more said:

    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.

    Edit:

    The fix works without the dmap. Reverted the dmap in the mission database.

    • Thanks 1
  3. 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. )

    • Like 1
  4. 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?

  5. 2 minutes ago, JackFarmer said:

    Yes, however, did more tests now. The problem already starts with the first beta build. When downgrading to 2.11, everything works fine.

    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?

  6. 1 hour ago, HMart said:

    Perhaps id didn't cared for that loss on accuracy, at lest for Doom 3, is hard for me to believe they did that for lack of knowledge or something but who knows.  Is this code still in BFG?

    BFG has no Dmap source code... checking RBDoom3BFG.

    RBDoom3BFG uses the same as vanilla

    • Like 2
  7. 56 minutes ago, datiswous said:

    Do subtitles for voice audio in non-video briefings actually work?

    I have an instance where I can't get them to show up. Or I'm missing something.

    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.

    • Like 1
  8. 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 )

     

  9. 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 );
        }
    }
    • Like 1
    • Thanks 1
    • Confused 2
  10. 21 hours ago, Geep said:

    Anyone have a working link (or can create a link) to the modified version of ExportFontToDoom3 executable? This 2009 version was created by Crispy, to handle 256 chars instead of just 128. It was released in this forum post:

     the dark mode readables ttf fonts

    The following links to it are now dead:
    - crispy's original release: http://www.inventivedingo.com/stuff/exportfonttodoom3_modified.zip
      This is what's listed at the bottom of Font Conversion & Repair as as "Fixed version of ExportFontToDoom".
    - Hyeron's 2009 upload: http://www.4shared.com/file/151870191/d47d0e16/exportfonttodoom3_modified.html
    - tels 2011 mirror: http://bloodgate.com/mirrors/tdm/pub/exportfonttodoom3_modified.zip.

    No luck with wayback machine, github, sourceforge, either .exe or source.

    (Source & exe for unmodified version from Grant Davies is in hand.)

    Try sending a chat to Tels. It will send an alert email and he may respond ( he visits on rare occasion )

    • Like 1
  11. 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 ).

  12. 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.

    • Like 1
  13. 3 hours ago, stgatilov said:

    I cannot reproduce it myself, even on Linux VM.

    Does it happen in the very specific viewpos and goes away if you move away slightly?
    Maybe someone else can reproduce it?

    Also unable to reproduce, Linux Mint 21.3 Virginia. Nvidia Geforce RTX 2060 latest non-free 535 drivers.

  14. 4 hours ago, Dragofer said:

    Thanks for tracking down the issue. I've created a new version of the FM with the player start about 8 units further into the centre of the cabin, and datiswous' subtitles. Should work now?

    https://drive.google.com/file/d/1tb0wm-8P57y_yZZ5aHbBX2mOyzeOYOw4/view?usp=sharing

    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.

    • Like 2
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