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nbohr1more

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Everything posted by nbohr1more

  1. BFG has no Dmap source code... checking RBDoom3BFG. RBDoom3BFG uses the same as vanilla
  2. The mission database has been updated. Thank you!
  3. You made new saves under the latest build right?
  4. 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.
  5. 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.
  6. Biker is working on a small update that incorporates volumetric lights and other fixes. He is asking for a few beta testers:
  7. 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:
  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 ); } }
  10. New report from the 2.12 beta thread: Added to the wiki
  11. Try sending a chat to Tels. It will send an alert email and he may respond ( he visits on rare occasion )
  12. 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 ).
  13. Congratulations on the Release! This has been added to the mission database: https://www.thedarkmod.com/missiondetails/?internalName=sk_cooks
  14. 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.
  15. Also unable to reproduce, Linux Mint 21.3 Virginia. Nvidia Geforce RTX 2060 latest non-free 535 drivers.
  16. 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.
  17. Fix confirmed. No other issues seen thus far ( swimming works, climbing, no hanging in the air when jumping, etc).
  18. 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.
  19. @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" }
  20. 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 ?
  21. 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 )
  22. 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?
  23. 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?
  24. Thanks for the log, I am guessing this might be: I am guessing that it is a random occurrence?
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