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Posts posted by nbohr1more
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@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"
} -
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 ?
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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 )
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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?
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2 hours ago, datiswous said:
Are you really sure? I deleted the fm folder and redownloaded it and upon starting, I got stuck again at the start. This is with 2.12 beta 5.
Could anyone else test this?
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?
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1 hour ago, MirceaKitsune said:
Would like to remind of a notable bug that persists in latest beta: Sometimes when you kill AI with a broadhead arrow, TDM will crash instantly or soon after their death. I'm currently replaying King of Diamonds and got a case of that, previously experienced during another FM with one of the dev versions. Here's the qconsole.log once more, hope it's enough to help track down the issue... the one line I believe is relevant:
WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0)
Thanks for the log, I am guessing this might be:
I am guessing that it is a random occurrence?
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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. )
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4 hours ago, peter_spy said:
On a slightly related note, why ambientrimcolor material keyword was removed in 2.11? Notes show that it was "unused" – was it even advertised to mappers and content creators?
@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.
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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.
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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.
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15 minutes ago, chakkman said:
Sounds good to me.
So we are gonna revert to 2.05 style:
https://bugs.thedarkmod.com/view.php?id=4499
?
Needs a vote I suppose.
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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.
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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
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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".
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21 minutes ago, wesp5 said:
New subtitles? For what exactly?
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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1 hour ago, Baal said:
I replaced the moonlight setup in Collateral with a global parallelSky light. It seems to work as expected and is much easier to setup. Cool.
The moon light entities had "nodiffuse" set to 1. I don't remember why. What effect does this have?
"nospecular" was also set. Does this have a noticeable performance impact?
To my knowledge, "nodiffuse" doesn't currently work, "nospecular" saves a small amount of performance but is mostly used to give a flat appearance similar to the old ambient light.
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On 1/15/2024 at 2:35 PM, Geep said:
To follow on. While the TDM distribution does have a DDS file for Stone 12pt:
tdm_fonts01\dds\fonts\english\stone\stone_0_12.dds
it is missing the corresponding DAT file:
tdm_fonts01\fonts\english\stone\fontimage_12.dat
so the system uses Stone 24pt as a basis instead.
BTW, the Russian version has both files for Stone 12pt. If you try to use the Russian DAT (renamed) with the English DDS, pixel nightmare.
I asked around in TDM a year ago if anyone had the missing dat file. No luck.
Hmmm, didn't mean to highjack this thread. I'll shut up now.
Try this, it's the development WIP of those dat files that Tels was patching to include features for other languages:
See also:
https://wiki.thedarkmod.com/index.php?title=Font_Conversion_%26_Repair
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I helped with the story on a few missions: Elixir, Behind Closed Doors, Written in Stone.
SpoilerMaybe this church is the emergence of an old sect of Builders who were thought to no longer practice / exist.
They incorporate Imperial lineage into their beliefs and treat the Emperor as a quasi-messianic figure.
Your task is to sneak into their records and retrieve proof that they are a heretic church.
?
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2 hours ago, MirceaKitsune said:
Is the change still not good enough to make it into vanilla as implemented? I imagine it's too late to make its way into the current beta for 2.12.
The current design has many arbitrary artistic conditions that "look good to me" and "closely resembles TDM v1.03" ( which looked good to me ).
If someone wants to offer a neutral "PBR compliant" version it can be included in the core pretty easily.
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2 hours ago, snatcher said:
I am bringing this here.
From the instructions in ModDB:
Rename tdm_base01.pk4 in your darkmod directory to tdm_base01.pk4.old
Wouldn't it be better to offer this as a "z" (zzz or whatever) mod? It could have it's own z_fresnel_mod.pk4 name.
Yeah, probably.
Mostly wanted to clue people into where we keep our shaders so other tinkerers can offer improvements (etc).
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Weird, what Intel driver do you have installed? What Nvidia driver? Since the Nvidia card is the weakest, can you remove it so it doesn't act as the primary?
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Since I got a request for it, here is a 2.12 beta 3 compliant version of the Fresnel Mod:
https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3/
Also, the Animated Grass Demo has been made 2.12 beta compliant:
https://www.moddb.com/mods/the-dark-mod/addons/arcturuss-animated-grass-demo
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Thank you! Will get this merged tonight.
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Thank you! Added to SVN
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Fan Mission: One Step Too Far, by Dragofer (2014/08/04)
in Fan Missions
Posted
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.