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tapewolf

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Everything posted by tapewolf

  1. Thanks, finally got it. Yeah, I spent a long long time last night and today looking for something like that, hidden or invisible. If you do a map revision it might be worth making it just a little more obvious somehow because it's very well hidden. I was even starting to wonder if the map was corrupted and it had gone missing.
  2. Okay, that was a lot of fun. Love the System Shock 2 vibe the first couple of floors give you, the ambient music worked very well. (By the way, that's Korg M1, Roland made the D50). I've completed the mission. I'm still missing two secret areas somewhere, but what's really bugging me is how to get ...so reluctantly I'll have to ask for a hint there. P.S. Nice record collection in the recreation area, and I particularly loved the power generator.
  3. This was really well put together and I'm eagerly awaiting the followup. The storytelling was brilliant and the difficulty was about right... I managed to find 4 of the 5 secrets off my own bat. My one criticism is that the voice acting in the intro, although well-recorded, sounded a little wooden, people reading a script rather than living the parts. I appreciate that's not going to be easy or quick to change but it might be something to watch out for in the future. Having an outtro video was excellent, though. I wish more people would do that! It's annoying to have this great story build-up and then... just a score with the intrigue left hanging rather than an aftermath or epilogue of any kind. So very well done for that.
  4. For what it's worth you're in good company - you could do a similar trick in Thief in the Haunted Cathedral (though I heard they patched it in Thief Gold).
  5. Out of sheer perversity, I... Apart from that it was great. The only other thing which left me feeling slightly disappointed was that...
  6. Funny you should say that. Since it wasn't encouraged to blackjack the guests, I was blackjacking their dinnerware instead, with similar results.
  7. I enjoyed that, though I spent far too long trying to annoy the guests, or tricking the guards into killing them. One of them does have a tendency to climb up the pillars by the stairwell, that just seems to be a thing he does, regardless of where you are in the quest. Climbing on one of the statues in the hall in hopes of finding a quest item behind it got me stuck and needed a reload (or noclip) to escape from, but apart from the occasional slowdown I didn't see many problems. I did like the storyline and the ending, I presume that also explains the business with the telescope. Do we ever find out what happened to
  8. Yes, the M1R. They got cheap on ebay a couple of years ago so I grabbed one. It's been a fun addition to the studio. I had been meaning to ask if you used the real thing or the VST in these, but it didn't seem worth digging up the Hidden Hands 1 thread to ask something that's irrelevant to most people's enjoyment of the mission anyway... @prjames Those keys should become apparent in time. As for the cube:
  9. Just completed this, it was amazing. I particularly love the soundtrack work in this series, and am still impressed you managed to find suitable uses for the M1 Pole preset. I've also enjoyed the slipping in of contemporary lyrics and musicians. A possible bug is that one of the undead in the crypt was apparently flagged as a regular NPC. When I took him out with a fire arrow, the game ended because I had committed murder. I think he was also immune to holy water, but I didn't last long enough to find out for certain. EDIT: Oh, yeah also
  10. Ohhh, right. I thought that was an overflow pipe. Thanks! Hopefully that should see me through to the end. EDIT: ...and finished. It would have been kind of nice to have some kind of follow-up, e.g. an ending video, at least some kind of closure for the story. Not many mods do that, but it's a nice touch for the story-heavy ones.
  11. OK, I was hoping not to have to ask this, but I have hit a wall. I am stuck . My character makes a 'hmmm' sound which implies that he's missing some kind of tool to perform this operation, but I can't think what. It may be that the missing tool is suitable for both tasks, but either way I'm out of ideas. This aside, it's been a lot of fun. The mechanic of having to carry the lantern around and put it down when you need to do something else is a little frustrating, but it is more realistic and, AFAIK unique (for DarkMod missions). It adds an interesting twist. I think 'Alone In The Dark' did this too.
  12. I switched the CPU properly into NUMA mode so that the OS was aware of the two packages. On the 1920, Node 0 has cores 0-5 and 12-17, Node 1 has 6-11 and 18-23. I offlined everything on Node 1. That hasn't made any difference. Earlier I also tried disabling SMT completely in the BIOS (i.e. so the OS sees 12 physical cores and no hyperthreaded ones), that didn't help either. I have not yet tried doing both at once. It does seem to be pretty consistent, but sometimes you do have to be pixel-perfect for it to start stalling. I originally assumed that the machine was very busy, but later realised it was repeatable. While replaying 'The Rats Triumphant' to test 2.06 I managed to reproduce the effect consistently enough to experiment with the in-game settings and find out which setting was related to it. Most of the exterior areas don't do this much, and stay pretty steady at 40-50 fps. Inside the Pawnbroker's house, standing on his pot-plants or crossing the room is a good way to bring the framerate down. Just now I managed to find a position where the game was pretty consistently slow, I'll have to see if the effect persists across a savegame.
  13. Not sure how to do that for specific processes, and in any case you can't switch out of Darkmod while it's running, unfortunately. However, I can and did offline all the cores except for 0 and 2, which I think is what you're asking for: two, non-shared cores, right? Either way, it improved matters. Didn't fix it, but it made the stuttering a lot less noticeable. It was dropping to 20-something fps instead of 11-16.
  14. 24 logical cores, then. That is what is being presented to Darkmod at the application level, so it seems the more useful number to quote. Don't forget that some people shut down one of the dies on Threadripper since the interface between them can give up to about 800ns of latency, and people who are obsessive about framerates don't like that. As a result, '12 cores' could either mean '12 physical cores' or '6 physical cores presented as 12 logical cores'. If I describe the CPU as having 24 cores, that can only mean 24 logical cores, since as you rightly point out, there is no Threadripper chip with 24 physical cores at this time. Thanks. I could try running the win64 binary via WINE, but that may complicate matters. If there's source code available I could attempt to compile it, though.
  15. Just re-ran it with showFPS to get some numbers. It's actually more interesting than I thought. With it disabled, (again, playing 'The Rats Triumphant') I get about 30fps pretty consistently, the lower bound being around 25fps. With multicore support enabled, the typical frame rate shoots up to 55-60fps, but then has little episodes where it stalls at 11-15 fps resulting in horrible judder for no obvious reason. If this is potentially a glitch in the OpenGL implementation, I'll keep an eye out as the graphics stack evolves, it could easily be a bug/weakness in the amdgpu or Mesa drivers. It might, for instance, work perfectly with an nVidia card and the proprietary drivers.
  16. Out of interest, what is the multicore enhancement actually doing? I had to turn it off because it caused the framerate to crater in certain scenes, e.g. the corner of the pawnbroker's house in 'The Rats Triumphant'. This using the 64-bit linux binary on a 24-core Threadripper chip, so it's not like there's a shortage of CPU cores to go around.
  17. Not sure about the modeset error, but yes, it looks like OpenGL is using the accelerated drivers, at least in 64-bit mode. You can try running glxgears as a simple test. But as Freyk says, I'd make sure the 32-bit OpenGL stack is also present. 2.06 beta provides a native 64-bit binary so that version should, fingers crossed, work pretty much out-of-the-box. EDIT: That said, I'm not 100% sure that fglrx is still the way things are done. I think that was replaced with amdgpu a few years back. On my system, I have libgl1-mesa-dri and libgl1-mesa-glx installed. It might be worth double-checking to see what packages the 64-bit version is using, e.g. sudo apt list --installed | grep -i gl1 On my system that returns the following: ibegl1/bionic,now 1.0.0-2ubuntu2 amd64 [installed] libegl1-mesa/bionic,now 18.0.0~rc5-1ubuntu1 amd64 [installed] libegl1-mesa-dev/bionic,now 18.0.0~rc5-1ubuntu1 amd64 [installed] libfltk-gl1.3/bionic,now 1.3.4-6 amd64 [installed,automatic] libgl1/bionic,now 1.0.0-2ubuntu2 amd64 [installed] libgl1-mesa-dri/bionic,now 18.0.0~rc5-1ubuntu1 amd64 [installed] libgl1-mesa-glx/bionic,now 18.0.0~rc5-1ubuntu1 amd64 [installed] libgstreamer-gl1.0-0/bionic,now 1.14.0-2ubuntu1 amd64 [installed,automatic] libwayland-egl1-mesa/bionic,now 18.0.0~rc5-1ubuntu1 amd64 [installed,automatic] ...so whatever it returns for you, it might be worth trying to install the i386 version of those packages. You may potentially need to restart the window system for the changes to take effect, I'm not sure.
  18. Hmm. For what it's worth, I am also running on Kubuntu 18.04, though with a 4.16 custom kernel and an RX480 for graphics. You might try: grep EE /var/log/Xorg.0.log ..and see if that shows any errors trying to start up the video acceleration. Also try running glxinfo, and see if that says anything. If it does return pages of stuff rather than an immediate error, try this to narrow it down: glxinfo | grep -i renderer
  19. Oh, actually, it looks like I probably stuffed something up in the setup and this is 2.05. Nevermind, then. EDIT: Yeah, I forgot to use the --keep-mirrors option on the updater.
  20. Is there a 64-bit linux binary available anywhere? Or source so I can try rolling my own? The 2.06 beta updater is still returning a 32-bit executable and those are only going to get harder to run as distros start to wind down support for 32-bit software.
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