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irisx

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Posts posted by irisx

  1. Thanks for this mission! I really enjoyed the atmosphere and architecture, and all the nice original elements that certainly deserve a thorough exploration.

    Seeing my fps drop significantly in outdoor areas, even at low settings with an RTX3060, I would also hope that some further optimisation is possible.

    I also encountered

    Spoiler

    a single "freeze" around the bridge. It happened a couple of seconds after it stopped moving and lasted several seconds before the game un-froze again. I was not able to reproduce it again.

    • Like 1
  2. I have played through this mission twice now, and despite the few frustrating spots noted by others, I found it enjoyable with many interesting ideas, visuals and gameplay mechanics. I can understand why some unconventional elements like the guard change, some unpickable locks/doors or seemingly impossible-to-ghost areas can break specific kinds of play style. In my opinion however the philosophy of TDM leaves a lot of room for missions to vary and even deviate from the "canon" so not to let us get bored 🙂  I also think it lies on the mission author, how much of such information they put in the mission description as a warning, e.g. geegee already has included warnings about heavy GPU demands and hints at some nonlinear aspects of gameplay.

    All in all an enjoyable *and* challenging mission for me.

    I have also experienced framerate drops in some areas, even with my new RTX 3060 with maxed-out settings. Strangely, this also happens in areas with "smoke" effects, e.g.

    Spoiler

    the campfire next to Aeden's hut or the fire pit in the dungeons

    It also appears to get worse when the lantern is on, so maybe it is an interaction of light sources with volumetric stuff or shadow maps?

    I encountered a few other bugs here and there, like items frobbable from inside closed drawers/containers and the stuck dungeons door, and I also managed to break the game once by

    Spoiler

    jumping over Helot's portocullis 🙆‍♀️

    The lighting could also use some tuning in a few areas.

    One thing I was not able to figure out is,

    Spoiler

    how to access the Accounts area in Scarletbotham's mansion, which I suspect is needed to complete the Hoppie evidence objective. There is a locked grate in one of the vents where I can glimpse to an inaccessible room, but I cannot pick or force it open nor can I find another entry to this area.

    Will certainly play v2, whenever @geegee decides to make it!

  3. 8 minutes ago, Frost_Salamander said:

    what part of the map was it?  I can try to reproduce on Windows...

    The first time it happened was standing on the roof trusses of the cathedral trying to shoot broadheads downwards. The second time was on the cathedral groundfloor trying to shoot moss arrows, near the 1st row of seats.

    In both cases, just reloading and selecting the same weapon using keys did not fix it: I still got the crash when I tried to shoot. I had to quickly scroll-wheel through all weapons, then select bow again to get through.

    In any case, I think it's a bit random, certainly cannot reproduce it consistently.

  4. A very well thought-out and balanced mission, and for some reason I found it fits perfectly with my playing pace. Lots of non-obvious places to explore but with enough hints to pick your curiosity. Some nice touches also

    Spoiler

    like the Exorcist-inspired subplot in the Abbey and a couple of places with characters suggestively interacting behind closed doors --little touches that, even in the absence of sophisticated scripted dialogue, greatly add to the atmosphere and the feeling that this is a little but self-contained world, with things happening around while the main plot progresses.

    A couple of potential small bugs:

    Spoiler

    In the Abbey's winery (?), the liquid in the large container does not reach its bottom, you can lie down breathing indefinitely 😀  I suppose this would also spoil any plan of drowning Coates in there.

    I also had a couple of crashes in the Cathedral when changing to the bow weapon and at the beginning of the shooting animation. Reloading and switching through weapons fixed this.

    Overall, another great mission for 2023!

    Edit: I also had the

    Spoiler

    unpickable key on the guard, spent some time harassing him -and getting beaten to death in response- before I realized it was a bug

     

    • Like 1
  5. 12 minutes ago, Frost_Salamander said:

    ok here's an updated version with a fix: https://drive.proton.me/urls/6E6GRW28EM#Kbv446IaKHe6

    @irisx @DavyJones @jonri could you give it a try?

    Thanks, @Frost_Salamander. I report zero crashes after several 'fresh' mission starts (each time removing the mission folder and copying the pk4 anew), also in reloading saved missions. So your update seems to have fixed whatever was causing the 1.5 s segfault.

    • Like 1
  6. 8 hours ago, stgatilov said:

    can provide you debug symbols from the assets SVN repo (for 2.11 release only, not for dev builds). They are zipped inside devel/release directory. I don't have my main PC available right now, can't do it.

    Then you can run "gdb ./thedarkmod.x64", within gdb execute "add-symbol-file ./thedarkmod.x64.debug", and run the program to reproduce your issue.

    Maybe I could try this too, since I'm more or less able to consistently reproduce the crash?

  7. Quote

    Are you running TDM with elevated privileges?

    Well, none that I'm aware of 😀

    I am not running as root nor have any suid/sgid executables in the TDM folders. On the other hand, nVidia's binary modules have been known to do strange stuff from time to time, and they do run with elevated privileges.

  8. I confirm the same behaviour that @DavyJones is reporting: starting from a fresh install of the mission and not doing anything like moving the mouse or pressing a key, results in an immediate crash.

    If I move around upon start, most of the time (but not always) the mission continues normally. Once this happens, there are no crashes upon subsequent restarts or reloads.

    In addition to the above logs, I have generated a strace -F trace file of the crash, in case somebody (e.g. @nbohr1more ) could get some useful information from it. It is around ~15MB (gzipped), any suggestions on how to send it?

  9. OK, posting this in case anybody else is having the 1.5 second crash I was experiencing in Linux: if I quicksave immediately on mission start, before the message about reading the objectives appears, then I am able to continue normally, quickload normally etc.

    So DavyJones is probably right, it seems to be caused by something happening during- or right after that message appears.

  10. 2023 here, for me it works almost flawlessly in TDM 2.10, a good bit of challenge with the extra-alert AI and the unusual city design.

    A couple of things that could be fixed if there's another update:

    Spoiler

    - Cantrell's note was persistently unfrobable for me.

    - Basement thugs chasing me underwater 😀

     

    And, BTW

    Spoiler

    It seems that the living and the undead are more evenly matched nowadays, so while zombies *will* fight guards there won't be a total massacre...

     

  11. Still an impressive mission in 2023, loads of things to explore and lots of fun to play and play again.

    Just to confirm I had the same issue in TDM 2.10 with

    Spoiler

    failing to destroy the heart, though all of the objectives (including the optional ones) were checked. I reach the grills at the end of the pipe, activating the heart does make it highlight in green but nothing else happens.

    The mission still completes, but it would be nice for this objective to check.

  12. This looks like a very promising mission, unfortunately I also get a segfault (yes, on linux) just as the "That's got to be Clerwick" line finishes and before the relevant objective is updated:

    WARNING:civilian_20 (-7040.11 1891.67 -339.75) can't sit: too far from sitting location civilian_20_path_1 (-8060 12 -348)
    
    Resizing dynamic VertexCache: index 4096 kb -> 8192 kb, vertex 4096 kb -> 16384 kb
    Resizing dynamic VertexCache: index 8192 kb -> 16384 kb, vertex 8192 kb -> 16384 kb
    
    CLERWICK LOCATED! EVACUATING SHOEMAKER PLAZA AND INITIATING THE COURIER!
    WARNING:GetPointOutsideObstacles: civilian_15 - no valid point found
    WARNING:GetPointOutsideObstacles: civilian_15 - no valid point found
    NEW OBJECTIVE
    signal caught: Segmentation fault
    si_code 128
    Trying to exit gracefully..
    --------- Game Map Shutdown ----------
    ModelGenerator memory: 86 LOD entries with 144 users using 43346 bytes, memory saved: 55552 bytes.
    WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0)
    --------- Game Map Shutdown done -----
    Shutting down sound hardware
    idRenderSystem::Shutdown()
    ...shutting down QGL
    I18NLocal: Shutdown.
    ------------ Game Shutdown -----------
    ModelGenerator memory: No LOD entries.
    Shutdown event system
    --------------------------------------
    Sys_Error: ERROR: pthread_join  failed
    
    shutdown terminal support
    About to exit with code 1

    In another, maybe unrelated quirk: if I reload 5-6 times, even in different locations, FPS starts to drop dramatically until the map is no longer playable. Exiting/restarting TDM and realoading fixes this. I've only seen such behaviour in the past when I used noclip at some point of the map, which however I have not done here. Any clues?


    EDIT: I restarted the map and I was able to get past that point, so it was probably a transient glitch. Already *very* impressed by the mission BTW...

  13. No excuse is too cheap if it gets you to re-play a fine mission like this, and these recent comments provided just that 😄

    Playing in 2.10 I also got the far-too-hard-to-kill skeleton in the bookstore (had to cheat, actually), also I agree that finding a way to reduce AI's sound sensitivity when there is ambient noise would restore some needed realism. But all in all I liked the challenge of navigating around the super-sensitive, torch-bearing city guard.

    Also,

    Spoiler

    after releasing the prisoner she just kept spinning around in the cage. No matter how I tried to interact with her (short of inflicting damage), she would turn around and just stand-walk in there. Maybe it's a 2.10 artifact?

    A unique mission with several nice touches.

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