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i30817

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Posts posted by i30817

  1. After droppin' the hammer on st lucia there is a guy down there that is always saying

     

    'UH i felt it not', which seems the wrong bark for suspicion - it sounds like a player hit bark instead.

     

    I also think that the running in water step sounds extremely aggressive, in comparison with the other sounds volume.

  2. Crash on the mission downloader!

     

    Asked for details on the house of theo mission. Did get them, but it crashed right after:

     

    Found 0 new mission packages.

    Found 37 mods in the FM folder.

    Bogus input colorspace

    ModelGenerator memory: No LOD entries.

    pure virtual method called

    terminate called without an active exception

    signal caught: Aborted

    si_code -6

    Trying to exit gracefully..

    pure virtual method called

    terminate called recursively

    double fault Aborted, bailing out

    shutdown terminal support

    ./StartTDM.sh: line 7: 24984 Aborted (core dumped) ./thedarkmod.x86 +set sys_videoRam 512 +set s_alsa_pcm plughw:0 +set s_driver alsa

     

    I think it's the images, same crash in another thread around here (only that one has a trace).

  3. Ok, can't get it to work on native without black textures errors. Probably need a symlink in that /usr/local/games/doom3 folder like you PranQster.

    BTW, i agree that the button recognition is buggy in linux. I had problems with other buttons. Wine works with the same install so it should be not being able to find the resources without them being on that system path (ughhh).

     

    edit: it was that, i symlinked the base dir there.

     

     

    Anyway to set a 'toggle run' instead of 'always run'?

     

    'always run' prevents the creep button from working.

  4. I'm just saying that without proof (profiling), optimizations can easily backfire. I wouldn't accept any 'performance optimization' that used parallelism without actual proof in the form of profiler logs before and after and testing the same thing.

     

    Here, use gprof

    http://stackoverflow...for-c-profilers

     

    Also i suggest you want a repeatable piece of code to test. A test case where you have no human input would help, not just loading a level and looking around nilly-willy.

     

    Not to mention that parallelism is a (very large) source of horrible bugs itself. At least you're not using threads.

  5. I too was idealistic once, but it was about superior data structures instead of parallelism.

    O(1) retrieval of a map, always better than linear searching in a array for any data right?

     

    Wrong. The data is fucking tiny and it being in cache is more important. Etc.

     

     

    Ok, maybe it's possible for the level load process if it is doing some post processing. Maybe not, since the bottleneck there is probably disc access which can't be 'partitioned' unless you use RAID.

  6. The ability to place darkmod objects on one of the horizontal axis parallel at the location with default offsets (so a mantlepiece touches any wall for instance) would be nice too at least for prototypes. Obviously not for detailed stuff, just 'i want a bed here and a mantlepiece there'.

     

    Problem is, i think collisions would be rather easy unless the object X-Y size was 'converted' to 'swift maze units' (not to mention the 'default offsets' for things that must be near or in walls like windows, paintings doors and such)

  7. Could you attempt some modifier symbols to control elevation? This kind of roguelike map was probably never used for 3d enviroments, so i suspect you're doing original work (at least in games). Since rogue-likes are only 2d, they don't need it, but i think that a 2d version of the 'floor' and maybe the 'ceiling' can probably express extrusions for the walls. Even ladders?

     

    The possibility to override the 'pieces' default mapping in the map definition file would probably also be nice, if you don't already have it. Pit traps with slanting walls and spears at the bottom, pit traps with lava, pit traps with crushing ceilings, etc.

  8. WTF? So you still needed a symlink in /usr/local/games/doom3 ?

     

    I just symlinked a folder in my home to ~/.doom3, but again, i didn't play much and had that visual artifact anyway (on the current exe, before i used wine, just because of this clusterfuck).

     

    Since the launcher is not used anymore i doubt it's needed.

     

    Oh, yeah, when i tried it the sound was utterly fucked up, but i'm pretty sure that's just pulseaudio latency acting up and can be avoided with

    pasuspender -s=alsa ./thedarkmod.x86 +set sys_videoRam 512

     

    The video ram is because there was a bug in ati's/or doom3 video card detection and the joker was giving 64 mb.

  9. The first was wrong, and you probably fixed it by now, since the second exec hadn't it but:

     

    /home/john/.doom3/darkmod/bellows.pk4

    /usr/local/games/doom3/darkmod

    this probably meant that you had two copies of the mod for installed (or even two copies of doom3 maybe).

     

    I also had lots of warnings (i won't try it right now, because i have no acceleration at all beyond the pathetic open source driver)

  10. I'll have a look into the searchpath initialisation for Linux (I made some minor changes in the searchpath initialisation code to allow thedarkmod.x86 to run from darkmod/ but I didn't do extensive testing on Linux) and see if I can't make it more flexible.

     

    What i'm mostly looking for is that the it's a option to have the filestructure set up exactly like the windows install. So that the mod can be moved/executed across operating systems, and computers and i can unzip a archive of Doom3 in ~ whatever and install/run darkmod like that (i do own the game, don't worry).

     

    I really dislike the linux lsb for being 'my way or the highway'. I don't object to it in system programs, but not on games.

  11. Driver problems likely. Which are you using?

    glxinfo output, even after 'installing' a driver you need a additional config command with ati.

     

    The crash is probably something badly wrong on the new jpg code or the compile options.

     

    Myself am waiting for the new driver from ati for ubuntu (it's package is triaged and waiting for release), but i found before:

     

    The torches flames had a transparency problem: edges (large area around actually) were all black, (but not rectangular, flicked according the the stage of the anim).

  12. Multicore 'optimizations' can actually slow things down

     

    trololololol.

     

    It depends if a method is hot and for how long it is hot and if the data has no 'previous data dependencies' and if it doesn't take longer to 'join it up' for a usable state than doing it in one core. In games it's very hard to do without changing algorithms (or in general) because the hot areas are only hot for very small amounts of time/small amounts of data and cache locality is vastly more important.

     

    But wtf i know, knock yourself out. Just remember to profile the same thing before and after.

  13. you can set this in the darkmod.cfg

     

    Yeah, and then it'd fail at runtime whenever i moved the game to another computer, with say, 256 mb instead of 512. This is one of those bugs that would be nice to fix on the source now.

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