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Daft Mugi

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Posts posted by Daft Mugi

  1. 13 minutes ago, snatcher said:

    Does the Crashdump contain any information that could be considered private? I will share it with you only just in case.

    Not sure. It might include your username, where the exe is located, and system hardware.

    On Linux, if I'm concerned, I do:

    strings <file> | grep -i <search term>

    That'll at least match against plain text but not binary data.

    Perhaps you could use similar tools on Windows.

  2. The latest SVN (rev 10439 linux) has choppy (or reduced framerate) when the book angle changes while reading a book. Perhaps earlier dev releases as well, but I haven't used those.

    This is a bit hard to describe. Turning left and right normally seems fine. However, when turning left and right with the book on the screen, the book angle change is choppy. This can be tested with any book. The first book in the Training Mission works.

    This issue is more pronounced with a lower "com_maxFPS" value, such as 30, and it's less pronounced with a higher "com_maxFPS" value, such as 120. I originally noticed this issue with "com_maxFPS" set to 60.

    The 2.11 release does not have this problem. When the book angle changes, the view is very smooth. Even with "com_maxFPS" set to 30, the angle change is fairly smooth.

    training_mission(2023-08-2412-08-59)(336.99-1861_5220.25).thumb.jpg.0abd49ce01db1a44f73730dfe0856553.jpg

    • Like 1
  3. 13 minutes ago, snatcher said:

    Anything but reliable, unfortunately.

    Sorry but I wouldn't waste time discussing the how: it happens by chance very rarely and I cannot guarantee anything except that I will do my best to crash my game as many times as I can.

    Oh, man. Well, thanks for putting in the time to make it crash.

    14 minutes ago, snatcher said:

    I need direction on how to get useful data out of the crash. Can someone prepare an ad-hoc exe, perhaps?

    I thought that the TDM installer includes a debug build, but I was remembering wrong. Then, I thought the wiki had information about how to compile a debug build, but I wasn't able to find it. I'm sorry I can't help with a Windows debug build, so another dev will need to chime in here.

    17 minutes ago, snatcher said:

    That link you shared scares the hell out of me. As a start, I didn't receive a crash dump 😁

    Perhaps you can save a crash dump and send it to a dev?
    https://wiki.thedarkmod.com/index.php?title=Save_a_Memory_Dump_for_debugging_Crashes

    • Like 1
  4. 5 hours ago, snatcher said:

    I can reproduce this bug. TDM 2.11a. No mods.

    There isn't a specific mission, spot or situation but I identified some patterns and I eventually get the game to crash.

    That's awesome that you found a way to reliably reproduce this crash!

    What steps are you taking while playing the game to reproduce the crash?

    If I can reproduce it reliably as well, I'll run a debug build and get a backtrace on Linux.

    I'm not familiar with Windows, but if you want to do the same, I'd look into running the debug build and getting a backtrace. And, perhaps try https://wiki.thedarkmod.com/index.php?title=Analyze_a_Memory_Dump

    • Like 1
  5. 1 hour ago, CountMorillonite said:

    It would be nice if the stats could be set apart from the other list items so that you don't have to scroll through multiple (sometimes many many multipleπŸ˜’) items before you arrive at the Stats Listing. Like Toggling the Lantern, it would simply turn on/off without occupying a spot at the bottom right as a "list item" in an ever increasing list of things to scroll through. Same with the Compass. When you toggle it on, it takes over a spot in the bottom right listing.

    1 hour ago, CountMorillonite said:

    For me, I would love to be able to pick a lock and check the stats at the same time, as well as always knowing my orientation north.Β 

    I'm not sure about adding a dedicated place on the HUD for the compass and stats, but you can at least bind keys to display the stats and compass. For example, add the following to your "DarkmodKeybinds.cfg" or "autocommands.cfg" file:

    bind "TAB" "inventory_hotkey 'Loot Info'"  // Stealth Stat
    bind "v"   "inventory_hotkey 'Compass'"
    bind "l"   "inventory_hotkey ''"           // Clear Inventory

    My muscle memory is to press TAB to show the stats once I'm done lock picking.

    Also, you can bind keys to select or use inventory items. First, find its name and then bind a key to either "inventory_hotkey" to select it or "inventory_use" to immediately use it without selecting it. For example, to bind a key toΒ  wear/use the x-ray glasses (in either Written in Stone or Iris):

    bind "y" "inventory_use 'Magic Glasses'"     // Written in Stone
    bind "y" "inventory_use 'Peculiar Lenses'"   // Iris

    NOTE: The "autocommands.cfg" file overrides the "DarkmodKeybinds.cfg" each time the game is run.

  6. On 3/24/2023 at 5:00 AM, datiswous said:

    I don't understand the term mantle roll.

    "Mantle roll" refers to the player's view rolling or tilting during a mantle. The "mantle roll" option sets the amount of roll/tilt applied to the player's view.

    You can try it out yourself in 2.11 (or later) using the "pm_mantle_roll_mod" cvar. Set it to "0" for no roll, "1" for 100% (or regular) roll. Personally, I set it to "0.1" for 10% of the regular roll animation.

    I chose "mantle roll" to match the term for the head bob setting "bob roll" (pm_bob_roll).

    Any suggestion for a better term than "mantle roll"?

  7. On 3/23/2023 at 7:39 PM, ChronA said:

    The one piece of useful critique I can give is that "none" is a bit hard to interpret as an option for run mode without more of a tooltip. I'm having a hard time thinking of a better alternative though (other than "default", which still has the same problem).πŸ˜‘

    Yeah, I agree with you. I couldn't come up with a better term than "none" at the time for
    "Run Mode" with options: "None", "Always", and "Toggle".

    Perhaps the following instead?
    "Default Speed" with options: "Walk", "Run", and "Toggle".

  8. On 5/2/2023 at 1:44 PM, snatcher said:

    Allow mantling while carrying my lucky dice? No?

    Carrying an object is treated differently than shouldering a body in the code. I suppose the original thinking was that the player can't mantle while using both "hands" to carry something.

    I've put it on my list of things to investigate. Stay tuned.

  9. 14 hours ago, OrbWeaver said:

    Instead, you should just edit (or add) the volume field in the respective .sndshd files, which changes the volume in-game without touching the sound files. For example, "volume -3" will make the sound approximately half as loud. This is a one-line change which is quick and easy to test and does not introduce any compression artifacts.

    Previously, I was told that editing the .sndshd files isn't a good solution and that the volume cannot be raised with .sndshd files. Also, those changed .sndshd files may need to be maintained and updated for each TDM release. That's why I chose the solution of reducing the volume on the sound files themselves.

    14 hours ago, OrbWeaver said:

    You are introducing serial recompression artifacts for no benefit, and the process is unnecessarily cumbersome if you want to experiment with several different volume levels.

    I haven't noticed any sound artifacts, especially since the original sound files are only edited once.

    There is a benefit: It's not too loud anymore.

    Editing a volume property in a .sndshd file is no more cumbersome than editing a volume property in my script and rerunning it.

    14 hours ago, OrbWeaver said:

    While that may be an acceptable solution for you, it is the worst possible way to reduce the volume of sounds.

    Reducing the volume on the sound files themselves was arrived at after discussing it with other devs and mission authors and after weighing the pros and cons. You may not think it is the best solution, but it sure isn't the worst.

    You sound like you know all about this. Could you please teach us how to edit sound volumes, lowering and raising them using .sndshd files? I look forward to your how-to guide. Then, your how-to guide can be another resource for players.

    • Like 2
  10. @kin Here are more details about how I reduce footstep sound volumes.

    I extract the footstep sounds from tdm_sound_sfx02.pk4.

    sound
    └── sfx
        └── movement
            └── footsteps
                └── player
                    β”œβ”€β”€ metal_jump_land01.ogg
                    β”œβ”€β”€ metal_jump_land02.ogg
                    β”œβ”€β”€ metal_jump_land03.ogg
                    β”œβ”€β”€ metal_jump_land04.ogg
                    β”œβ”€β”€ metal_run01.ogg
                    β”œβ”€β”€ metal_run02.ogg
                    β”œβ”€β”€ metal_run03.ogg
                    β”œβ”€β”€ metal_run04.ogg
                    β”œβ”€β”€ water_crouch_run01.ogg
                    β”œβ”€β”€ water_crouch_run02.ogg
                    β”œβ”€β”€ water_crouch_run03.ogg
                    β”œβ”€β”€ water_crouch_run04.ogg
                    β”œβ”€β”€ water_jump_land01.ogg
                    β”œβ”€β”€ water_jump_land02.ogg
                    β”œβ”€β”€ water_jump_land03.ogg
                    β”œβ”€β”€ water_jump_land04.ogg
                    β”œβ”€β”€ water_run01.ogg
                    β”œβ”€β”€ water_run02.ogg
                    β”œβ”€β”€ water_run03.ogg
                    β”œβ”€β”€ water_run04.ogg
                    └── water_run05.ogg

    I use a bash script (for Linux) that I wrote to reduce the volumes using FFmpeg.

    #!/usr/bin/env bash
    set -eu
    
    IN_DIR='sound/sfx/movement/footsteps/player'
    mkdir -p output/"$IN_DIR"
    
    for i in "$IN_DIR"/metal_run*;        do ffmpeg -i "$i" -filter:a 'volume=-4dB'  output/"$i"; done
    for i in "$IN_DIR"/metal_jump*;       do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done
    
    for i in "$IN_DIR"/water_run*;        do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done
    for i in "$IN_DIR"/water_crouch_run*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done
    for i in "$IN_DIR"/water_jump*;       do ffmpeg -i "$i" -filter:a 'volume=-5dB'  output/"$i"; done

    Then, I put the resulting output sound files in darkmod/sound/sfx/movement/footsteps/player/.

    (If I change anything in the future, updates will likely be at https://gist.github.com/daftmugi/68bcf3835fdb95e5a7b8148edcc14d38.)

    • Like 1
  11. 18 minutes ago, kin said:

    It is a personal preference, I would like to have quieter player footsteps but since it can be only me wishing that (or a minority at least) this is why I suggested a way to adjust it.

    Yeah, this would be a bit challenging to do at the moment, since the player footstep sound volumes vary a lot. For example, I find water and metal footstep sounds to be way too loud and painful. The way I made it better for myself is I found the corresponding sound files and edited them to reduce their volumes.

  12. 5 hours ago, wesp5 said:

    So while beta-testing a mission I made some adjustments to def and script files for my patch, only now the saves made earlier won't load anymore and the game freezes.

    Another thing to keep in mind is that def file properties are embedded in the save file, so a mission restart is required for def changes to take effect.

    42 minutes ago, wesp5 said:

    Sadly it seems as if I made a manual change before playing the mission which is now lost and I can't remember what it was!

    If you aren't doing this already, you might want to consider keeping your TDM directory under version control. I use Git for config, def, script, gui, and other plain-text files. I also commit overridden textures, but otherwise I don't commit executable, pk4, or other binary files.

  13. 14 hours ago, kin said:

    I always liked the idea having a setting in sound menu to reduce footstep loudness, between some margins that ensure that it can't go completely silent

    What's the problem that this would solve?

    Are player or AI footsteps too loud, so it's painful to listen to?
    Are you wanting AI footsteps to be more audible ("can't go completely silent"), so it's easier to tell where AI are?
    Something else?

    • Like 1
  14. 4 hours ago, snatcher said:

    Is there a final decision on this matter?

    I've updated the first post with "resolved" info, and I've included the same info here.

    Mantling at waist height is included in 2.12 dev builds, starting with dev16778-10275, which is open to feedback during the dev release cycle.

    pm_mantle_while_shouldering cvar.

    pm_mantle_while_shouldering, default: 1
    Which restriction for mantle while shouldering?
      0 --- no mantling while shouldering a body (TDM original)
      1 --- restricted mantling while shouldering a body
      2 --- unrestricted mantling while shouldering a body (Cheat Mode)

    pm_mantle_maxShoulderingObstacleHeight cvar.

    pm_mantle_maxShoulderingObstacleHeight, default: 41
    The maximum height of obstacles allowed for a shouldering body mantle
    Note that mantling above eye level is disabled regardless of this value
    • Like 1
  15. Spoiler
    10 hours ago, Tarhiel said:

    I liked the idea that in order to be able to loot the secret safe with inheritance treasure, you had to leave that Astralux in that safe

    You can retrieve the Astralux from that safe door by closing the safe door and frobbing the Astralux, which will lock the safe again. It's a bit troublesome to frob the Astralux, though, because the safe door will be highlighted sometimes until the right position is found to highlight the Astralux.

    Β 

  16. Spoiler
    8 minutes ago, Silverflame3 said:

    I am still having trouble finding the astralux. I suppose it's on one of the ghosts, based on the second journal entry? I haven't been able to find out which one it is yet, but I suppose just pickpocketing the right one is enough?

    Hint:

    Spoiler

    Top floor of the manor. The floor at the top of the spiral staircase is not the top floor. There are two ways to get to the top floor: 1) a somewhat hidden way inside the manor and 2) the other is from the void.

    Big Hint:

    Spoiler

    Top floor of the manor in one of the bed posts.

    Video Spoiler:

    Spoiler

    Β 

  17. Spoiler
    50 minutes ago, Wellingtoncrab said:

    Yeah our original thought was that players would be curious about the precursor technology and want to get a closer look at it. So throwing in a few moveables would let them really look at the assets and manipulate them so they could see the back and the sides and such.

    Β 

    Β 

    Spoiler

    One way the player can manipulate/inspect a readable tablet that's in their inventory is to "Drop Inv. Item", which will put it into the "hands" of the player. So, perhaps moveable tablets are not necessary?

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