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Nort

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Everything posted by Nort

  1. Completely open source? Nice. Look, if it's too much for you, I understand. You're not stupid or anything like that. On the contrary, I assumed you could do it because you were smart. ...but editing an engine is hard for most people - I get it. "Also, DarkRadiant's fork was good enough that it was used to build maps for Titanfall. That's a pretty good endorsement." Impressive, but multliplayer run-and-guns actually don't require any hi-def brushwork, 'cause the focus will be on the player model and other things. I guess things would be much simpler if I was simply a modeller - then I could just go nuts. In any case, I can't find any information on what "vertex drift" is on the internet. It's possible that it's what I'm seeing in certain textures, where my wood pillars look like they're burning pink. (I'll turn them into func_static later.) I've not had any other issues with small sizes. In fact, often vertexes end up between the grid points, and require smaller grid sizes to not "drift" when I snap them to the grid. I have half a mind to start sculpting spiral pillars made out of hundreds of 0.125 sized brush wedges, just to see if they turn out fine, because I want to see these issues, and know when they occur.
  2. Staircases are scary, and spiral ones are particularly scary. I can do those through patching and cutting, but in the end I just vertex edit things. It feels neater. ...and after that it's just the pixel perfect setting of all the textures that end up at arbitrary angles. There is a natural shader paste, but it doesn't work half the time. ...but I feel like I did a nice job here so far. Now I just need to align the stair textures a bit more.
  3. Yeah, I probably should make an account on the bug tracker too, but there are two reasons for doing it this way: 1. Some of these bugs and warnings have been around for at least months, while devs are asking for wishlists for new features. I've seen them postpone dealing with bugs to later releases, just because they have too much to deal with, to deal with "the small stuff". Yesterday Springheel talked about only doing this in his spare time, while the whole user community combined, while not being skilled enough to model things, likely has ten times that spare time to fix the small fixable things. 2. Stables releases are, and should be, far between, and people like me don't like to update versions even when they're released, just because it's such a hassle, and so then just patching that version with a fix, becomes a quick and dirty way to just silence the console warnings. The key to a hotfix is speed: If you want something fixed this week, or today, we provide solutions.
  4. Some prefabs use 1e-8 values. (Granted, those are useless, and likely a byproduct of things like patch beveling, but they're still there.) Fine, I'll just read it off the table on that page: If you use 16 bits, you get an exponent of −14. If you use 32 bits, you get an exponent of -126. If you use the -128 bit standard, you can have an exponent of −16382. Yes, you might have to use more bits, but it's not like we're trying to split atoms here. ...but on the other hand, maybe decimal handling is handled by the compiler, and that would involve trying to reverse engineer ID's core code. Is it possible that ID are the ones messing up? ...because this isn't just a matter of mathematics. When you are capable of storing e-8 values, you can translate those into stable 0.125 values when it comes to leaks and displaying textures. You prevent leaks by looking for nearby vertexes and round them together, for example. ...but fine, I guess I can use func_static entities for any details that start acting up. Yeah, I am. I'm sorry. I tried to make a 3D cube once, and I failed horribly. Once my lines started looking like staircases because they were poking into some piece of memory storing the angles for those lines, I just flipped the table and gave up. It would have been fun to make a quad engine, though, just for the hell of it - just to make Carmack cry. ...but beyond that, I don't know much about actually 3D rendering core programming. Edit The reason I'm saying "Just move the decimal point.", is because the coordinates only add up to 19 bits. If you add a few engine rounding calculations to that, you end up somewhere around 24 bits, which is far from a single double word. ...and so it doesn't seem like we're talking type conversions here, but even so, type conversions shouldn't be that hard to do either. ...but that all depends on if you're even allowed near the ID Tech engine, I guess. I just expected more out of ID, if that's the best they can do. They were cutting edge once.
  5. You know, what's scarier than a goddess you can see, is a goddess you can't. Just checked the radar stations, and there's basically nothing - not a blip. I like knowing when I'm about to die. Even if it's just an estimate, knowledge keeps me calm - keeps me focused. ...but now when all the other stations have stopped responding, it's just me and the howling wind outside, and just this uncertain wait, that just stretches into darkness. All that work I put in, all those tracking charts, they don't mean anything anymore. Now the playing field has been leveled, and I'm just another rat in a cage, waiting to die. I had a good run, at least. I gave it my best. I'll be among the last ones to go.

    1. Nort

      Nort

      Few people encounter the goddess and lives, and so virtually nobody really knows the true meaning of fear. They romanticise what must lurk in the dark, in all sorts of ridiculous ways, to the point where think that it can't be that much worse than their sheltered lives. ...and so they stray from the flock, and get eaten. ...and when you try to explain to them what's out there, you're just met with disbelief. It's frustrating when you see your whole family willingly surrender themselves to the dark, cherishing the thought of falling prey. They see it as an end to suffering, and not the beginning.

    2. Nort

      Nort

      Scientists have now finally discovered my goddess hovering in the sky. They have measured her appetite to be one planet Earth per second. Apparently they previously missed her because she was too close to the Earth to spot, even though she's visible to the naked eye if you know where in the sky to look. They're talking about it on BBC News now.

    3. Nort

      Nort

      This will be my final meal of 17% poison. After this meal I am switching to a 100% poison free diet. From this point on, I am choosing life.

  6. Perfect. Just keep in mind that these fixes are sometimes not optimal for release-side implementation. I'm going to post an additional fix today, in which I rename a filepath in a script in a poor manner, just because I can't rename an already packaged image. ...so don't just copy-paste my fixes, okay?
  7. Yes, but if I put it this way: Order and structure to the naming syntax, is one of the things that can be improved, and it will help future development. I believe that there is also an automatic way to quickly check certain model errors across all assets: When I choose to reload all models in the editor, I get a large list of errors regarding 2-sided vertices in the DR log. It doesn't tell me the names of those models, but at least you now know how many models you're dealing with (and can narrow the ranges down by removing half the assets and see if the count decreases, unless the modeling program can check for 2-sided verts automatically).
  8. Actually, the setup of the animation doesn't matter, if the bug is in the animation script itself. I didn't think his fix would work, but it was worth a try. The best thing that you can do to help figure out the cause for this, is play until you get another crash, and this time do a crashdump before closing the dialog window. I could link you the article again, but I just read there that it isn't yet written for Linux, so maybe there is an external article that you can find on how to do this.
  9. That's not something that you see. The females have all been missing their tongues for at least months. Did you "see" that? No. You just chalked them all talking like they were muppets, to the mod simply not being AAA. The modeller obviously intended better quality than that, but then he failed to check his stuff before release. I'm not settling for less, if it's over some silly mistakes. Like, I'm going over the citywatch model error right now, and sometimes armor is spelled "armour", and sometimes citywatch is spelled "cityguard". This inconsistency is just asking for more filepath mistakes. The funniest thing, is that the missing material actually exists as a jpg, but not as a material. It's pretty chaotic. Edit ...and I am fixing these issues on my end now, but I'm hesitant about uploading them to the forum, because I feel like that would actually be discouraging the modeller from shouldering that responsibility. These fixes will at the most be released with any future maps of mine, in the far future.
  10. Oh, you want even more console warnings? Okay, here's some: "WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armor_poor_ed [map entity: atdm_ai_citywatch_lesser_1] [decl: atdm:ai_head_citywatch_clothcoif in def/tdm_ai_heads.def] [decl: heads/head_citywatch_clothcoif_lowshadows in skins/tdm_ai_heads.skin] [decl: models/md5/chars/guards/citywatch/citywatch_armor_poor_noshadows in materials/tdm_ai_citywatch.mtr] [image: models/md5/chars/guards/citywatch/citywatch_armor_poor_ed] WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s [map entity: func_static_208] [model: models/darkmod/furniture/shelves/wall_shelf_rivets01.lwo] [decl: textures/darkmod/metal/detailed/rivet_strip01 in materials/tdm_metal_detailed.mtr] [image: textures/darkmod/metal/detailed/rivet_strip01_s]" In these two cases, it's just a matter of providing correct filepaths. Yes, I - as a mapper - could go fix these, but that would be like the entire community constantly mopping up somebody else's messes. These warnings should be found and fixed before releases.
  11. I think that there should exist some quality control: Whoever is responsible for packaging assets into new releases, should simply put all of them into a test level, and make sure that they don't generate console warnings, and if they do, just don't include them. If possible, creators should also be told upon submitting an asset to a release, to verify that their assets are bug free. So far the issues that I've encountered, turned out to be pretty silly mistakes which would be easily spotted and fixed, if the creator had just glanced at the qconsole log.
  12. Well, this is how you create a crashdump at least for Windows. (I don't know how to do it for Linux, but maybe there are instructions for doing it with Linux as well - I didn't read the link too carefully.) Remember: Do not close the dialog that pops up.
  13. I thought Duke's philosophy was more along the lines of Ash's "'Good'. 'Bad'. I'm 'the guy with the gun'.". I can't really picture Duke running an entire country. He's too "hetero-active" for that. He'd probably just team up with "evil" duke to double-team chicks.
  14. I want to make sure that you devs don't miss the conversation that was just had in the fan mission "Who Watches The Watcher". Some guy got a segmentation crash, and it's likely linked to the card playing default animations, where card entities keep getting destroyed over and over. More details can be found in that thread. Here is part of the guy's log: Instead of continuously destroying the cards, just have one card, turn it invisible, and move it back to where it is supposed to become visible again. This goes for all animations: Don't keep destroying entities if you have pointers aimed at them.
  15. You mean myself? Only if they start appearing as console warnings in my maps again. Many of these issues were tied to entities which I only used as placeholders. I also think that the devs surely have access to tools which can automatically scan for missing skins and such things, and probably find hundreds of these little mistakes, if they just took ten minutes to look for them.
  16. I still think that if it's baked into a default animation, that you should alert some dev to a segmentation fault occuring, with this animation being a possible cause, because segmentation fault crashes are horrible errors that need to be stomped out.
  17. Oh. So you're not manually destroying cards and reattaching them? Goddamnit... Then this crash needs to be reported to the devs, because then the devs f-ed up the default playcards animation.
  18. Most of the console errors I can actually recognize as harmless, while the destruction of entities was what I was looking for, and wasn't surprised to find that they occured before the crash. Yes, your other testers didn't encounter this problem, and it didn't occur at spawn. That is why segmentation crashes are so hard to pinpoint: They seem to happen at random, after a long while of playing, because they only happen when the item destroyed, was the last item in the segment. ...and so there is maybe a 1% chance of this crash occuring for all your players, at some point during the map.
  19. Actually, I suspect that you might be able to do something about this. The last warnings, just before the segmentation fault, mentions failures to destroy cards. This leads me to believe that you have some guys playing cards in your map, and that you've set that card game up wrong somehow. If I remember correctly, segmentation faults will usually happen when you destroy things in programs. It's when you destroy something, which has a pointer still pointing to it, and it happens because the item was the last item in a segment, and so the engine automatically removes that segment, and disallows anything pointing to it, and so when the pointer is still trying to access a forbidden segment, that's when you get a hard-to-pinpoint crash. I don't know anything about card animations, but judging by these warnings, you are attempting to destroy cards, and then attach new cards that are already attached. Try not doing that. I think that the animation might already toggle the visibility/existence of one ever-existing card on and off automatically.
  20. I don't want to mention internet platforms or names or topics, but some people are really, really upset over things, while I'm not.

    I've accepted that it's just not my place to "rage against the machine". We just live in a world, filled with billions of people, and sometimes we're punished for being born, and sometimes we live in a country where we just have to starve to death, and that's just life. What you can do about that, is basically to pick up a grain of sand in a desert, and throw it as far as you can with all your might, and if you're lucky, you'll just hurt somebody else's eye with it.

    ...and to some people I'm a bad guy simply for being this apathetic, and not wanting to devote my life to some cause for some imagined "justice" instead of just getting my own life in order. I just want to do my dishes and pay my bills, internet-politics-guys, and you want to spirit me away to rallies and protests, and want to trick me into being upset, and shame me if I'm not, over some theoretical ideals that won't ever apply to me in the first place.

    I don't buy into this "justice" or "rights" thing, or this idea of humanity as some sort of happy family that we should be in support of. Can't I have "that right"? Can't I have the right to just pay my bills and take care of myself in peace? Yes, maybe some day the government will ship me off to some labour camp or prison, but that's just what these people are paid to do, and have always been paid to do, whether they actually do it, or just frivolously rape people when nobody's looking. All you're doing is moving the line about, trying to decide which people to send to the camps over what issue. There isn't some state of "absolute justice". All you're doing is bullying people.

    You're so obsessed and upset over such nonsense, and it's not productive at all. The cops are not your friends, and they will never stand up for you.

    Anyway, back to being productive.

    1. Nort

      Nort

      If you want to know what upsets me, though, it's bad mapping. I'm watching a video right now, where the brushwork just makes me want to punch a punching bag. I'm just seeing a mapper (whom I certainly won't name) abusing the brushwork, and the brushwork screaming out for mercy. It's just cruelty.

    2. duzenko

      duzenko

      Thanks, Nort, I enjoyed your little dissidence, on this forum of all places

      Even if misdirected and passive-aggressive in its root, but it's the best kind of passive-aggressive, if such thing exists

      Did you manage to confront the source of your discomfort and was it productive?

    3. Nort

      Nort

      Well, I've given up on correcting people in life. When he makes every wall consist of four layers of brushes, he's made a conscious choice for his reasons, and telling him that he has a huge lapse in his judgement, will likely just upset and insult him. Mapping is great in that no matter how horrible his maps will turn out, they won't influence the quality of mine, and we can all live in harmony, side-by-side, and be rated on our own merit.

      One thing to remember, is that he has no doubt released his maps, while I haven't. ...which makes him infinitely better than me, in that regard.

      I think that what's productive isn't to correct others, but to focus on one's own improvement.

  21. Yeah, I should probably have done that, but I started with just one, and then I thought that it would only total to two, but then I finally solved a third one. ...so it kind of snowballed, and I had a lot on my mind as I did this - was delving into a new scripting language for me, high on 3-5 cups of coffee. If I run into any more, I'll put them all into a single topic.
  22. I can't guarantee that I would blow your minds if I release anything, but at least that's the direction I roughly intend to head in.
  23. I can't read your mind, but I trust that it's fixed. Thank you.
  24. I figured that I needed the double bind because either halves of the sliding door can be triggered, and thought that if I only had a bind in one direction, one half would slide unbound (without bringing the other half with it). My problem isn't that a single bind still works both ways, but that the engine tries to resolve this issue upon load, and then fails and crashes. ...and so there I expected it to at least remove the bound entities and have the rest of the map still load and work, and at best only remove one of the binds, and just give me a console warning about it.
  25. I am asking you if you need the "*.cm" file, the "*.darkradiant" file, the "*.map" file, and/or the "*.proc" file. ...but since the "*.cm" and the "*.proc" files were created a minute later than the "*.map" and the "*.darkradiant" file, that would mean that they were created during compile, and since the "*.darkradiant" file only seems to contain the settings for Dark Radiant, I think that you're actually asking for the "*.map" file. Now you know which file you actually need, the next time you ask for a map. ...and since the "*.map" file happens to only be 1-5kB, I can attach it to this very post, so here you go. (I've verified that it does crash on engine load, and it's as simple as can be. Remember to compile it first.) DoubleBindCrash.map
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