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Posts
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Posts posted by datiswous
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1 hour ago, grodenglaive said:
Thanks! Changing the idle_animations to "-" didn't work, but setting the interval to "-1" did the trick.
I thought "0" us off..
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Yeah it's querty. Yeah actually Ctrl+z, Ctrl+y and Ctrl+Shift+z are working.
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2 minutes ago, Skaruts said:
You can press ctrl+s
Doesn't work. It just adds an "s" in the editor.
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59 minutes ago, Skaruts said:
by the way, is the executable icon a little cardboard box? (And showing everywhere, window, filesystem, taskbar, etc?) Just wanted to be sure I set the icon properly.
It shows up in different places, but not the executable icon.
1 hour ago, Skaruts said:Yes, you have to save the .pkignore in order for it to rebuild the trees.
But it's missing a manual save functionality.
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I remember there was a bug about the darkmod folder a while ago..
Edit: I meant this bug, but It's probably not related.
What's the command you give to start tdm from your program?
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26 minutes ago, Skaruts said:
Damn... that's a bummer. I don't know what to do about it, as I'm just using Godot's api to execute a process. Have you tried running the console version of TDM Packer? I don't know if it will show any useful information. I didn't export with debug, so probably not.
It shows this:
Spoilerselect_mission 3 crystalgrave2_1 ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#77393300089>'. Signal: 'focus_entered', callable: ''. at: _disconnect (core/object/object.cpp:1462) ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#77393300089>'. Signal: 'tree_exited', callable: ''. at: _disconnect (core/object/object.cpp:1462) TASK: Running TDM TDM 2.13/64 #10932 (1435:10932) linux-x86_64 Jan 26 2025 17:32:50 /proc/cpuinfo CPU frequency: 4242.23 MHz 4242 MHz AMD CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX found interface lo - loopback found interface enp8s0 - 192.168.1.64/255.255.255.0 found interface docker0 - 172.17.0.1/255.255.0.0 Found AMD CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. no 'darkmod' directory in exe path /home/datiswous/Games/TDM-new, skipping no 'darkmod' directory in cwd path /home/datiswous/Downloads/alpha_0.3_linux, skipping WARNING: using hardcoded default base path Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [C] /home/datiswous/Downloads/alpha_0.3_linux/ File System Initialized. -------------------------------------- Unknown command 'vid_restart' --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- idRenderSystem::Shutdown() signal caught: Segmentation fault si_code 1 Was in fatal error shutdown: Couldn't load default.cfg Trying to exit gracefully.. About to exit with code 0 TASK: Copying TDM logs to TDM directory ERROR: Failed to open DarkMod.log at: copy (core/io/dir_access.cpp:348) ERROR: Failed to open DarkMod.temp.log at: copy (core/io/dir_access.cpp:348) INFO: TDM process ended
Hmm, it looks for a "darkmod" folder?
Edit: Changing the tdm folder to "darkmod" makes the play button work correctly, but this should not be required.
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On 2/8/2025 at 4:23 PM, Skaruts said:
it can pack your selected mission into the pk4 at a click of a button
This works in Linux
On 2/8/2025 at 4:23 PM, Skaruts said:it provides an editor for a .pkignore file where you specify which files to exclude from the pk4
I guess you have to manually write down the files you want to exclude? I thought you could just double click in the file-tree, but this doesn't work. There's no save button for this it seems.
On 2/8/2025 at 4:23 PM, Skaruts said:it gives you a handy tree view of both the included and excluded files (Shift+LMB to fully expand/contract branches)
yes. But this is not updated until you save, which you can only do when you pack, play, or edit.
On 2/8/2025 at 4:23 PM, Skaruts said:it can launch TDM or DarkRadiant for the selected mission, or run a second installation of TDM to test your pk4 in isolation (see the menu Settings->Paths)
Works with DR, but not TDM. The console logs starting and stopping, nothing happens.
On 2/8/2025 at 4:23 PM, Skaruts said:it automatically writes your map sequence into the appropriate file
I don't understand what this does.
Edit: Is this for campaigns?
On 2/8/2025 at 4:23 PM, Skaruts said:all maps, except the ones in the map sequence, are auto excluded from the pk4
I don't see how this could be useful and why this isn't inside the Pack window.Edit: Ah ok, I see.
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On 2/8/2025 at 4:23 PM, Skaruts said:
You can download the binaries here
I can't find the binaries
Edit: nevermind, it's under Releases in the right menu (but how could I know this?)
I think you should rename the binary package though. alpha_0.3_linux.tar.gz is not a good name for it.
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I have to mention that the quality of this mission is high. I'm constantly surprised about the many details.
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Nice fm.
Just want to note that the efx reverb in the outside area is waaay too strong.
Setting "decay time" to 1.3 instead of 2.13 in reverb "outside" improves it somewhat.
There's also some range related warnings in the console related to reverb delay and echo time (the specified numbers in the efx file are outside the allowed range).
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My personal opinion is that tdm should not be on x. Just saying.
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Oh I thought you should use lowercase for all filenames and foldernames. That's what this video says at least:
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There's some rules for capital letters in naming folders I think that could have a check?
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10 minutes ago, snatcher said:
the mod increases memory usage by around 15%, hence the "waste of resources", which are better spent elsewhere
I'm sorry. I see I got this wrong. I'll try not to fill in the answers for others next time.
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I think he means that him working on such a mod is a waste of recources knowing it is not satisfying it's intended goal. The goal was to have it integrated inside tdm, but nobody on the team and elsewhere seems to care (enough).
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46 minutes ago, Goblin of Akenash said:
It's possible I messed up the objectives in the editor.
Yeah so that's why you should beta test before submission next time. Every mapper does that (except if you did, then I've nothing to say).
Edit: Sorry, I don't want to sound too negative. It's great that you made your first mission! Thanks!
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Sorry I didn't see @Amadeus's post
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Please check out the first post by @fllood
I think that if you give it up for sunmission it becomes abandoned by you. If then somebody takes it to work on, you cannot make a mission out of it anymore dirrectly. You already abandoned it. If nobody had took it, you could take it back to work on again.
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15 minutes ago, revelator said:
while anisotrophy only goes to 8x
Anisotrophy setting goes to 16x. I have always set it to 16x with minimal impact on performance. Or do you mean other idtech4 games?
I remember that in Doom 3 you could not set antialiasing to 16x. I could only use the console to do that. Now I know why.
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Are you sure you don't want to beta test before release?
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If it's not, that could be a reason for the texture pop-in issues you experience.
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2 hours ago, taste said:
but the settings were automatically overwritten with the default next time I started up. Any ideas?
Make the files read-only?
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1 hour ago, chakkman said:
(except for antialiasing, which is a HUGE hog in this game...)
I found that there is a huge performance drop going from 8x to 16x. So I keep it on 8x.
1 hour ago, revelator said:its more like texture pop in
Do you have Object Details (LOD) setting set to Very High ? It should be on Very High except if your system cannot handle that.
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15 hours ago, chakkman said:
So, how does it perform with Dark Mod?
It performs quite well. I can easilly put shadow maps on high and it performs fine. I only use 1080p though. Loading tdm and missions is also like 3 times faster. Loading was more an issue in other games, like Subnautica for example, that was always a bit of a chore. Not anymore now.
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Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
Ok, but there should be a difference, I think.