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simplen00b

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Posts posted by simplen00b

  1. If you like scary atmospheres, then yes, play it. I'd say it's the atmosphere that was the scariest thing about it for me - the AI that AngelWolf refers to are pretty freaky but truth is, they aren't that hard to avoid/defeat. It was the constant drip-feed of discovering what an awful place it was that did my head in. TBH, I can admire the work that went into it but it was too genuinely unpleasant for me (I'm not a big horror games fan) and I never enjoyed it as a Thief mission.

    it's a lot of scripted boo tactics.

    Is it? The only scripted boo tactics I can remember are

    the banging in the attic

    , and maybe

    turning on the generator

    . Otherwise, the scripted stuff I remember was more to do with making you feel increasingly trapped and powerless.

     

    Happy to be corrected though as I haven't played it for years. :P

  2. Yeah, really: -

    post-144-0-62720600-1351783428.jpg

     

    Blind luck I found out that was the problem - I just happened to do a right click on TheDarkMod.exe (can't remember why) and saw a 'Run with graphics processor' option, which was set to integrated graphics as default :blink:. What baffles me is that it evidently ran 1.07 on the 555M without any instruction from me, but as soon as I upgraded to 1.08, it decided TDM needed the awesome processing power that only Integrated Graphics Chip can provide :rolleyes:.

     

    Whatever. Just glad I can now dive into the lovely glittering pool of 1.08 gorgeousness B). Played Glenham Tower last night and there's something very satisfying about the clatter of revenants' armour hitting the floor as they succumb to my repeated sword-whackings.

     

    (Love your 'unh??' pic, BTW. Have added it to my collection.)

    • Like 1
  3. Yay! Found the cause of my low fps (and it's nothing to do with 1.08) - for what I'm sure were VERY VERY GOOD REASONS, nvidia was directing 1.08 to play on my laptop's integrated graphics chip instead of the GT555M card.

     

    (Pause to let that sink in.)

     

    I mean, really: -

    post-9265-0-36205600-1351726345_thumb.jpg

     

    Thanks to everyone who offered help & suggestions. Just opened 'In the North' and the outside area (which was running at 10-12 fps) is now running at 35-40.

    post-9265-0-18752300-1351726518.jpeg

    Don't know how to edit the thread title to say [solved], so if someone could tell me how to do it (or do it) that'd be great.

     

    Now to play a few missions and give a proper answer to the '1.08 impressions' thread... B)

  4.  

    That ledge above us is tantalising, but out of reach. Our way is blocked. Is the tower just barricaded off? Are our hopes in vain? Anyway, we will at least build a crate tower so tall, we will see what is on the top! We return to the basement. For more crates. /...

    Brilliant. Absolutely brilliant. Above and beyond. (Pretty sure I'd've given up less than half-way through.)

     

    It is possible to get a rope arrow into the wooden beam that the bell hangs off, but the rope doesn't go anywhere useful...

  5. Finally finished - had another malloc crash en route, but fortunately I had started to do more frequent hard saves so didn't lose too much of the game. Great mission - special likes:

     

    Loved the winter ambience, even with my fps slowing to a crawl whenever I was outside. BTW - breath clouding when AI were outside - has that ever been done in a winter FM before?

    Fantastic layout: everywhere led to everywhere else - the few doors I couldn't open were clearly indicated.

    Great readables - really built a sense of the characters and their life in the household (cathedral-hold?). As others have mentioned, you're very good at doing readables that make you feel like a heel for having just hoovered up the loot next to it. (Cheers <_< )

    No key-hunting!

    Textures looked great.

    Loved the final movie - didn't actually fully understand it when it played, but it struck me a little while later - apart from everything else, Trumble really wouldn't have liked that creepy "watching Mary while she sleeps" stuff :P

    And even the final section in the catacombs wasn't too freaky - managed to get past the revenants without reloading (which is more than I can say for Lady Isabella's guards :unsure: . The thing about them being mute is a really nice touch.)

     

     

     

    Definitely one of the most immersive FMs ever. Thanks Grayman.

    • Like 1
  6. has the main menu music changed?

    No.... :huh:

    Ahem. With my performance problems re 1.08. I dug out a back-up copy of 1.07 and realised what had happened. Way back when I started playing TDM, I (for reasons passing understanding) turned the main menu music off.

    Mistake now rectified. :blush:

  7. If you place a speaker in DR, it will open a list of all the soundshader names. D3 soundshaders are under "base", and if you select one it will tell you exactly what files are part of that shader (and you can even play it directly from that window).

    Sounds like that could be easier. I'll give it a go :)
  8. I recommend getting 8 bucks together and just grabbing this. http://www.amazon.co...&condition=used

     

    Its not Steam-laiden, so you can snag a used copy. Its much better than wasting your time trying to do something that at best will constantly crash during gameplay due to missing assets like the above mentioned skeleton zombies.

    +1. Got mine for £6 from Amazon UK. Never played Doom itself - not keen on splat-em-ups - but it's the best £6 I've ever spent on a game :P
  9. Sounds have "soundshaders" similar to textures. Soundshaders look something like this: (etc)

    OK - think I've worked it out, and have started making a list that identifies the specific soundfile associated with the shader header description from the list (NB - I have a couple of queries highlighted in yellow):

     

     

    _default.wav

    ??? [- does this refer to the files in …\pak003\sound\ed\default - ?]

     

    activate_airpump_02.wav

    sound/machinery/machines/1shot_airpump_02_activate.wav

    sound/machinery/machines/loop_airpump_02.wav

     

    admin_impdoor_creak.wav

    sound/ed/admin_impdoors/creak1.wav

    sound/ed/admin_impdoors/creak2.wav

     

    alarm.wav

    ??? [- does this mean all the files listed in alarms.sndshd - ?]

     

    ambient_metal_stresses.wav

    sound/xian/metals/long_ambient_stresses/long_ambient_stress_02.wav

    sound/xian/metals/long_ambient_stresses/long_ambient_stress_03.wav

    sound/xian/metals/long_ambient_stresses/long_ambient_stress_05.wav

    sound/xian/metals/long_ambient_stresses/long_ambient_stress_06.wav

     

    //sound/xian/metals/long_ambient_stresses/long_ambient_stress_01.wav

    //sound/xian/metals/long_ambient_stresses/long_ambient_stress_04.wav

    //sound/xian/metals/long_ambient_stresses/long_ambient_stress_07.wav

     

    bodyparts.wav

    sound/impact/guts/guts_01.wav

    sound/impact/guts/guts_02.wav

    sound/impact/guts/guts_03.wav

    sound/impact/guts/guts_04.wav

    sound/impact/guts/guts_05.wav

     

    bones_fall.wav

    sound/impact/bones/bones_01.wav

    sound/impact/bones/bones_02.wav

     

    book_impact.wav

    sound/impact/books/book_01.wav

    sound/impact/books/book_02.wav

    sound/impact/books/book_03.wav

    sound/impact/books/book_04.wav

    sound/impact/books/book_05.wav

    sound/impact/books/book_06.wav

     

    breakable_light_hum.wav

    sound/lights/loop_neonlight_buzz_05.wav

     

    bridge_up_speaker.wav

    sound/levels/alphalabs4/bridge_up_1s.wav

     

    bullet_impact_flesh.wav

    sound/weapons/impacts/bullet_flesh/fleshimpact_04.wav

    sound/weapons/impacts/bullet_flesh/fleshimpact_05.wav

    sound/weapons/impacts/bullet_flesh/fleshimpact_07.wav

     

    /*

    sound/weapons/impacts/bullet_flesh/fleshimpact_01.wav

    sound/weapons/impacts/bullet_flesh/fleshimpact_02.wav

    sound/weapons/impacts/bullet_flesh/fleshimpact_03.wav

    sound/weapons/impacts/bullet_flesh/fleshimpact_06.wav

    sound/weapons/impacts/bullet_flesh/fleshimpact_08.wav

    sound/weapons/impacts/bullet_flesh/fleshimpact_09.wav

    sound/weapons/impacts/bullet_flesh/fleshimpact_10.wav

     

    bullet_impact_stone.wav

    sound/weapons/impacts/bullet_stone/stoneimpact_01.wav

    sound/weapons/impacts/bullet_stone/stoneimpact_02.wav

    sound/weapons/impacts/bullet_stone/stoneimpact_03.wav

    sound/weapons/impacts/bullet_stone/stoneimpact_04.wav

     

    bullet_impact_wood.wav

    sound/weapons/impacts/bullet_wood/woodimpact_01.wav

    sound/weapons/impacts/bullet_wood/woodimpact_02.wav

    sound/weapons/impacts/bullet_wood/woodimpact_03.wav

    sound/weapons/impacts/bullet_wood/woodimpact_04.wav

     

    burger_impact.wav

    sound/impact/burger/burger_01.wav

    sound/impact/burger/burger_02.wav

    sound/impact/burger/burger_03.wav

    sound/impact/burger/burger_04.wav

     

    caco_projectile.wav

    sound/monsters/cacodemon/fireball_travel_loop.wav

     

    cage_elevatordoor_close.wav

    sound/ed/doors/_elevator_silver_twopaned/close1.wav

     

    cage_elevatordoor_open.wav

    sound/ed/doors/_elevator_silver_twopaned/outer_1.wav

     

    ceiling_tiles.wav

    sound/ed/sfx/ceiling_tiles/tile1.wav

    sound/ed/sfx/ceiling_tiles/tile2.wav

    sound/ed/sfx/ceiling_tiles/tile3.wav

    sound/ed/sfx/ceiling_tiles/tile4.wav

    sound/ed/sfx/ceiling_tiles/tile5.wav

     

    cpu_m3_loop.wav

    sound/movers/_general_movement/m3_loop.wav

     

    d3dm5_generator_off.wav

    sound/levels/d3dm5/gen_off.wav

     

    d3dm5_generator_on.wav

    sound/levels/d3dm5/gen_on.wav

    sound/levels/d3dm5/gen_loop.wav

     

    default_door_unlocked.wav

    sound/doors/door_unlocked_02.wav

     

    e3_metalbash_01.wav

    sound/e3/1shot_metalbash_06.wav

     

    elevator_moving_loop.wav

    sound/ed/elevator/elev_loop.wav

    Etc, etc. I'm happy to go through the whole list and add the sound file paths associated with the shader, unless someone's got a better system. (I'll do it just for my own reference anyway :smile: .)

     

    For the record, my working method for putting the above list together was:

    1. Point the search programme (I use Agent Ransack) at my folder of unzipped D3 base paks

    2. Tell it to look for a *.sndshd file containing the text of each item on the list, excluding the ".wav" suffix (e.g. "activate_airpump_02")

    3. Open the file it finds in Notepad

    4. Tell Notepad to find the same 'containing' search item I used in step 2 (i.e. "activate_airpump_02")

    5. Copy the sound file paths listed beneath that header in the .sndshd file and paste them into the new document above.

    The two queries in the list above are from when those steps didn't return a definite result. If I've fundamentally misunderstood the system, let me know :smile: .

     

    Like I say, I'll do the whole list for my own reference, but if people think it'd be useful for the wiki, I'm happy to upload it, but I need to be shown how to sign up for it. (May be a good idea to get a system going where people can say they're working on particular files to try and avoid duplication, but not sure how that would work.)

  10. Looking at the Missing assets for standalone page on the wiki to see if I could help with textures and/or sounds, and I have a few noob questions: -

     

    1) Textures

    The first list says:

    Missing for the new SL (these might be shaders, not textures, it is hard to tell):

    - What does SL stand for?

    - If they are shaders and not textures, (i) how would I know? (ii) what is a shader (can't find anything much on the wiki), and (iii) how would I create one in TDM? (Told you they were noob q's.)

     

    For the "Missing otherwise" list, I'm going through the decals from pak004, and I'm surprised how small most of them are - 128x128 or smaller seems quite common. Am I looking at the right ones? (I thought they'd be larger.)

     

    2) Sounds

    i) General observation: my soundfiles seem to be mainly .ogg rather then .wav as per the list - is that a problem?

    ii) I'm finding it hard to find many of these soundfiles in the D3 paks. For the first file on the list (_default.wav) - I found _default.ogg in pak000, so I guess that's it. However, things get a bit confusing going on down the list: -

     

    activate_airpump_02.wav
    - found
    loop_airpump_02
    ; is that it?

     

    admin_impdoor_creak.wav
    - there's an
    'admin_impdoors'
    folder with creak1 and creak2

     

    alarm.wav
    - there are various 'loop_alarms' and an 'alarm_02', but can't find 'alarm'

     

    ambient_metal_stresses.wav
    - there's a 'pak003\sound\ambient\metals' folder which has various '
    1shot_metalstress
    ' sounds; or there's 'pak003\sound\xian\metals\long_ambient_stresses' folder which has some '
    long_ambient_stress
    ' sounds.

     

    bodyparts.wav
    - got body_drag, body_rot and a body_vert. Don’t have any bodyparts (lol)

     

    ...and so on. Are the names on the list referring to soundsets that need changing (e.g. the ambient_metal_stresses; do all the 'long_ambient_stress' sounds need replacing?) Has there been some name-changing down the line? Are my paks messed up? Or am I just missing something? Any guidance welcome :smile: .

  11. are you getting any memory related errors in any other apps..?

    None that I can remember off-hand, but I'm not running many other big apps at the mo (apart from 1.07).

     

    Can't be certain, but I'm pretty sure that since the crash 'In the North' is running slightly slower than it was already. Quicksaves are definitely slower - the game pauses for about 2 seconds, instead of about half-a-second - and it feels like the game takes longer to load too. Didn't put a stopwatch on it before though, so not totally certain <_<

    Ah well. Hopefully some solution will emerge and I'll be able to join in the 1.08 party.

    Instead of standing outside peering forlornly through the window.

    **Buries head in arms and wails inconsolably** :rolleyes::rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes:

  12. I've just had my first ever TDM-crash-with-a-message-box - a realloc failure (whatever that is):

     

    Keeping maps/ws1_north.aas_rat

    No running thread for RestoreScriptObject(), creating new one.

    --------------------------------------

    -----------------------------------

    1320 msec to load ws1_north

    interactionTable generated of size: 134217728 bytes

    WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_38110848640'

    WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_276010848640'

    Bloom Kernel size is set to: Small

    Using TDM's enhanced interaction

    Restarting ambient sound snd_abbey with volume 0.356239

     

    Changed location from 'InfoLocMain' to 'InfoLocDiningRoomHall'.

     

    Changed location from 'InfoLocDiningRoomHall' to 'InfoLocDiningRoom'.

     

    Changed location from 'InfoLocDiningRoom' to 'InfoLocDiningRoomHall'.

     

    Changed location from 'InfoLocDiningRoomHall' to 'InfoLocDiningRoom'.

    AI PAIN

    --------- Game Map Shutdown ----------

    WARNING:Door VaultEntranceDoor is not within a valid AAS area

    WARNING:Door ChestLid_1 is not within a valid AAS area

    WARNING:Door MetalChestLid_2 is not within a valid AAS area

    WARNING:Door SecretTunnelDeskDoor is not within a valid AAS area

    WARNING:Door FootlockerLid_3 is not within a valid AAS area

    WARNING:Door DeskFlipDownDoor2 is not within a valid AAS area

    WARNING:Door OldChestLid_2 is not within a valid AAS area

    WARNING:Door FootlockerLid_4 is not within a valid AAS area

    WARNING:Door JewelleryBoxLid_2 is not within a valid AAS area

    WARNING:Door OldChestLid_3 is not within a valid AAS area

    WARNING:Door DoorSafe is not within a valid AAS area

    WARNING:Door atdm_mover_door_sliding_3 is not within a valid AAS area

    WARNING:Door atdm_mover_door_sliding_7 is not within a valid AAS area

    WARNING:Door atdm_mover_door_sliding_8 is not within a valid AAS area

    WARNING:Door atdm_mover_door_1 is not within a valid AAS area

    WARNING:Door atdm_mover_door_2 is not within a valid AAS area

    WARNING:Door atdm_mover_door_3 is not within a valid AAS area

    WARNING:Door atdm_mover_door_7 is not within a valid AAS area

    WARNING:Door atdm_mover_door_9 is not within a valid AAS area

    WARNING:Door atdm_mover_door_10 is not within a valid AAS area

    WARNING:Door atdm_mover_door_11 is not within a valid AAS area

    WARNING:Door atdm_mover_door_12 is not within a valid AAS area

    WARNING:Door sarcophagus2 is not within a valid AAS area

    WARNING:Door lidPlacer2 is not within a valid AAS area

    WARNING:Door TunnelDoor is not within a valid AAS area

    WARNING:Door SarcStep1 is not within a valid AAS area

    WARNING:Door SarcStep3 is not within a valid AAS area

    WARNING:Door SarcStep4 is not within a valid AAS area

    WARNING:Door SarcStep5 is not within a valid AAS area

    WARNING:Door SarcStep6 is not within a valid AAS area

    WARNING:Door SarcStep7 is not within a valid AAS area

    WARNING:Door SarcStep8 is not within a valid AAS area

    WARNING:Door SarcStep9 is not within a valid AAS area

    WARNING:Door FootlockerLid_6 is not within a valid AAS area

    WARNING:Door DoorWardrobeA3 is not within a valid AAS area

    WARNING:Door DoorWardrobeB3 is not within a valid AAS area

    WARNING:Door DoorWardrobeA1 is not within a valid AAS area

    WARNING:Door DoorWardrobeB1 is not within a valid AAS area

    WARNING:Door DoorWardrobeA2 is not within a valid AAS area

    WARNING:Door DoorWardrobeB2 is not within a valid AAS area

    WARNING:Door atdm_mover_door_6 is not within a valid AAS area

    WARNING:Door atdm_mover_door_13 is not within a valid AAS area

    WARNING:Door atdm_mover_door_14 is not within a valid AAS area

    WARNING:Door atdm_mover_door_16 is not within a valid AAS area

    WARNING:Door atdm_mover_door_8 is not within a valid AAS area

    ModelGenerator memory: 6 LOD entries with 6 users using 3976 bytes.

    WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0)

    --------------------------------------

    reloading guis/mainmenu.gui.

    reloading guis/restart.gui.

    reloading guis/msg.gui.

    reloading guis/map/ws1_north.gui.

    reloading guis/tdm_inv.gui.

    reloading guis/tdm_loot.gui.

    reloading guis/playertools/compass.gui.

    reloading guis/tdm_lockpick.gui.

    reloading guis/tdm_hud.gui.

    reloading guis/map_of_cellar.gui.

    reloading guis/map_of_floor1.gui.

    reloading guis/map_of_floor2.gui.

    reloading guis/tdm_message_no_art.gui.

    WARNING:Unknown string id #str_02618

    WARNING:Unknown string id #str_02619

    WARNING:Unknown string id #str_02048

    reloading guis/scoreboard.gui.

    reloading guis/spectate.gui.

    reloading guis/chat.gui.

    reloading guis/mpmain.gui.

    WARNING:Unknown string id #str_02497

    WARNING:Unknown string id #str_04240

    WARNING:Unknown string id #str_04240

    reloading guis/mpmsgmode.gui.

    reloading guis/playertools/spyglass.gui.

    reloading guis/readables/books/book_calig_mac_humaine_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/books/book_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/books/book_calig_camberic_world.gui.

    reloading guis/readables/scrolls/scroll_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/books/book_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/books/book_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/scrolls/scroll_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_mac_humaine_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_ellianerelle_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/scrolls/scroll_hand_medusa_world.gui.

    reloading guis/readables/books/book_calig_mac_humaine_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/scrolls/scroll_hand_medusa_world.gui.

    reloading guis/readables/scrolls/scroll_print_carleton_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_summertime_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/books/book_calig_summertime_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/books/book_calig_summertime_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    --------- Map Initialization ---------

    Map: ws1_north

    idRenderWorldLocal::InitFromMap: retaining existing map

    ------- Game Map Init SaveGame -------

    Compiled 'C:\Program Files (x86)\DOOM 3\darkmod\maps\ws1_north.script': 10.8 ms

    ---------- Compile stats ----------

     

    Memory usage:

    Strings: 43, 5168 bytes

    Statements: 19711, 394220 bytes

    Functions: 1182, 120092 bytes

    Variables: 85972 bytes

    Mem used: 1090904 bytes

    Static data: 2277552 bytes

    Allocated: 2803160 bytes

    Thread size: 7068 bytes

     

    map bounds are (5230.0, 2917.0, 3081.0)

    max clip sector is (326.9, 182.3, 192.6)

    54 KB passage memory used to build PVS

    14 msec to calculate PVS

    239 areas

    544 portals

    12 areas visible on average

    7 KB PVS data

    [Load AAS]

    loading maps/ws1_north.aas48

    [Load AAS]

    loading maps/ws1_north.aas96

    Keeping maps/ws1_north.aas32

    [Load AAS]

    loading maps/ws1_north.aas100

    Keeping maps/ws1_north.aas_rat

    No running thread for RestoreScriptObject(), creating new one.

    --------------------------------------

    -----------------------------------

    1317 msec to load ws1_north

    interactionTable generated of size: 134217728 bytes

    WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_38110848640'

    WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_276010848640'

    Bloom Kernel size is set to: Small

    Using TDM's enhanced interaction

    Restarting ambient sound snd_abbey with volume 0.356239

     

    Changed location from 'InfoLocMain' to 'InfoLocDiningRoomHall'.

     

    Changed location from 'InfoLocDiningRoomHall' to 'InfoLocDiningRoom'.

    --------- Game Map Shutdown ----------

    WARNING:Door VaultEntranceDoor is not within a valid AAS area

    WARNING:Door ChestLid_1 is not within a valid AAS area

    WARNING:Door MetalChestLid_2 is not within a valid AAS area

    WARNING:Door SecretTunnelDeskDoor is not within a valid AAS area

    WARNING:Door FootlockerLid_3 is not within a valid AAS area

    WARNING:Door DeskFlipDownDoor2 is not within a valid AAS area

    WARNING:Door OldChestLid_2 is not within a valid AAS area

    WARNING:Door FootlockerLid_4 is not within a valid AAS area

    WARNING:Door JewelleryBoxLid_2 is not within a valid AAS area

    WARNING:Door OldChestLid_3 is not within a valid AAS area

    WARNING:Door DoorSafe is not within a valid AAS area

    WARNING:Door atdm_mover_door_sliding_3 is not within a valid AAS area

    WARNING:Door atdm_mover_door_sliding_7 is not within a valid AAS area

    WARNING:Door atdm_mover_door_sliding_8 is not within a valid AAS area

    WARNING:Door atdm_mover_door_1 is not within a valid AAS area

    WARNING:Door atdm_mover_door_2 is not within a valid AAS area

    WARNING:Door atdm_mover_door_3 is not within a valid AAS area

    WARNING:Door atdm_mover_door_7 is not within a valid AAS area

    WARNING:Door atdm_mover_door_9 is not within a valid AAS area

    WARNING:Door atdm_mover_door_10 is not within a valid AAS area

    WARNING:Door atdm_mover_door_11 is not within a valid AAS area

    WARNING:Door atdm_mover_door_12 is not within a valid AAS area

    WARNING:Door sarcophagus2 is not within a valid AAS area

    WARNING:Door lidPlacer2 is not within a valid AAS area

    WARNING:Door TunnelDoor is not within a valid AAS area

    WARNING:Door SarcStep1 is not within a valid AAS area

    WARNING:Door SarcStep3 is not within a valid AAS area

    WARNING:Door SarcStep4 is not within a valid AAS area

    WARNING:Door SarcStep5 is not within a valid AAS area

    WARNING:Door SarcStep6 is not within a valid AAS area

    WARNING:Door SarcStep7 is not within a valid AAS area

    WARNING:Door SarcStep8 is not within a valid AAS area

    WARNING:Door SarcStep9 is not within a valid AAS area

    WARNING:Door FootlockerLid_6 is not within a valid AAS area

    WARNING:Door DoorWardrobeA3 is not within a valid AAS area

    WARNING:Door DoorWardrobeB3 is not within a valid AAS area

    WARNING:Door DoorWardrobeA1 is not within a valid AAS area

    WARNING:Door DoorWardrobeB1 is not within a valid AAS area

    WARNING:Door DoorWardrobeA2 is not within a valid AAS area

    WARNING:Door DoorWardrobeB2 is not within a valid AAS area

    WARNING:Door atdm_mover_door_6 is not within a valid AAS area

    WARNING:Door atdm_mover_door_13 is not within a valid AAS area

    WARNING:Door atdm_mover_door_14 is not within a valid AAS area

    WARNING:Door atdm_mover_door_16 is not within a valid AAS area

    WARNING:Door atdm_mover_door_8 is not within a valid AAS area

    ModelGenerator memory: 6 LOD entries with 6 users using 3976 bytes.

    WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0)

    --------------------------------------

    reloading guis/mainmenu.gui.

    reloading guis/restart.gui.

    reloading guis/msg.gui.

    reloading guis/map/ws1_north.gui.

    reloading guis/tdm_inv.gui.

    reloading guis/tdm_loot.gui.

    reloading guis/playertools/compass.gui.

    reloading guis/tdm_lockpick.gui.

    reloading guis/tdm_hud.gui.

    reloading guis/map_of_cellar.gui.

    reloading guis/map_of_floor1.gui.

    reloading guis/map_of_floor2.gui.

    reloading guis/tdm_message_no_art.gui.

    WARNING:Unknown string id #str_02618

    WARNING:Unknown string id #str_02619

    WARNING:Unknown string id #str_02048

    reloading guis/scoreboard.gui.

    reloading guis/spectate.gui.

    reloading guis/chat.gui.

    reloading guis/mpmain.gui.

    WARNING:Unknown string id #str_02497

    WARNING:Unknown string id #str_04240

    WARNING:Unknown string id #str_04240

    reloading guis/mpmsgmode.gui.

    reloading guis/playertools/spyglass.gui.

    reloading guis/readables/books/book_calig_mac_humaine_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/books/book_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/books/book_calig_camberic_world.gui.

    reloading guis/readables/scrolls/scroll_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/books/book_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/books/book_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/scrolls/scroll_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_mac_humaine_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_ellianerelle_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/scrolls/scroll_hand_medusa_world.gui.

    reloading guis/readables/books/book_calig_mac_humaine_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/scrolls/scroll_hand_medusa_world.gui.

    reloading guis/readables/scrolls/scroll_print_carleton_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_summertime_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/books/book_calig_summertime_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_treasure_map_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/books/book_calig_summertime_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/readables/sheets/sheet_paper_hand_nancy_world.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/nameplates.gui.

    reloading guis/readables/sheets/sheet_paper_calig_carolingia_world.gui.

    --------- Map Initialization ---------

    Map: ws1_north

    idRenderWorldLocal::InitFromMap: retaining existing map

    ------- Game Map Init SaveGame -------

    Compiled 'C:\Program Files (x86)\DOOM 3\darkmod\maps\ws1_north.script': 10.8 ms

    ---------- Compile stats ----------

     

    Memory usage:

    Strings: 43, 5168 bytes

    Statements: 19711, 394220 bytes

    Functions: 1182, 120092 bytes

    Variables: 85972 bytes

    Mem used: 1090904 bytes

    Static data: 2277552 bytes

    Allocated: 2803160 bytes

    Thread size: 7068 bytes

     

    map bounds are (5230.0, 2917.0, 3081.0)

    max clip sector is (326.9, 182.3, 192.6)

    54 KB passage memory used to build PVS

    14 msec to calculate PVS

    239 areas

    544 portals

    12 areas visible on average

    7 KB PVS data

    [Load AAS]

    loading maps/ws1_north.aas48

    [Load AAS]

    loading maps/ws1_north.aas96

    Keeping maps/ws1_north.aas32

    [Load AAS]

    loading maps/ws1_north.aas100

    Keeping maps/ws1_north.aas_rat

    No running thread for RestoreScriptObject(), creating new one.

    --------------------------------------

    -----------------------------------

    1315 msec to load ws1_north

    interactionTable generated of size: 134217728 bytes

    WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_38110848640'

    WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_276010848640'

    Bloom Kernel size is set to: Small

    Using TDM's enhanced interaction

    Restarting ambient sound snd_abbey with volume 0.356239

     

    Changed location from 'InfoLocMain' to 'InfoLocDiningRoomHall'.

     

    Changed location from 'InfoLocDiningRoomHall' to 'InfoLocDiningRoom'.

    --------- Game Map Shutdown ----------

    WARNING:Door VaultEntranceDoor is not within a valid AAS area

    WARNING:Door ChestLid_1 is not within a valid AAS area

    WARNING:Door MetalChestLid_2 is not within a valid AAS area

    WARNING:Door SecretTunnelDeskDoor is not within a valid AAS area

    WARNING:Door FootlockerLid_3 is not within a valid AAS area

    WARNING:Door DeskFlipDownDoor2 is not within a valid AAS area

    WARNING:Door OldChestLid_2 is not within a valid AAS area

    WARNING:Door FootlockerLid_4 is not within a valid AAS area

    WARNING:Door JewelleryBoxLid_2 is not within a valid AAS area

    WARNING:Door OldChestLid_3 is not within a valid AAS area

    WARNING:Door DoorSafe is not within a valid AAS area

    WARNING:Door atdm_mover_door_sliding_3 is not within a valid AAS area

    WARNING:Door atdm_mover_door_sliding_7 is not within a valid AAS area

    WARNING:Door atdm_mover_door_sliding_8 is not within a valid AAS area

    WARNING:Door atdm_mover_door_1 is not within a valid AAS area

    WARNING:Door atdm_mover_door_2 is not within a valid AAS area

    WARNING:Door atdm_mover_door_3 is not within a valid AAS area

    WARNING:Door atdm_mover_door_7 is not within a valid AAS area

    WARNING:Door atdm_mover_door_9 is not within a valid AAS area

    WARNING:Door atdm_mover_door_10 is not within a valid AAS area

    WARNING:Door atdm_mover_door_11 is not within a valid AAS area

    WARNING:Door atdm_mover_door_12 is not within a valid AAS area

    WARNING:Door sarcophagus2 is not within a valid AAS area

    WARNING:Door lidPlacer2 is not within a valid AAS area

    WARNING:Door TunnelDoor is not within a valid AAS area

    WARNING:Door SarcStep1 is not within a valid AAS area

    WARNING:Door SarcStep3 is not within a valid AAS area

    WARNING:Door SarcStep4 is not within a valid AAS area

    WARNING:Door SarcStep5 is not within a valid AAS area

    WARNING:Door SarcStep6 is not within a valid AAS area

    WARNING:Door SarcStep7 is not within a valid AAS area

    WARNING:Door SarcStep8 is not within a valid AAS area

    WARNING:Door SarcStep9 is not within a valid AAS area

    WARNING:Door FootlockerLid_6 is not within a valid AAS area

    WARNING:Door DoorWardrobeA3 is not within a valid AAS area

    WARNING:Door DoorWardrobeB3 is not within a valid AAS area

    WARNING:Door DoorWardrobeA1 is not within a valid AAS area

    WARNING:Door DoorWardrobeB1 is not within a valid AAS area

    WARNING:Door DoorWardrobeA2 is not within a valid AAS area

    WARNING:Door DoorWardrobeB2 is not within a valid AAS area

    WARNING:Door atdm_mover_door_6 is not within a valid AAS area

    WARNING:Door atdm_mover_door_13 is not within a valid AAS area

    WARNING:Door atdm_mover_door_14 is not within a valid AAS area

    WARNING:Door atdm_mover_door_16 is not within a valid AAS area

    WARNING:Door atdm_mover_door_8 is not within a valid AAS area

    ModelGenerator memory: 6 LOD entries with 6 users using 3976 bytes.

    WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0)

    --------------------------------------

    Shutting down sound hardware

    idRenderSystem::Shutdown()

    Shutting down OpenGL subsystem

    ...wglMakeCurrent( NULL, NULL ): success

    ...deleting GL context: success

    ...releasing DC: success

    ...destroying window

    ...restoring hardware gamma: success

    ...shutting down QGL

    ...unloading OpenGL DLL

    I18NLocal: Shutdown.

    ------------ Game Shutdown -----------

    --------- Game Map Shutdown ----------

    ModelGenerator memory: No LOD entries.

    --------------------------------------

    ModelGenerator memory: No LOD entries.

    Shutdown event system

    --------------------------------------

    CRawBuffer::resize: realloc failed (from 4194304 to 8388608 bytes)

    I've mentioned in the "1.08 impressions" thread that 1.08 has overall *reduced* my fps to about half or less of what I generally get with 1.07 (which is 50-60fps). I've done a completely fresh re-install of Doom 3 and TDM, and updated my GPU drivers, but to no avail. If this error message gives anyone any insights, I'd love to hear them :( Laptop specs: Win 7 Pro 64-bit, 8GB RAM, Nvidia Geforce GT 555M GPU.

  13. That's very bizarre, since I noticed an _improvement_ in framerates in 1.08. Others have commented on this as well.

    Glad I'm in a minority with this problem :smile:

     

    what's your gpu again and what driver version are you running..?

    Printout from Nvidia control panel here: -

     

    NVIDIA System Information report created on: 10/21/2012 20:18:24

     

    [Display]

    Operating System: Windows 7 Professional, 64-bit (Service Pack 1)

    DirectX version: 11.0

    GPU processor: GeForce GT 555M

    Driver version: 306.97

    DirectX support: 11.1

    CUDA Cores: 144

    Core clock: 590 MHz

    Shader clock: 1180 MHz

    Memory data rate: 1800 MHz

    Memory interface: 128-bit

    Total available graphics memory: 4096 MB

    Dedicated video memory: 2048 MB DDR3

    System video memory: 0 MB

    Shared system memory: 2048 MB

    Video BIOS version: 70.06.35.00.A4

    IRQ: 16

    Bus: PCI Express x16 Gen2

     

    [Components]

    easyDaemonAPIU64.DLL 1.10.8.0 NVIDIA Update Components

    WLMerger.exe 1.10.8.0 NVIDIA Update Components

    daemonu.exe 1.10.8.0 NVIDIA Update Components

    ComUpdatus.exe 1.10.8.0 NVIDIA Update Components

    NvUpdtr.dll 1.10.8.0 NVIDIA Update Components

    NvUpdt.dll 1.10.8.0 NVIDIA Update Components

    nvui.dll 8.17.13.0697 NVIDIA User Experience Driver Component

    nvxdsync.exe 8.17.13.0697 NVIDIA User Experience Driver Component

    nvxdplcy.dll 8.17.13.0697 NVIDIA User Experience Driver Component

    nvxdbat.dll 8.17.13.0697 NVIDIA User Experience Driver Component

    nvxdapix.dll 8.17.13.0697 NVIDIA User Experience Driver Component

    NVCPL.DLL 8.17.13.0697 NVIDIA User Experience Driver Component

    nvCplUIR.dll 4.8.750.0 NVIDIA Control Panel

    nvCplUI.exe 4.8.750.0 NVIDIA Control Panel

    nvWSSR.dll 6.14.13.0697 NVIDIA Workstation Server

    nvWSS.dll 6.14.13.0697 NVIDIA Workstation Server

    nvViTvSR.dll 6.14.13.0697 NVIDIA Video Server

    nvViTvS.dll 6.14.13.0697 NVIDIA Video Server

    nvDispSR.dll 6.14.13.0697 NVIDIA Display Server

    NVMCTRAY.DLL 8.17.13.0697 NVIDIA Media Center Library

    nvDispS.dll 6.14.13.0697 NVIDIA Display Server

    PhysX 09.12.0604 NVIDIA PhysX

    NVCUDA.DLL 8.17.13.0697 NVIDIA CUDA 5.0.1 driver

    nvGameSR.dll 6.14.13.0697 NVIDIA 3D Settings Server

    nvGameS.dll 6.14.13.0697 NVIDIA 3D Settings Server

     

     

    Any use? Any other GPU settings I could let you know about? (I've never messed around with them, so they're all on default settings AFAIK).

  14. Just to say I've done a few side-by-side comparisons, playing freshly downloaded missions in 1.08 and in 1.07 (running from a TDM backup on a separate drive). FPS in 1.07 runs pretty consistently at 50-60fps in each mission, with occasional drops to 30-40; in 1.08, it's generally half that or less. Missions tested: Phrase Book, Too Late, Thief's Den. Outside areas particularly get slow - first section of Thief's Den runs 15-20 fps; the courtyard in Too Late runs 7-15fps. (Phrase Book runs about 20-25fps in the outside areas.)

     

    I'll mention one other little 1.08 glitch I noticed in case it's useful - on the briefing page of Thief's Den, the 'Back' and 'Objectives' links at the bottom of the page were blacked out.

     

    Hey, I've got a working version of 1.07. I'll wait to see if more info emerges that may identify the cause of my problem :smile: .

  15. Oh, so it's possible to patch thedarkmod.exe with that patch too? Good to know.

    Well, I assume it is :) . The patch didn't throw up any error messages when I ran it.
    Are you using different graphic settings than you used in 1.07? If you bring down the console, what are image_usecompression and image_usenormalcompression set to?

    image_usecompression = 1

    image_usenormalcompression = 2

    (Are they normal? Never looked at them before.)

    Graphic settings (I may have had them higher in 1.07 and lowered them when I saw I was getting fps drop in 1.08): -

    Vertical sync - No

    Antialiasing - Off

    Texture anisotropy - 1x

    Ambient rendering - Simple

    Interaction shader - Default

    Post-processing - Disabled

    Object details (LOD) - Lowest

     

    Gone 2am so signing off for the night :) . Will check back in tomorrow...

  16. Having had the privilege of being one of the beta-testers, I'm really looking forward to seeing what people make of this one. One of the most challenging missions I've played, which definitely took me out of the comfort zone of my preferred playing-style. Heck, I even used flash-bombs at one point :P . Unfortunately, I'm having some performance issues with 1.08, and this mission keeps on slowing down/crashing, which it never did in 1.07. Hope I can get it sorted.

     

    BTW - it looks like the small spelling corrections I suggested for the briefing got lost in transmission... B)

  17. in the training mission, can you tell me each location where the fps is low?
    Just done a quick playthrough - in general, in the climbing section I'd say (1) indoors/enclosed spaces - generally runs 25-35fps; (2) where sky is visible, 15-25fps; (3) looking up to the sky (e.g. to fire a rope arrow) can get 7-15fps.

     

    Stealth is mostly better, but still 30-40fps. Main noticeable drop is the corridor section going down to the very first guard, as the following pix should show: -

    post-9265-0-73558600-1350693628_thumb.jpg

    post-9265-0-49683200-1350693642_thumb.jpg

    post-9265-0-67520300-1350693655_thumb.jpg

     

    HTH. Gonna go to bed now...

  18. OK - on the up side: played through Tears of St Lucia; it looked amazing (the sewers especially), I was chuffed I could still spidernoob my way to places I shouldn't be :rolleyes: and performance was good-to-OK throughout. My impression from playing the stealth and climbing sections of the new training mission is that it's more noob-friendly than the original, and again it looks lush.

     

    Not so good: Training mission (stealth section and climbing/mantling section at least) persistently runs slower - sometimes much slower - than 1.07. Average fps 30-40, with occasional drops down to 18-19 (e.g. rope swing across the river). In 1.07 it ran at about 62fps pretty much all the time.

     

    Really not good: I helped beta-test Obsttorte's new FM, and in 1.07 I was generally running at 62fps with occasional drops down to 30 or so (especially when one particular door is opened and I'm looking at it). In 1.08, I'm generally getting 30-40fps (it sometimes blips back up to 62fps, but only for a couple of seconds), and when this particular door opens, it drops to 11-12fps (sometimes single figures). I've also had several crashes to desktop, usually when I switch from playing TDM to another program, which never happened with 1.07.

     

    I've patched thedarkmod.exe with the 4GB ram patch. Laptop specs: Win 7 Pro (64 bit), 8GB RAM, i7-2670QM CPU, Nvidia GeForce GT 555M. I haven't had any problems opening missions so far. I just seem to be getting a performance hit. Any ideas why?

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