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  1. Are you being obtuse on purpose? You know exactly what he means. With his limited time to work on the project, he'd rather spend his time on game breaking bugs. Of you want it fixed you can help by going back through the dev builds and finding where the regression was introduced.
  2. There also such thing as "code inertia". You are discussing something as simple as "controls" or "bindinds". But in reality it is the whole logic of frobbing, grabbing, dragging, light extinguishing, light handles, scripts and spawnargs --- all tied in a single knot. The code existed long time in a way that you can shoulder a body only after you grab it, and you can extinguish a candle only after you grab it. As far as I understand, @Daft Mugi did not refactor everything so that this idea no longer exists --- that would be too hard right now and probably break too much. Under the hood, there old logic somewhat remains in addition to the new one. Such things often bite back with bugs, corner cases. Also it makes it even harder to further change things in frobbing. Of course, one could say that the new code has been extensively play-tested, but then we'll find yet another mission where something is used in unexpected way and we need to change something again. Indeed, happy people will just add more if-s and condition-s, but often it just shifts the problem into a different case. So you know, if there are several plausible solutions, I would definitely lean to a more conservative one, which better complements the old one.
  3. An impossibly huge stone bridge that only makes sense in a Quasi-Medieval/Steampunk fusion world. (stone is a crappy bridge material) - It does exude that 'TDP' classic feel somehow; not a trait most TDM missions have. Poor FPS near many upper bridge sections, and a horrible TDM FREEZE!! bug (never seen in any other mission - including a few others that up crash at random), as well as numerous geometry holes in the map...Did I mention the many Free-Runner traps on roof sections? Quite well-thought out interiors (if kinda HUGE scaled), give this FM one of the old-school'iest play-feels I've done in a while; One to watch for a updated 1.1 version with the bugs fixed... Try it later, is my recommendation.
  4. Not directly related to the particular mission, but the existence of large outdoor areas made me realise that my constant inability to hit moving targets with projectiles (when shooting along specific directions) was not due to bad aim but to a 2.11 bug: https://bugs.thedarkmod.com/view.php?id=6292
  5. The Dark Mod 2.08 https://bugs.thedarkmod.com/view.php?id=3607 Beta Testing Thread: Perhaps the shouldering animation is broken if the executable is used with the latest SVN assets?
  6. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  7. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  8. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  9. Demonstration Video I wondered if I could implement an improved lean for The Dark Mod. How was the result? Please see for yourself by checking out the video. The video shows: Leans from multiple games that show less view angle and more slide. Comparison between Thief and this lean proposal. Comparison between TDM 2.11 and this lean proposal. Aiming and shooting arrows while standing and crouching. Tap lean ability. Motivation There is something about the original Thief game's lean that feels really good. It feels close to actually peeking around a corner while not jarring the view. In an interview with former Looking Glass Studios developers, the interviewer asks them how they got leaning to feel so good while other FPS games have not. In a tweet by NamelessVoice, the author of the widely used Thief FM script library called NVScript, he said: New Lean Proposal Provide a lean that is more similar to Thief-style lean. Less view angle, more slide. Feels more natural, less awkward. Easier to aim and shoot arrows. Unlean more quickly. Feels like snapping your head back after suddenly seeing a guard. Improved lean during crouch. Compared to TDM 2.11, this lean can be used to see more around corners while crouched. Tap lean ability. Compared to TDM 2.11, this lean allows pressing the lean keybinding in rapid succession. Other: Fixed "lean getting stuck sometimes" bug in TDM 2.11. Fixed "lean getting stuck after saved game load" bug in TDM 2.11. Technical Details Bug Tracker https://bugs.thedarkmod.com/view.php?id=6320 Cvars At the moment, the new lean is toggled on via the tdm_lean2_mode cvar. Other cvars include: pm_lean2_time_to_lean (default "400") pm_lean2_time_to_unlean (default "300") pm_lean2_slide (default "200") pm_lean2_angle (default "8") pm_lean2_angle_mod (default "0.5") However, I didn't know how to proceed with this section. Does the new lean replace the old lean? Does the new lean become the default while keeping the old lean available? Code TDM 2.11 uses a sine easing function. Instead, this new lean uses a cubic bézier easing function. For a 2.11-Like Lean For a lean that is similar to 2.11, its cvars can be set to the following: pm_lean2_slide "100" pm_lean2_angle "18" pm_lean2_angle_mod "0.8" The following video shows a comparison between 2.11 and this new lean proposal with those cvar settings.
  10. heh yeah i also had to use some cheats to get through some parts of the game, kinda a bummer since i suspect the game would have ended up great if they actually had the time to iron out the bugs. sadly they went bankrupt and the game only came out because one dev fixed it to a point where it was atleast playable. currently blasting through starfield (well also buggy sigh...) pretty enjoyable when i actually get to play it, but it has a bug where the main window refuses to open (cant even force it via alt tab) it just sits in the tray and hovering the mouse over the icon shows the game playing so its not a crash. fixed it by (hold on your going to love this) setting compatibility with windows 8 yeah....
  11. That would be great! Thank you! Already done: https://bugs.thedarkmod.com/view.php?id=6316 (Also, included the patch link just now.)
  12. Though I would suggest that you open a feature request bug tracker (bugs.thedarkmod.com) and post this patch there, just so devs can be notified if they don't see this thread,
  13. well here it is :) might look unassuming but this puppy is driven by a 16 core xeon hehe. and yes thats a 1kw PSU probably overkill but the old R9 290X is a powerhog so better safe than you know... the CPU cooler is a dark rock slim despite its small footprint it cools astonishingly well. the old gfx card handles HZD with no problem using the latest nimez drivers starfield is a nogo though it does start but crashes instantly when in game guess they still need to iron out some bugs cause it also crashes with my 1080ti though i can usually play for atleast an hour or more before it happens. GFX card will be replaced next but i need to find a model with a lower profile than most because of the fan assembly at the top, the cabby is simply to slim for huge GFX cards if you want the fan also and you do... the cabby only has 3 fans and they are not the most efficient at moving air (probably going to replace them with some high pressure models). and you might need to build up some muscle if you wanna steal it (it weighs 30 kg) hehe.
  14. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  15. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  16. Complaint From Players The player must pick up candles before extinguishing them, and then the player must remember to drop the candle. The player must drag a body before shouldering it (picking it up), and the player must remember to frob again to stop dragging the body. The player finds this annoying or easy to make mistakes. For players who ghost, some of them have the goal of returning objects back to their original positions. With the current "pick up, use item, and drop" system, the item might not return easily or at all to its original position. For example, a candlestick might bounce off its holder. (See player quotes at the bottom.) Bug Tracker https://bugs.thedarkmod.com/view.php?id=6316 Problems to Solve How can the "pick up" step be eliminated so that the player can directly use or interact with the item where it is in the game world? How can so much key pressing and mouse clicking be eliminated when the player wants to directly use an item? How can candles be extinguished and lanterns toggled off/on without first picking them up? How can bodies be shouldered without first dragging them? Solution Design Goals Make TDM easier for new players while also improving it for longtime players. Reduce tedious steps for common frob interactions. Make it intuitive so that menu settings are unnecessary. Do not introduce bugs or break the game. Terms frob -- the frob button action happens instantly. hold frob -- the frob button is held for 200ms before the action happens. (This can be changed via cvar: 200ms by default.) Proposed Solution Note: Some issues have been struckthrough to show changes since the patch has been updated. Change how frobbing works for bodies, candles, and lanterns. For bodies: Frob to shoulder (pick up) a body. Second frob to drop shouldered body, while allowing frob on doors, switches, etc. Hold frob (key down) to start drag, continue to hold frob (key down) to drag body, and then release frob (key up) to stop dragging body. Also, a body can be dragged immediately by holding frob and moving the mouse. For candles/lanterns: Frob to extinguish candles and toggle off/on lanterns. Hold frob to pick it up, and then frob again to drop. Frob to pick it up, and then frob again to drop. Hold frob to extinguish candles and toggle off/on lanterns. For food: Frob to pick it up, and then frob again to drop. Hold frob to eat food. For other items: No change. New cvar "tdm_frobhold_delay", default:"200" The frob hold delay (in ms) before drag or extinguish. Set to 0 for TDM v2.11 (and prior) behavior. Solution Benefits Bodies: New players will have less to learn to get started moving knocked out guards. With TDM v2.11 and earlier, some players have played several missions before realizing that they could shoulder a body instead of dragging it long distances. Frob to shoulder body matches Thief, so longtime Thief players will find it familiar. Second frob drops a shouldered body. Players still have the ability to both shoulder and drag bodies. Compatible with the new auto-search bodies feature. Dragging feels more natural -- just grab, hold, and drop with a single button press. There is no longer the need to press the button twice. Also, it's no longer possible to walk away from a body while unintentionally dragging it. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Candles: New players will have less to learn to get started extinguishing candles. With TDM v2.11 and earlier, some players didn't know they could extinguish candles by picking them up and using them. Instead, they resorted to throwing them to extinguish them or hiding them. Hold frob to extinguish a candle feels like "pinching" it out. Once a candle is picked up, players still have the ability to manipulate and use them the same way they are used to in TDM v2.11 and earlier. For players who ghost and have the goal of putting objects back to their original positions, they'll have an easier time and not have to deal with candles popping off their holders when trying to place them back carefully. Set "tdm_frobhold_delay" cvar to delay of 0 to restore TDM v2.11 (and prior) behavior. Solution Issues Bodies: Frob does not drop a shouldered body, so that might be unexpected for new players. This is also different than Thief where a second frob will drop a body. "Use Inv. Item" or "Drop Inv. Item" drops the body. This is the same as TDM v2.11 and earlier. This is the price to pay for being able to frob (open/close) doors while shouldering a body. Patch was updated to drop body on second frob, while allowing frob on doors, switches, etc. Candles: Picking up a candle or lantern requires a slight delay, because the player must hold the frob button. The player might unintentionally extinguish a candle while moving it if they hold down frob. The player will need to learn that holding frob will extinguish the candle. The player can change the delay period via the "tdm_frobhold_delay" cvar. Also, when the cvar is set to a delay of 0, the behavior matches TDM v2.11 and earlier, meaning the player would have to first "Frob/Interact" to pick up the candle and then press "Use Inv. Item" to extinguish it. Some players might unintentionally extinguish a candle when they are trying to move it or pick it up. They need to make sure to hold frob to initiate moving the candle. When a candle is unlit, it will highlight but do nothing on frob. That might confuse players. However, the player will likely learn after extinguishing several candles that an unlit candle still highlights. It makes sense that an already-extinguished candle cannot be extinguished on frob. The official "Training Mission" might need to have its instructions updated to correctly guide the player through candle manipulation training. Updating the training mission to include the hold frob to extinguish would probably be helpful. Similar Solutions In Fallout 4, frob uses an item and long-press frob picks it up. Goldwell's mission, "Accountant 2: New In Town", has candles that extinguish on frob without the need of picking them up first. Snatcher's TDM Modpack includes a "Blow / Ignite" item that allows the player to blow out candles Wesp5's Unofficial Patch provides a way to directly extinguish movable candles by frobbing. Demonstration Videos Note: The last two videos don't quite demonstrate the latest patch anymore. But the gist is the same. This feature proposal is best experienced in game, but some demonstration videos are better than nothing. The following videos show either a clear improvement or that the player is not slowed down with the change in controls. For example, "long-press" sounds long, but it really isn't. Video: Body Shouldering and Dragging The purpose of this video is to show that frob to shoulder a body is fast and long-press frob to drag a body is fast enough and accurate. Video: Long-Press Frob to Pick Up Candle The purpose of this video is to show how the long-press frob to pick up a candle isn't really much slower than regular frob. Video: Frob to Extinguish The purpose of this video -- if a bit contrived -- is to show the efficiency and precision of this proposed feature. The task in the video was for the player to as quickly and accurately as possible extinguish candles and put them back in their original positions. On the left, TDM v2.11 is shown. The player has to highlight each candle, press "Frob/Interact" to pick up, press "Use Inv. Item" to extinguish, make sure the candle is back in place, and finally press "Frob/Interact" to drop the candle. The result shows mistakes and candles getting misplaced. On the right, the proposed feature is shown. The player frobs to extinguish the candles. The result shows no mistakes and candles are kept in their original positions. Special Thanks @Wellingtoncrab was instrumental in improving this feature during its early stages. We had many discussions covering varying scenarios, pros, and cons, and how it would affect the gameplay and player experience. Originally, I had a completely different solution that added a special "use modifier" keybinding. He suggested the frob to use and long-press frob to pick up mechanics. I coded it up, gave it a try, and found it to be too good. Without his feedback and patience, this feature wouldn't be as good as it is. Thank you, @Wellingtoncrab! And, of note, @Wellingtoncrab hasn't been able to try it in game yet, because I'm using Linux and can't compile a Windows build for him. So, if this feature isn't good, that's my fault. Code Patch I'll post the code patch in another post below this one so that folks who compile TDM themselves can give this proposal a try in game. And, if you do, I look forward to your feedback! Player Complaints TTLG (2023-01-10) Player 1: TDM Forums (2021-03-13) Player 2: Player 3: TDM Forums (2023-06-17) Player 4: TDM Discord (2021-05-18) Player 5: TDM Discord (2023-02-14) Player 6: Player 7: Player 8:
  17. I had been using v3.1.1, but I've stopped using openshot altogether. Now I'm using the python PIL library to create each frame individually and then ffmpeg to stitch them together into a video. It's a lot more difficult and time-consuming, but it gives me better control and fewer bugs, and the mp4 that comes out is also much smaller.
  18. luckily i long ago converted all my old games to iso's about 3 tb worth of old games most are still playable today mostly due to wrappers for old directx and glide versions (dgvoodoo and such), some i had to fix myself (older dos games) though atleast the more popular ones have since gotten ported to windows like blood -> duke nukem -> system shock 1 etc. a few of them are rather annoying to play today mostly due to control schemes that are weird (omikron nomad soul) which is sad since the story is actually pretty good. then there are the ones that are just bugged like hell (call of cthulhu dark corners of the earth) which is actually one of my favourites, though sadly riddled with bugs.
  19. Yeah! I can successfully reproduce it now! It's really next page + close book sequence. In my case it work both with mouse scroll + Enter and with NextInvItem key + Enter. Also it works both directions (next or prev page). UPDATE: can reproduce on New Job as well, so I guess any pickable book is affected at least. Created an issue: https://bugs.thedarkmod.com/view.php?id=6313
  20. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  21. The way I see it is that when playing a game for the first time players always play the vanilla version. Exceptions are when a game is known for critical bugs or old enough that requires a fix or patch to run properly but regardless, players don't mod games on their first run. Now, playing a game a second time opens up a whole new scenario and here is where mods spice things up: play the same but differently. Here is an idea. The Augmented are qualified players from a future, cyberpunk era. Augmented participate in simulations by impersonating a character and in the Mircea complex the Augmented line up for the upcoming Tournament: The Dark Module. Equipment, mechanics and rules differ from module to module but all games share the same, single goal: complete a simulation as fast as possible. Now, if you like this premise then the Augmentation Mod must be built around the one rule: get to the Mission Complete as fast as you can. In order to make the most out of the limb damage system I suggest a kind of weak character with outstanding healing capabilities. And since the mod is about speed I suggest players level up or level down in accordance with how much they run.
  22. I have played through this mission twice now, and despite the few frustrating spots noted by others, I found it enjoyable with many interesting ideas, visuals and gameplay mechanics. I can understand why some unconventional elements like the guard change, some unpickable locks/doors or seemingly impossible-to-ghost areas can break specific kinds of play style. In my opinion however the philosophy of TDM leaves a lot of room for missions to vary and even deviate from the "canon" so not to let us get bored I also think it lies on the mission author, how much of such information they put in the mission description as a warning, e.g. geegee already has included warnings about heavy GPU demands and hints at some nonlinear aspects of gameplay. All in all an enjoyable *and* challenging mission for me. I have also experienced framerate drops in some areas, even with my new RTX 3060 with maxed-out settings. Strangely, this also happens in areas with "smoke" effects, e.g. It also appears to get worse when the lantern is on, so maybe it is an interaction of light sources with volumetric stuff or shadow maps? I encountered a few other bugs here and there, like items frobbable from inside closed drawers/containers and the stuck dungeons door, and I also managed to break the game once by The lighting could also use some tuning in a few areas. One thing I was not able to figure out is, Will certainly play v2, whenever @geegee decides to make it!
  23. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  24. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  25. Some time ago I downloaded an old mission, called Yan's Test. By the name and content I think it was an intent to use a Quake Arena Map in a Mission. The mission is full playable without big bugs, but naturally requires some improvements, not so bad at all. It's made by Yan Ostresov and Bikerdude
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