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  1. The crash inside idDict access might be race condition. idDict use global string pool without mutex, so two threads cannot access it simultaneously. But the culprit is on the main thread then: frontend thread runs gameplay code which can legally access idDict-s. I will download the dump and see myself what's going on. Maybe we should add assert for threadID inside idDict/idStrPool? Maybe even leave the check enabled in release, so that if such a problem happens, it leads to Error/crash in 100% cases...
  2. Anyone here played the Forgotten City? So far, it seems really nice, but it's horribly unstable. Frequently crashes to desktop. It's annoying!

    1. Show previous comments  3 more
    2. chakkman

      chakkman

      I played it through. It's nice. And, I didn't have any issues with stability either (on an Intel/Nvidia system). Might be related to your hardware.

    3. STiFU

      STiFU

      Nah, that's definitely a bug in the game code. It always crashes with a null-pointer access-violation when it is trying to update some stats in the savegame, I had a look at the dumps. I also tried a new savegame, but I reproducible got the same issue over and over again. Aside from that, I also get a d3d crash every now and then. I am also running Intel and an Nvidia 3060 Ti with latest drivers. The only thing I could think of is that the game doesn't like my undervolting settings, but without undervolting, that shitty gpu overheats, so. 😄

      Anyway, I have given up on the game. Such a shame I was already out of the refund period. Paid good money for it...

    4. chakkman

      chakkman

      Maybe you have some luck reporting these issues to the developers. No idea if undervolting could have to do with it. Maybe it does. I can't remember having issues with the game.

  3. OK, not good news I'm afraid For linux experts out there, there may be better or simpler ways of doing this, however this is the way I went, please don't shout at me I've dug around and found the following site to be useful Understand and configure core dumps on Linux As my system is a systemd system I needed to install coredumpctl to access any dump files, this was installed with sudo apt install systemd-coredump It's possible I didn't need this but I found it useful To test if dumps were working I created a small program that would crash, NB I was working in the darkmod folder & made sure I didn't overwrite anything accidentally File crash.c contains int main() { return 1/0; } I compiled this with gcc -o crash crash.c I ignored the compilation warnings & ran it with ulimit -S -c unlimited ./crash which gave me Floating point exception (core dumped) Running the following coredumpctl list Shows I've successfully produced a dump file TIME PID UID GID SIG COREFILE EXE Mon 2021-09-06 17:08:57 BST 3600 1000 1000 8 present /home/karen/darkmod/crash So far so good, my system does produce a crash dump & I can see it & extract it Now we get to the not so good part I ran TDM with ulimit -S -c unlimited ./thedarkmod.x64 I opened a console window, entered "com_error_crash 2", closed the console, went to the mission downloader, selected a bunch of missions for download and let it rip TDM dutifully downloaded a few of the files in the list & then crashed to the desktop with a segmentation fault error However coredumpctl isn't showing any new dump files, so I'm stumped --EDIT-- Tried TDM again using "com_error_crash 3" instead, and again no core dump produced In case it's useful the last lines of the terminal log are Couldn't exec autocommands.cfg - file does not exist. Found 0 new mission packages. Found 9 mods in the FM folder. ]com_error_crash 3 munmap_chunk(): invalid pointer signal caught: Aborted si_code -6 Trying to exit gracefully.. Shutting down sound hardware double fault Segmentation fault, bailing out shutdown terminal support About to exit with code 11
  4. I believe the keyhole peek feature only works in Windows at the moment. The black screen is an improvement as previous versions would hard crash to desktop if you attempted to peek with Linux.
  5. Here's the pre-release build 3.0.0pre8, we're getting closer to the finish line. It's about time for a new major release - not just because of the changes of this build, but for all the improvements made over the last few releases. I'm going to need your help stabilising this release, with all the renderer changes things are bound to require a few tweaks. Most time since 2.14 has been spent on the renderer, which should now be faster in regular (non-lit) render mode. Lit render mode is probably not going to be faster, but at least more accurate. You can activate Shadow Mapping, and the interaction shader code has been ported over from TDM to produce the same look as the game. Starting with this release, the user settings will be saved separately for each DR version, meaning that this release won't mess with the settings of the previous versions, including keyboard shortcuts, colours, last used maps, etc. DR will try to import and use any settings of previous releases, but it won't change them. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/121ibqqYMKqRqjcQ1zS0HtM4JO0ADrgRo/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1209hG92chVzqOc-iaFDzJ0cBfQucDad8/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.14.0 can be seen on the Bugtracker changelog, here's the summary: #5787: Feature: Add "Create Particle" to right-click orthoview drop-down menu #219: Feature: Shadow mapping support #5761: Feature: Cut functionality to complement copy and paste #5757: Feature: Ability to center 3D camera on selected entity #5927: Feature: Save user settings by application version #5848: Feature: MD5 Animation Viewer: show current frame & total frames #5849: Feature: MD5 Animation Viewer: jump to frame #5905: Improvement: Safeguard warning against Loss of Layering #5872: Improvement: Option to filter skins out of search results in the Choose Model dialogue #5909: Improvement: Revisit Interaction Shader to get closer to the TDM looks #5822: Improvement: UI tweaks for worldspawn-to-entity conversion #5873: Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs #5825: Improvement: Allow absolute paths for snapshots #5910: Improvement: Entity Inspector: classname field should always be read-only, to force use of the "Choose entity class" button #5925: Fixed: Objective GUI doesn't display properly in some places #5919: Fixed: Crash on loading certain maps #5829: Fixed: Entity inspector shows inherited spawnargs of previous selection #5853: Fixed: DR overwrite order for defs is different from TDM's #5897: Fixed: X/Y and Camera View bindings don't save properly #5858: Fixed: "Replace Selection with exported Model" sets classname to "func_static". #5864: Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant #5846: Fixed: Rotating a func_static result to random stretch textures #5840: Fixed: DR crashes when syncing with remote Git repository #5847: Fixed: Switching visibility of Github repo from public to private causes crash #5841: Fixed: Dockable window layout doesn't save new floating XY views #5844: Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg #5826: Fixed: Entity inspector considers inherited colors black #5885: Fixed: ReloadDefs moves def_attached light crystals to entity origin #5901: Fixed: .lin files can't be opened if different case than .map name #5884: Fixed: Model chooser radio box selection issue #5836: Fixed: Changing multiple lights between omni/projected resets colours to black Changes since 3.0.0pre1 #5934: Selection overlay is z-fighting on patches #5932: ForceShadows materials are not casting shadows #5933: Moving brushes doesn't update the scene in lit render mode Changes since 3.0.0pre2 #5941: Selected Skin not showing in ModelSelector #5935: Defs takes longer every time #5939: Texture tool Free rotation not showing anymore #5940: Light diamond frequently disappears on colour change until it's moved again #5938: Additive blend stages over black diffusemap are z-fighting #5936: Ambient lights don't render properly in lighting preview mode Changes since 3.0.0pre3 #5949: Fixed: DR crash with combination of mouse buttons pressed #5948: Fixed: Manipulation Vertex Dots are hard to see #5947: Fixed: Git Sync Exception: too many redirects or authentication replays #5907: Feature: Allow way to hide some entities in Create Entity list #5946: Improvement: Speaker radii should be transparent #5945: Improvement: Light diamonds should be transparent again #5937: Fixed: Sound radius spheres don't always update #5943: Fixed: Brush manipulation is laggy in huge maps #5942: Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Changes since 3.0.0pre4 Reduced Frame Buffer Count from 3 to 1, this should reduce RAM consumption a lot #5953: Wireframe object drawing order is changing between sessions #5951: "Hide Deselected" is slowed when there's a lot of patches present in the scene #5950: Visibility checks are slowing down front-end render pass Changes since 3.0.0pre5 #5955 + #5956: Fixed: Player start entity is invisible in 3.0.0pre5 #5959: Geometry Corruption / weird diagonal lines messing up the view Changes since 3.0.0pre6 #5966: Light entity radious colour changes as you pan the camera around. #5964: Cannot manipulate func_emitter after creation #5965: Resizing light entites via light_radius in property inspector broken #5963: More Geometry Corruption in Camera View (Lighting Mode) #5960: Crash in MD5 model viewer Changes since 3.0.0pre7 #5968: origin of player start entity misaligned #5969: Cannot snap selected patch vertices to grid Thanks for testing, as always!
  6. 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.
  7. I confirm the same behaviour that @DavyJones is reporting: starting from a fresh install of the mission and not doing anything like moving the mouse or pressing a key, results in an immediate crash. If I move around upon start, most of the time (but not always) the mission continues normally. Once this happens, there are no crashes upon subsequent restarts or reloads. In addition to the above logs, I have generated a strace -F trace file of the crash, in case somebody (e.g. @nbohr1more ) could get some useful information from it. It is around ~15MB (gzipped), any suggestions on how to send it?
  8. ok thanks, yeah there is no reason that shouldn't have worked. I've created a new version and sent it off to @irisx and @DavyJones to see if it helped with the Linux crash (I also fixed the missing material warning). If anyone else wants to try it it's here (version 1.1): https://drive.proton.me/urls/K90XY99T8C#knRJbEEliX18 Ideally I'd get the crash sorted before I publish an update, but I'd be surprised if this fixes it.
  9. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  10. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  11. I've got 2x8GB of DDR3 desktop memory I would like to get rid of. There's no PC for me to put it in. (upgraded to Ryzen) Would like to sell it for $50. Cutting into the profits of the memory cartels by selling this so cheaply would just be a pleasant bonus.

    1. kano

      kano

      Actually DDR3 isn't (that) expensive, it's DDR4 where the real extortion is.

  12. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  13. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  14. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  15. 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....
  16. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  17. I get a crash at the same point in this map, every single time, making it unplayable. I'll post this here as a bug report, as requested..... ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: textures/mcity/mcityplain6 WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: models/darkmod/props/textures/candle_a_redheart.dds WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns WARNING:Couldn't load image: models/darkmod/props/textures/vic_diningchai1_local WARNING:Couldn't load image: models/darkmod/props/textures/ WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: tdm_tongue 0 purged from previous 209 kept from previous 1527 new loaded all images loaded in 20.8 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 149489k referenced 3648k purged ---------------------------------------- Loading EFX effect for location 'location_cathedral_main' (#261) Loading EFX effect for location 'location_cathedral_lower' (#311) Loading EFX effect for location 'location_forge' (#312) Loading EFX effect for location 'location_outside' (#313) Loading EFX effect for location 'location_tunnels' (#314) Loading EFX effect for location 'location_sewers' (#315) Loading EFX effect for location 'location_vestry' (#316) Loading EFX effect for location 'location_attic' (#317) Loading EFX effect for location 'location_vents' (#318) Loading EFX effect for location 'location_forge' (#319) Loading EFX effect for location 'location_mausoleum2' (#320) sound: found efxs/heartstmattis.efx ----------------------------------- 25732 msec to load heartstmattis interactionTable generated of size: 131072 entries ------------- Warnings --------------- during heartstmattis... WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: models/darkmod/props/textures/ WARNING:Couldn't load image: models/darkmod/props/textures/candle_a_redheart.dds WARNING:Couldn't load image: models/darkmod/props/textures/vic_diningchai1_local WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: textures/mcity/mcityplain6 WARNING:Couldn't load sound 'player_sounds_doublevision' using default WARNING:Couldn't load sound 'player_sounds_guienter' using default WARNING:Couldn't load sound 'player_sounds_guiexit' using default WARNING:Couldn't load sound 'player_sounds_hitarmor' using default WARNING:Couldn't load sound 'player_sounds_hitflesh' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic' using default WARNING:Couldn't load sound 'player_sounds_teleportexit' using default WARNING:Couldn't load sound 'player_sounds_teleportstart' using default WARNING:idFileSystem::OSPathToRelativePath failed on 17 warnings VertexCache static vertex buffer uploaded, memory used: 25335 kb VertexCache static index buffer uploaded, memory used: 4488 kb Switching to EFX 'location_tunnels' (#314) Restarting ambient sound snd_tunnels'(eerie02_loop) with volume -7.293525 haveHeart heartOn Quicksave_0 signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:Door DoorWardrobeA2 is not within a valid AAS area WARNING:Door DoorWardrobeB2 is not within a valid AAS area WARNING:Door DoorWardrobeB1 is not within a valid AAS area WARNING:Door DoorWardrobeA1 is not within a valid AAS area WARNING:Door sarcophagus_door is not within a valid AAS area WARNING:Door mover_door_monet is not within a valid AAS area ModelGenerator memory: 39 LOD entries with 85 users using 20311 bytes, memory saved: 47126 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0
  18. We will look at some of this stuff, but SPOILER tags, please!!!
  19. I'm glad you enjoyed it. About the ending... The cutscenes were pre-recorded. I guess I pioneered their appearance in mid-game. If by "lagged a lot" you mean choppy, that's because my rig was underpowered hardware-wise to do a good job of playing the scene while recording it. So lots of dropped frames. If I had it to do over again, I'd invest upfront in a better desktop and/or external video capture box. But too tedious to do over now. Cutscene prep in general takes a large time commitment.
  20. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  21. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  22. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  23. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  24. In High Expectations one of the guards uses the urinate animation which I think involves the 'penis', but IIRC I think some message appears on the console about not being able to find the 'penis attachment' (which to be honest is better that way as it thankfully never makes an appearance). I never used the penis entity directly. Also I could reproduce the bow crash in the starting tunnel pretty easily just by partially drawing the bow and cancelling it until it crashed. Sometimes it takes a while but you shouldn't need to go up into the street and do anything crazy.
  25. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
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