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  1. Im experiencing a crash on loading quick saves in my work in progress FM. What are steps for diagnosing this and figuring out what is causing that crash? Thanks very much Kingsal
  2. I've been gone for a while, but now I'm back, have a new desktop and I want to get back to making missions and playing missions. And doing other contributions. Waiting for my reset password for the wiki, but I'll take a look at it soon. Hello, all. :)

    1. Show previous comments  1 more
    2. Petike the Taffer

      Petike the Taffer

      I already wanted to revisit the forums this past autumn and winter, but other stuff kept me busy. Now that I've jumped over to 64-bit TDM on a brand new machine, I also want to revisit my old FM projects and complete a smaller FM.

    3. thebigh

      thebigh

      New missions! New missions! *happy noises*

    4. datiswous

      datiswous

      Btw. in case you come across these 2 pages on the wiki, I modified them quite a bit after you left:

      The contents of the Entity database was hidden and therefore no search could be made on it's contents (everything that is hidden does not excist for search and this makes it kind of useless i.m.o.). I restructured it so everything is always visible (with a back to top-index link after each section).

  3. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  4. My new FM is in beta test, and some testers are using 2.12. They have discovered a hang/crash that only happens in 2.12 (crash doesn't happen in 2.11). I am able to recreate it in 2.12 now. I run TDM in the Visual Studio debugger (using dev16829-10455). After starting the mission, I just wait a minute or so and the screen freezes. Then, I wait another couple of minutes, and the debugger reports a failed assertion. The assertion is: WARNING:ASSERTION FAILED! E:\games\darkmod_source212\idlib\containers\List.h(394): 'newsize >= 0' The callstack is: TheDarkModx64_debug.exe!AssertFailed(const char * file, int line, const char * expression) Line 75 C++ > TheDarkModx64_debug.exe!idList<idPlane>::Resize(int newsize) Line 394 C++ TheDarkModx64_debug.exe!idList<idPlane>::AddGrow(idPlane obj) Line 765 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 351 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FlowLightThroughPortals(idRenderLightLocal * light, idFlexList<int,128> * areaIds, lightPortalFlow_t * portalFlow) Line 495 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::AddLightToAreas(idRenderLightLocal * def) Line 2038 C++ TheDarkModx64_debug.exe!R_CreateLightRefs(idRenderLightLocal * light) Line 738 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::UpdateLightDef(int lightHandle, const renderLight_s * rlight) Line 423 C++ TheDarkModx64_debug.exe!idLight::PresentLightDefChange() Line 1076 C++ TheDarkModx64_debug.exe!idLight::Present() Line 1132 C++ TheDarkModx64_debug.exe!idEntity::Think() Line 2318 C++ TheDarkModx64_debug.exe!idLight::Think() Line 1274 C++ TheDarkModx64_debug.exe!idGameLocal::RunFrame(const usercmd_t * clientCmds, int timestepMs, bool minorTic) Line 3366 C++ TheDarkModx64_debug.exe!idSessionLocal::RunGameTic(int timestepMs, bool minorTic) Line 3063 C++ TheDarkModx64_debug.exe!idSessionLocal::RunGameTics() Line 3109 C++ TheDarkModx64_debug.exe!idSessionLocal::FrontendThreadFunction() Line 3159 C++ TheDarkModx64_debug.exe!idSessionLocal::StartFrontendThread::__l2::<lambda>(void * x) Line 3235 C++ TheDarkModx64_debug.exe!unsigned int <lambda>(void *)::<lambda_invoker_cdecl>(void * x) Line 3236 C++ [External Code] The code in question: ID_INLINE int idList<type>::AddGrow( type obj ) { if ( num == size ) { int newsize; if ( granularity == 0 ) { // this is a hack to fix our memset classes granularity = 16; } newsize = (size * 3) >> 1; // + 50% size newsize += granularity; // round up to granularity newsize -= newsize % granularity; // Resize( newsize ); } list[ num ] = obj; num++; return num - 1; } size = 968651120, so newsize is calculated as -694506944, which causes the assertion. Obviously something is running away and the code ends up trying to resize the list to a size that is so big that it wraps around to negative. Is my mod doing something wrong that is leads to this? How do I track this down? I can supply the FM package if that will help. Or, I can set some breakpoints if there's something I can look at here. Thanks. Edit: Here's the FM: https://www.dropbox.com/scl/fi/3fg2x3w4owmku1l4gifi7/altham_crash.pk4?rlkey=z0q1gaflz5b7mifeuayoqmlug&dl=1 To reproduce the problem, start the mission (Easy difficulty), then just stand there. The guard will walk close to you but he shouldn't see you (you can always set the "notarget" console command to ensure he doesn't see you). After a few minutes, the game freezes. A few minutes after that, it crashes. Sometimes it happens in just a minute or two; other times it takes several minutes. But so far, it always happens eventually.
  5. A couple of users have pretty consistent crashes with High Expectations. I have also experienced crashes with Windows on my own machine, but very rarely. I have a debug build of 2.11, but I haven't been able to get it to crash under that yet. I've attached the logs that @irisx has provided, and @DavyJones has the exact same issue. The only thing that stood out to me was in the qconsole.log: The ambient 'snd_tunnels' (underground_forelone_loop_z) for location 'location_tunnels' is now playing. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- @irisx did you say you also have some trace file? Do any other Linux users have this problem (or not)? The issue seems to occur about 1.5 seconds after the FM starts, or as soon as you start to provide input (move the mouse or start walking, etc). qconsole.log Darkmod.log
  6. Tidings, I have an issue with a map I am working on where Darkradiant suddenly won’t open it without hard crashing. I was editing the map and had the game open in connection mode - everything was working fine - the map was compiling and loading fine - so I saved my work for the day and closed DR. I realized I wanted to do a couple of other things but now the map will not open and I receive the following error prompts: The map itself continues to compile and open without an issue in the game, so whatever is going on with the map file is not preventing it from working in TDM - simply I cannot open and edit it in DR. I had the author I am working with test opening the map as well and they are receiving the same error. They generated a program dump which is here: https://drive.google.com/file/d/19PiDR2x4uQPi3vELAqmbA4UH40724Yj4/view?usp=share_link Any ideas on this issue would be greatly appreciated as we are trying to finish up a project as quickly as we can!
  7. Hey folks, I just started playing "No Honour Among Thieves" after doing the "A New Job" and "Tears of St. Lucia" and have found a crash bug of some sort. While I've since fiddled with my cvars, the issue first occurred with the settings I'd used without issue on the prior missions. I'm using the 2.10 release. Initially starting the game and starting the mission (or loading a save) works fine, but should video have to be reloaded (ie after death, or issuing a "vid_restart") I get a crash to desktop, every time. I was able to debug this down to heap corruption, but without PDBs I can go no further (I can't find or have no access to the "assets SVN" where these would be, based on the wiki). Please find attached various potentially relevant config files. I have a crash dump, and will try to edit a URL in to it after initially posting it (worried about anti-spam measures). Just in case, I've included windbg.txt output in the attachments showing what I can as-is. I've already ruled out r_useMultiDrawIndirect and r_useBindlessTextures (and so you'll see them on in the attached files, since they didn't seem to be at fault. (I have modified alsoft.ini, to force headphone stereo mode.) alsoft.ini autocommands.cfg autoexec.cfg Darkmod.cfg Darkmod.log qconsole.zip DxDiag.txt windbg.txt
  8. Hi, I'm trying to make some maps for dhewm3, but if I give the path where the game files resides it crashes. In my case the path is /usr/local/share/dhewm3/ This doesn't happen if I give it my working path but then I'm missing all definitions, models, materials etc.. ~/.local/share/dhewm3/ My system is Ubuntu 20.04, DarkRadiant 3.2.0 is installed from ppa This is the error: $ darkradiant SIGSEGV signal caught: 11 0: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6applog15SegFaultHandler14_handleSigSegvEi+0x474) [0x7f7b3f2ebef4] 1: /lib/x86_64-linux-gnu/libc.so.6(+0x43090) [0x7f7b524ce090] 2: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN4decl23DeclarationFolderParser5parseERSiRKN3vfs8FileInfoERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE+0x202) [0 x7f7b3f1abf32] 3: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6parser18ThreadedDeclParserIvE12processFilesEv+0x87b) [0x7f7b3f1b9f8b] 4: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZN6parser18ThreadedDeclParserIvE7doParseEv+0x20) [0x7f7b3f1bb140] 5: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt17_Function_handlerIFSt10unique_ptrINSt13__future_base12_Result_baseENS2_8_DeleterEEvENS1_12_Task_setterIS0_INS1_7_Resu ltIvEES3_ENSt6thread8_InvokerISt5tupleIJZN6parser17ThreadedDefLoaderIvE19ensureLoaderStartedEvEUlvE_EEEEvEEE9_M_invokeERKSt9_Any_data+0x50) [0x7f7b3f1d1e20] 6: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt13__future_base13_State_baseV29_M_do_setEPSt8functionIFSt10unique_ptrINS_12_Result_baseENS3_8_DeleterEEvEEPb+0x2d) [0x7 f7b3f1c6f2d] 7: /lib/x86_64-linux-gnu/libpthread.so.0(+0x114df) [0x7f7b5268e4df] 8: /usr/lib/x86_64-linux-gnu/darkradiant/modules/libradiantcore.so(_ZNSt6thread11_State_implINS_8_InvokerISt5tupleIJZNSt13__future_base17_Async_state_implINS1_IS2_IJZN6parser17ThreadedDefLoad erIvE19ensureLoaderStartedEvEUlvE_EEEEvEC4EOSA_EUlvE_EEEEE6_M_runEv+0xfd) [0x7f7b3f1ca13d] 9: /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xd6de4) [0x7f7b528e2de4] 10: /lib/x86_64-linux-gnu/libpthread.so.0(+0x8609) [0x7f7b52685609] 11: /lib/x86_64-linux-gnu/libc.so.6(clone+0x43) [0x7f7b525aa133]
  9. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  10. I want to make sure that you devs don't miss the conversation that was just had in the fan mission "Who Watches The Watcher". Some guy got a segmentation crash, and it's likely linked to the card playing default animations, where card entities keep getting destroyed over and over. More details can be found in that thread. Here is part of the guy's log: Instead of continuously destroying the cards, just have one card, turn it invisible, and move it back to where it is supposed to become visible again. This goes for all animations: Don't keep destroying entities if you have pointers aimed at them.
  11. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  12. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  13. Say, I know it's been a while since the site got overhauled from the crash. But did we ever figure out if/how to get the recent topics & replies list back? It's not a total deal breaker but it was nice for becoming a thread creeper again...

    6f0df5ed20e9ffe25c9780f6285c42db.png

    1. Show previous comments  3 more
    2. greebo

      greebo

      In case you're concerned about upcoming mission titles being spoilered: the topic list on the right is permission-trimmed, it's only showing what you're allowed to see. At least it was like this the last time I checked.

    3. datiswous

      datiswous

      Ok but everyone (logged in) has permission to see every topic in the TDM Mission Beta Testing  section afaik. But it's good that it's filtered for non forum members at least.

    4. greebo

      greebo

      Oh, I wasn't aware that every member can see that forum. It used to be per invitation only in the past, I obviously missed that this has changed.

      I didn't expect this to be possible, but there's in fact an option to select the forums that should show up in that block. I adjusted this to not show the Beta Testing forum now.

  14. Hey, I noticed in the mission list my mission didn't have my author name in it, so I edited the darkmod.txt file in my mission folder and added it, and now the game crashes to desktop every single time. I figured corrupt save file, so deleted that, no help. I redownloaded my mission from the forum, and still it crashes. Anyone know why? How do I fix it? Thanks Neon
  15. Hello, I get a dark radiant crash every time I try to use Connection > Update entities on every change I do the following steps: 1. Start TDM, load map with console command "map anol" 2. Enter in console "com_automation 1", windows firewall request was accepted the first time (no other firewall is running) 3. Start dark radiant and load corresponding map fms/anol/maps/anol.map 4. Activate "Game position follows dark radiant camera" > camera synchronisation is working 5. Change an entity and use Connection > Update entities now > working without problems 6. Activate Connection > Update entities on every change 7. As soon as any entity is moved, dark radiant crashes by directly closing without giving an error on the desktop When this happens, TDM prints the following in the console: HotReload: SUCCESS ERROR: idTCP::Read: WSAECONNRESET Automation lost connection I'm using TDM 2.09/64 #9108 and Dark radiant 2.11.0 x64 Build date Jan 29 2021 13:59:57 Please help! If you need any more info (logfiles or anything like that) please tell me where to find it.
  16. Maybe you don't know but the last iterations of Windows 10 on multi-GPU systems automatically choose the "best" GPU for the rendering (in D3D11 and lastest OpenGL applications) enabling the possibility of an Optimus-like configuration on desktop systems too: the active AND single-showed desktop on the monitor connected to the iGPU (the "integrated" GPU on the processor chip) where the output of the "real working" (typically dedicated, on the classic PCI-Express card) GPU is eventually routed thanks to the framebuffer being copied through the main System Memory. The results (so you can see the actual overhead of the framebuffer copying/swapping process ) Pure Dedicated GPU (GeForce 1050 Ti): "Optimus-Like" configuration (Intel HD 630 + GeForce 1050 Ti) Not bad! Only a 9.5% of performance hit on a system with DDR4 2400 (so with better RAM modules and IMC you can reduce it to 5% I think) Of course you can always force the rendering GPU through the dedicated interface in "Display Settings -> Graphic Settings"
  17. Apologies in advance if this is a known problem, I haven't found any results from my search. My Heart of Lone Salvation mission save started to crash whenever I tried to select lockpicks or keys. Other items (I tested potions, reading material) seem to be fine, but whenever I select lockpicks or keys the game freezes and crashes to desktop. I restarted the mission and it seem to run fine is there a way to solve this without restarting the mission? If you want to try out, you can find my save at https://www.sendspace.com/file/yzn2qk
  18. I've got a CTD that happens when using a atdm:combination_lock_small. The lock is bound to a safe door (atdm:mover_door). I can get it to happen every time by setting the combo correctly (which opens the door), then closing the door, then trying to spin one of the combo dials again - as soon as you do this TDM crashes. I cranked up logging. I saw one thing interesting, that didn't show up until the CTD: [game\BinaryFrobMover.cpp ( 533):DEB (FROBBING) FR: 5085] [safe_door1] FrobMover is locked This might be related to the crash because it's the last thing that is logged, just before all of the C++ destructor logging (which I assume is associated with the crash). E.g.: [game\Entity.cpp (1889):DEB (FUNCTION) FR: 5085] this: 327766FC [idEntity::~idEntity] But that's just a guess. Anyway, it was suggested that Obsttorte might be the right person to help me with this? I've got a simple test map that displays this issue. Or let me know if there's anything else I should try. Thanks. Edit - I've experimented with different spawnargs on the combination lock, trying to see if that changed behavior - no luck. Also, I found a different FM that used the same lock (and doesn't crash), and tried to see what it does differently, but so far I can't figure out why it works and mine doesn't.
  19. Did a fresh install (deleted old files) of the new development build (dev16225-9284), worked like a charm up until I set my graphics to the following (https://imgur.com/a/ChxBGm2), downloaded almost 100 missions and restarted. The game now crashes before it can reach main menu. Hoping there's a log somewhere I can post to help.
  20. In the mission after riding the lift out of the sewers there are two conversations. The first gives you several objectives. Its the one where they talk about the sword and the fence. The second conversation is a man talking about finding ruins on the grounds. The man from the historical society does all of his dialogue, but the guard does not say anything. After this conversation you get another objective but the game crashes. The mission used to work, maybe the new version broke the scripting? Here is the terminal output Restarting ambient sound snd_cleighmoor'(solitary_theme02_z) with volume -7.784369 Linking GLSL program environment ... NEW OBJECTIVE signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. I am playing on Ubuntu 20.10
  21. I followed lophyte's 'flying corpse' Doom 3 tutorial and it worked perfectly. ragdoll (marauder1) bound to func_mover (thrower1), aimed at func_static (movepoint1) on other side of a func_fracture window with health=0. trigger_once calls corpse_move1, which is lophyte's script copy/pasted w. name changes: void corpse_move1 () { $thrower1.time(.4); $thrower1.moveTo ( $movepoint1 ); sys.waitFor ($thrower1); $marauder1.unbind(); } The ragdoll flies thru' window, breaking it, and falls to ground (as per last line in script). Yippee! So simple, for once. However, I can't load a savegame of the map. I reduced the problem to binding the ragdoll to the func_mover. That alone causes the problem.
  22. In one of the fan missions I was playing. "Briarwood Manor" When I enter the lobby, the game suddenly crashed on me. I saved my game thank god and was able to complete the mission without any more problems, but just wanted to point that out in maybe updating the mission file of getting rid of that bug. It's not my computer since I meet the requirements. Other fan missions work just fine, I tested a few other ones and was able to complete those as well.
  23. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  24. 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.

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