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  1. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  2. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  3. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  4. hmm. okay maybe I can try it again in the debug build with a breakpoint there and see if I can tell what's clearing that variable...
  5. It can be easier to trigger on Debug build. Also, the ability to record crashdumps might depend on some Windows OS settings. You can first try to execute "crash" console command and see if you can record a crashdump from it. Just to be sure everything is prepared properly.
  6. oh sorry I complete misunderstood what you were talking about . I guess I thought that PDB would only be generated if you had 'debug' build config (see, told you I didn't know what I was doing). So for this to be useful, I would need to rebuild it with 'release' config, and then make it crash again (and generate new crashdump)?
  7. Here you can select configuration. The default one is "Debug" for some reason. It is interesting, because we almost never use pure Debug these days The problem is that "Debug", "Debug Editable", "Debug Fast" all use FASTLINK setting for debug information, which makes PDB file useless. Only "Release" configuration can generate crashdumps that can be passed to someone else for analysis (with PDB file of course). It looks like I can see some stack traces, and the main thread seems to "wait for frontend". It would be interesting to see what is wrong with e->spawnArgs value, but my debugger does not show anything.
  8. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  9. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  10. Thanks. Now, allow yourself to get hit by the blue (or orange) elemental, so you are transported, and send me that log. Actually, you could store out a save file and let me try to debug it on my machine. Go to <darkmod install>/fms/byanyothername/savegames and send me the <savename>.* files. Pick the save just before you get into the elemental section. That might be a more efficient way of debugging this. (You are using Version 2 of this mission, correct?)
  11. Here are the debug symbols : https://drive.google.com/file/d/1MrMuhiYGtiiE8ZtRD1t5j8Yf6nohbOnE/view?usp=sharing Here is a debug executable : https://drive.google.com/file/d/1gJia18obG5AuUmXirOyoRItbZvvxJThS/view?usp=sharing
  12. I got it to crash on my Windows debug build. I clicked 'debug', and in VS I was able to see the stack trace: https://drive.proton.me/urls/B06A4E8MV4#2lezsq0gsgfd I think I might know what that is. The entity in question is a door (atdm:arched01_111x40_left) that I didn't want to be openable. If I remember correctly, the usual tricks weren't working (making it a func_static made it disappear, and making it non-frobable the AI were still using it). So I changed the spawnclass to an idStaticEntity. Because it was a prefab, I think I thought it was a custom brush door as well. I see now it's just using a model, so I can probably just change it to that. Anyways, those are all my excuses. I'll fix this and send out a new version that someone can test.
  13. @nbohr1more can provide you debug symbols from the assets SVN repo (for 2.11 release only, not for dev builds). They are zipped inside devel/release directory. I don't have my main PC available right now, can't do it. Then you can run "gdb ./thedarkmod.x64", within gdb execute "add-symbol-file ./thedarkmod.x64.debug", and run the program to reproduce your issue.
  14. The source code has the debug symbols, you just have to compile your own executable (etc) rather than use the one from the installer. I tried to replicate on my Linux Mint desktop while in debug but thus far cannot get it to crash.
  15. 1.5 seconds after start is probably the time when script functions are called. Or some other post-spawn activity. Someone can also share LInux debug symbols for 2.11 release (they should be in assets repo somewhere inside devel). This way we can probably see stacktrace. Also keep in mind that the threadname message might be not the error itself, but some issue happening when game tries to throw exception or stop something after the issue has already happened.
  16. 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
  17. A couple of us have seen crashes. I think @VanishedOne was seeing similar to you on Linux. I don't know what's causing it, or how to debug them . I've made crash dumps available here for anyone that knows what to do with them:
  18. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  19. 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)
  20. 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
  21. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  22. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  23. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  24. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  25. 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.
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