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  1. So updated to 2.05 pre1 and I am seeing VC++ dll error - Now this is interesting because GoG Galaxy also uses VC++ 2015 and when I try to run that I get the same error. The issue is either whole or partly todo with the fact I am running windows 8.1, and I am seeing a number of issue with this bloody OS over win7 - this being the latest. I have reinstalled VC+ 2015 x64 and it dosent fix this issue, any idea's..?
  2. This is with the original mission.tdminfo and this is with it deleted As an aside - if a mission is installed any updates to that mission don't appear in the downloader list
  3. Downloading! :D That screenshot looks fantastic

    1. Show previous comments  4 more
    2. SeriousToni

      SeriousToni

      no .. its only a picture

    3. Diego

      Diego

      That doesn't look right...

       

    4. Diego

      Diego

      That doesn't look right...

       

    1. nbohr1more

      nbohr1more

      I've got a little drool thing going on now... Sperry is one of those authors.

    2. Bikerdude

      Bikerdude

      Exactly..!! He is the one who inspired the Like's of Melan and Skacky!

  4. Hello guys started finally level making in TDM, don't know if this will take somewhere or just something to pass time so don't expect anything, but by building my level i found some problems, first i found that light entities are spawning more than a light and they all cast shadows, this is VERY bad for performance, especially on idtech 4, where overlapping lights are very expensive, and i'm not talking about the "shadow lights" that are used to simulate soft shadows on candle sticks, i'm talking about normal lights. This are the light entities i used till now with this problem: atdm:sconce_2candles_rigid -> spaws 2 shadow casting lights atdm:chandelier_3_candles -> spaws 3 shadow casting lights This should be avoided at all costs. Btw I'm also having a strange case where a prefab candle stick is getting doused but the flame is still visible. candle_ext_nopinch.pfb
  5. Just came home from a Marduk gig. I will have problems holding my head upright the next couple of days.

    1. Show previous comments  9 more
    2. SeriousToni

      SeriousToni

      Sepultura? Pah! You should better give Soulfly a try, nbohr!

    3. Deadlove

      Deadlove

      "Frontschwein" good album! "Thousand Fold Death" my go to song right now on that album.

       

      I have a record you might like:

       

      http://www.mediafire.com/download/sahfvq8c7a3napb/Bitter_Peace_TTM_Promo.rar

       

      Was compared in reviews to FUNERAL MIST, MARDUK. Got props from Morgan of MARDUK, TT from ABIGOR and Holocausto from BEHERIT.

       

      There's System Shock 2 samples in some of the songs.

    4. Baal

      Baal

      Thanks, have to check that out when I have time.

  6. Didn't post this in "Things that could be improved" because I don't know if this is an universal problem or just something at my end, and I don't have another computer to test this out on. It has, however, been this way for as long as I've had Dark Mod. When I've got ambient light set to simple, THIS sort of thing happens: http://i64.photobucket.com/albums/h161/DasMustardman/SimpleBug2_zps2pindvgs.jpg http://i64.photobucket.com/albums/h161/DasMustardman/SimpleBug1_zpsxcviegig.jpg It's not mission specific either. The vast majority, if not all, decals are rendered in simple transparency instead of in additive or other intended way, and there's some lighting anomalies as well, as can be seen on the wench there. In some cases, engraved text on plaques won't show up in simple rendering, which takes it from mere aesthetic fugliness to an actual gameplay issue. It's a shame, because not only does simple rendering provide a handy performance boost, I actually prefer the look of it where it works correctly. Any ideas about what to do about this?
  7. Google mobile is on the forums online user lists (in addition to google)... never seen that before

    1. nbohr1more

      nbohr1more

      He's a pretty cool guy. You ask him to find stuff and he'll usually turn up the goods. A little nosy though...

  8. Personally I think this is the worst idea ever. The Reason forums has LOADS of info and knowledge, built up through years and years. I'm really sad to see it go away, and I can't understand why they've made this decision. https://www.propellerheads.se/forum/showthread.php?p=1579099#poststop
  9. I don't know whether this truly qualifies as a bug, maybe it's more of a gotcha, a difference of assumptions between pugixpath and the VC++ Debug STL implementation. When compiling gamex86 as a debug build, downloading the mission list will cause a "invalid null pointer" exception. The problem is triggered by the following line in MissionManager.cpp in the CMissionManager::LoadModListFromXml method. // Localisation packs pugi::xpath_node_set l10PackNodes = node.select_nodes("localisationPack"); This produces an empty xml node set from the query which it attempts to return via xpath_node_set::operator=() This routine sets m_begin and m_end to NULL before falling through and calling into xpath_node_set::append() with an empty set. m_begin = m_end = m_eos = 0; m_type = ns.m_type; if (ns.size() == 1) { m_storage = *ns.m_begin; m_begin = &m_storage; m_end = m_eos = &m_storage + 1; } else { append(ns.begin(), ns.end()); } This is arguably a bit dubious since if you look at the xpath_node_set constructor, m_begin and m_end are not NULL there but point within the m_storage single static node. The problem with them being NULL is that the Debug version of std::copy() in the VC library asserts that it's destination is not NULL even when the source iterators imply an empty collection. Changing xpath_node_set::operator=() to the following avoids the issue: m_begin = m_end = &m_storage; m_eos = &m_storage + 1; m_type = ns.m_type; if (ns.size() == 1) { m_storage = *ns.m_begin; m_end = &m_storage + 1; } else { append(ns.begin(), ns.end()); } As far as I can tell, the documentation on std::copy is silent on whether NULL is a valid destination iterator when the source range is empty. Given that pugixpath is an included package, maybe passing this issue upstream is a better course.
  10. Every so often when I make a savegame TDM crashes. It seems to occasionally corrupt a save in that it put underscores in when I hadn't. When I try to load one of these saves I get some message about "bad cache". Also, everytime I start TDM it has the screen resolution set at the lowest even though I set it to 1600 x 1200. Finally, I get very bad frame rate and occasion momentary freezes, but that's probably due to my sorry a.. Intel HD chip! One more thing - is there anything like ctrl+alt+shift+end to go on to the next mission in a campaign? (I tried it and it didn't work!)
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  11. I've had TDM installed for quite some time now and have just gotten around to playing it. So I started off with In The North with everything set to max... Everything starts out fine, but as soon as I get to where you start seeing NPCs, the FPS will drop from 60 to 40fps and below (even hit 15fps) in a split second. I know nothing intensive is going on because my fans aren't even coming on, so I'm not sure why this is happening. My PC contains this setup: Superclocked 780ti i5 4670k 16GB RAM I am pretty sure that this should not be happening. Are there any known issues or fixes I should know about?
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  12. The title already says it. Normally I log out the forum pnce I am finished with my ... hmmm... business here, and the browser shows this to me. However, If I restart the browser I am logged in again. Wonder if anybody else noticed this behaviour?!
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