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  1. Regarding the existing Russian version of TDM's MasonAlternative font, this had a different origin than those Russian fonts processed by Riff_Keeper. Tels created this in 2012. He started from bitmaps of an ASCII Mason font, then used his Perl patch program to copy selected ASCII glyphs (that resemble in some way Cyrillic) to new font "MasonAlternative". See https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274617 In GIMP, he flipped or otherwise hand-edited to make them Cyrillic. He said, "There are still a few dozen missing, but this is enough to render the two headlines we have (New Mission and Setting)" https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274623 This accounts for the incomplete coverage. Speculatively, he took this approach because it couldn't find a Mason-style TTF font with both Russian characters and an acceptable license (e.g., public domain, or at the least freely redistributable for non-commercial use). @kalinovka,I wonder what the licensing is for your masonchronicles3.ttf.
  2. Evidently a significant portion of the Cyrillic work was done by Keeper_Riff (in conjunction with Tels) back in 2011. These folks are not active in TDM these days. Keeper_Riff outlined a workflow, starting with FontLab to edit TTF files... https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/12/#findComment-271548 Specifically Carleton: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/4/#findComment-262135
  3. @BoilerDunce, in the past, I've sometimes had similar problems. Often, it's because something outside the perimeter was invisible, e.g., the center of an area light. That's usually because I forgot to turn off DR Filters. Or if you use DR Layers, similar potential for hiding. Other times, there really is some tiny crumbs or shards of brush or patches out there in space. Just really hard to see them. Don't strain your eyes too much. Just make a big box around the suspect "empty space", use DR "select inside" or "select touching", and delete. That can occur if, say, you import a prefab, then move it to where it needs to go while some DR filters are on, so you don't realize you're only moving part of it.
  4. Just to follow up on this, in case anybody has similar problems in DarkRadiant and needs to troubleshoot, I found several other instances of massive framerate drops. While I originally thought they were caused by AI trying to navigate busy terrain, I found that in almost every instance so far they're caused by vocal alerts from AI being heard by other AI on the far sides of doors, which they could not traverse (either because of locks and keys, because of monsterclip, or because of ai_should_not_handle flags). The AI trying to run and investigate the suspicious area could not pathfind to it, and the game suffered sharp lag because of it. I found an easy fix for this was to use sound_loss on the infoLocationSeperator for visportals on doors causing problems. I set them to 60, which made it impossible for AI on the far side of the door to hear anything. So far, this has reliably fixed all my framerate drop troubles.
  5. I actually fixed it now. My 3060 Ti OC used to overheat. I RMA'd it, but Gigabyte was having none of it. So, I had to undervolt it to prevent it from overheating, and it turns out, that undervolt is simply not stable in some modern games, most notably UE5 games. I had tested many games and benchmarks with that undervolt and never had problems. Then two years later, problems suddenly arise. I ruled out that the undervolt could be responsible for the crashes because I saw the game crashing even with "MSI Afterburner" (the undervolt / overclock tool) closed. However, this conclusion was simply incorrect, because closing MSI Afterburner does not revert the GPU to stock state, the undervolt will stick. I am now running a super conservative undervolt with a slight underclocking of my GPU and the game is absolutely stable and I can now even raise many settings to high or epic, which used to produce the crash much sooner. I finished the game by now and I too am blown away. Here's my review, if you care for it. I omitted all my technical issues with the game, because those were simply on my stupidity.
  6. I'm doing the final passes on a map I'm working on, but I've encountered a behaviour that I'm not sure how to deal with. Whenever AI try to pathfind through locked doors they can't open (for example fleeing to a flee_point, guards searching after spotting the player) my framerate drops dramatically. I can usually get a pretty consistent 50-60 fps, sometimes small dips to 30-40 when looking at complex/distant areas, but when the pathfinding problem happens the framerate drops down to 10 or 11, noticeably slowing gameplay. The framerate dips are temporary, and usually end when the AI either stops trying to go through a locked door or just gives up and returns to patrol. This is generally happening in the "outdoor" part of my map. I admit I've made a cardinal error in not properly optimizing the outdoor areas as per best practices (visportals and dividing areas into blocks with curved entrances etc), but the map runs just find when AI are on their regular patrol routes. Only when they're trying to get through a door they can't open do I have problems. I would have thought the AI wouldn't even try to pathfind through a locked door, but in any case... is there anything I can do to address this? Any flags I can put on doors or visportals to discourage AI from even attempting to go through doors they aren't supposed to?
  7. Guest

    2016+ Games news

    I'm sorry that you have such problems , I can only guess that it's the matter of unlucky hardware and drivers combination. The only problem I encountered early on was resolution not switching in Fullscreen mode. Otherwise it was a flawless experience from start to finish...
  8. Guest

    2016+ Games news

    Didn't have any crashes or graphics-related problems yet, I use RTX 4070 laptop. I know there have been a few hotfixes, maybe more are coming.
  9. And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
  10. I looked through the wiki and it doesn't seem that complicated. I don't want to spend the time to learn DarkRadiant enough to create testing rooms with different reverbs (I don't use it at all and when I tried it I spent too much time on basics like where to save which definition files and how to correctly use them etc.) so I'm not going to be super helpful here, but I looked through this thread dealing with that exact issue: And through this page: https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX) It seems like the parameters in the version 2 of EAX Reverb are relatively sane, you only need a few of them and according to the linked thread (it includes a couple examples) it should be possible to just take existing presets and modify a couple parameteres that need to be modified. One important part of the wiki is the image of the table with existing parameters and their allowed ranges. It also contains contains a link to OpenAI EFX manual section that explains all the parameters in reasonably plain english: https://usermanual.wiki/Pdf/Effects20Extension20Guide.90272296/view#95 The way I understand it the parameters are used without the AL_EAXREVERB_ prefix and the most important one is the GAIN parameter, which controls how loud the reverb/echo is compared to the original sound, its default value is 0.32 and allowed range is 0.0 - 1.0, so setting it somewhere lower than 0.32 would be a good start. The second is DECAY_TIME, set in seconds, range 0.1 - 20.0: the larger the room, the longer the decay time, but at the same time the more filled with absorbent materials it is (carpets, beds, armchairs but also full bookcases), the shorter the decay and quieter the the gain. There are other parameters that would allow you to make the reverbs and echos more sophisticated, but these two should be enough to fix the big problems.
  11. Thank you! I'll add that it was decided that the latest font and texture mipmap fixes were held back for inclusion in 2.14. The team decided that another beta round might just spur more reports of other texture and font problems and keep the beta process going for another month or more. I fixed missions that were impacted by the mipmap issue and will post the list of broken textures this evening so mappers can avoid them or pack fixed versions with their missions.
  12. Congratulations on the new release! I believe we can close the beta 2.13 thread now and list any problems here: - If main menu info tips are displayed, they keep being displayed in the background of the mission difficulty menu. - If you enter an alternative key for the "sheathe weapon" key it will be cut off, but only if default key ' is still active.
  13. The Dark Mod 2.13 has been released! A new era in accurate AI Vision! When id Software released the Doom 3 modding SDK, The Dark Mod team saw the potential for something more than a multi-player cops vs robbers game like Thievery UT. The sheer amount of access to essential game-play systems meant that a true Thief style experience could potentially be created. One of the first things the team did was to investigate how a light-gem system could be implemented. Having a good way for both the player and AI to know when the player is visible to others is a crucial part of the Thief experience so if we couldn’t build it then the dream of a Thief style experience was over. Fortunately, there were enough parts of the AI visual logic and more than a few stub pieces of the Render code that gave us the ability to build a robust system. The downside of the light-gem system was performance. Even though we did our best to limit the viewport and resolution of the light-gem image captures, often the light-gem would cut FPS in half ( or less ). This was pretty painful, especially since most computers could just barely run vanilla Doom 3 at acceptable FPS. After this system was fully functional, other aspects of AI vision were investigated. Obviously, we could not afford to run the light-gem render for every object or body the AI might see so it was decided that the AI would do a more simplified light-gem calculation for things other than the player. This meant that ( to the AI visual scan ) all light volumes would be either cubes or pyramids with perfect exponential falloff. We would run a line-of-sight check to the objects then ( if it hit ) calculate the pixel brightness by the location of the spot in relation to the center of the light(s). This was far cheaper than rendering the whole scene but heavily impacted accuracy. Many solutions were proposed to improve things but a solution evaded us for years. 2.13 changes things! Now we have a "stochastic sampler" model that does regular measurements of the actual light volume pixels and builds a "running average" of how illuminated different entities are. The days of seeing knocked-out AI in the middle of a bright spotlight get ignored are over. Now all AI and loot entities (etc) essentially have their own light-gem and it performs excellently! Magnificent Mission Management! Daft Mugi has drastically improved the GUI menus for mission management. The Dark Mod mission list and in-game downloader now have a search filter window that follows modern conventions of reducing the listed items as each new letter eliminates a possible matching mission name. Both lists can be sorted by actual name ( The Rats Triumphant ) or Chicago Style ( Rats Triumphant, The ). Additional mission details ( readme data ) can now be scrolled so players can see more information about the mission without having to navigate to the darkmod/fms folders. The menus have also been tuned with smaller font sizes for more practical mission listing and have been hardened against buggy order of operations issues so that you will be far less likely to encounter strange issues or crashes when downloading and installing missions. Parallax Occlusion Mapping! Stgatilov has added the oft requested POM feature to the latest Dark Mod release! WellingtonCrab has coordinated with him to provide examples and check the functionality and quality. Now The Dark Mod is ready to offer a quantum leap in perceived geometric detail with all sorts of surfaces realistically showing 3D parallax rather than the flatter looking normal maps we usually offer. WellingtonCrab also created many texture variants that are tuned to look better with POM enabled. Other Graphics Goodies! Now cubemaps \ environment maps respect more stage keywords. This means that faked reflections on water shaders can now move in relation to the water texture movement offering a more convincing illusion! Subviews ( cameras, portals, mirrors, xray, etc ) can now be nested. You can now have a skybox render in a camera view, etc. Volumetric lights and particles now render in mirrors! Alpha-tested surfaces get alpha shadows in Shadow Maps mode. Tone-mapping now supports range compression to prevent unwanted overbright areas. Arcturus has introduced some new metal materials that use improved cubemaps as well as skyboxes with clouds that use POM! Stability and Performance! The console variable system ( CVAR ) has been improved to be thread safe. This should resolve some rare crashes that involve weapon scripts that rely on CVAR values. We now automatically detect the number of CPU cores and allocate Jobs based on the detected specifications. Level loading has been given more parallel execution optimizations including optimizations for loading audio samples in parallel. Uncapped FPS is enabled by default so Linux players will not have a poor first time experience and many audio and video playback timing bugs that occur only in classic capped mode are avoided. Finally, Linux vsync support has been greatly improved. Improved Training Mission! The Training Mission is supposed to help players understand the basics of Dark Mod game-play and controls. It was created to coincide with The Dark Mod v1.0 and was not significantly altered until TDM v1.08 ( when Bikerdude did some texture replacement for 2.0 standalone and improved the overall visuals ). As such, many new game-play features that were added since 1.0 were never included in the mission. Now the mission has been upgraded to include more game-play features such as the Vine Arrow as well as getting further visual upgrades and EFX Reverb! Drunken AI! Now that the AI have better visual accuracy, Amadeus decided to balance things out by fixing many of the broken behaviors of Drunken AI so that they are more reliable and consistent for use in missions by default ( no need to extensively customize the defs or use scripting to improve them ). Potions! Dragofer and Amadeus have completed the work on the Slowfall potion originally prototyped by VanishedOne. They also incorporated the invisibility potion by Kingsal ! These now have pre-defined slots in the gameplay menu as well as the default shop menu design. Assets Galore! Along with new POM textures, we now have: A new modular pipe set A new Lampion entity Some new Factory Machine entities Ornate wood and stone relief textures A new AI praying animation A new AI smoking animation And many fixes or improvements to existing assets EFX Reverb Location Preset! Frost_Salamander took some time away from his continued work on the excellent “The Lieutenant” series missions to make EFX reverb setup easier for himself and other mission authors. You can now add EFX preset spawnargs to location entities rather than having to use the EFX def file. Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. That meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archives of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Also Nolok contributed a brand new Catalan menu translation! Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. A detailed list of changes can be seen here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13 To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.13, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.13 may need to be updated so they will be playable in 2.13. Before upgrading, set TDM to use one of the built-in missions ( Training Mission, A New Job, Tears of St Lucia ) then use the in-game mission downloader to check for updates
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  14. if you can live with the slightly older AM4 socket model the ryzen 3900x is still a monster of a cpu and it can be picked up used for a bargain if lucky. sometimes you can even get a bundle mainboard / cpu but take care and allways read reviews of said mobo as some of the boards behave less than stellar. 300 euro on the german kleinanzeigen nets me a 3900x plus an asus B550F board plus 32 gb ram and included cooler. the B550F is amd's more mainstream chip but it performs pretty well has tons of feature and the only downside is a lackluster 4x2 VRM but it handles the 3900x without problems. the 3900x is also more than double as fast as my 6950x and has 2 cores more
  15. @wesp5, @snatcher, I can now see the artifacts. (My test program the other day was ignoring the beta5 fonts dats & dds... duh!) At least the Y and W ones, the T is perhaps there at the edge of perception. There are also other problems that have re-emerged. I'll need to research this.
  16. Hi, I got big problems finding the key. Could somebody please give me a good hint?
  17. @nbohr1more, I just recently noticed that back in Oct you reported in https://www.ttlg.com/forums/showthread.php?t=152771 I didn't see anything about this in the current "What's New in 2.13". Will this new functionality actually happen for 2.13, and if so what FMs can now be re-downloaded to get the enhanced translation packs? Particularly "early TDM missions [that] also have German, Italian, French, etc translations". Pointer to any new bugtracker/forum/wiki info about this appreciated.
  18. I cannot reproduce this issue. Did you try deleting and re-downloading? I'll do likewise in case the mission database was updated without a new version flag to show the update. Edit: After deleting the scrooge folder from darkmod/fms/ and downloading v1.4, I still cannot reproduce this issue. I wonder if the textures are npot and thus causing issues for your video drivers? Edit 2: The reason I couldn't replicate is that I had my LOD settings set to High. The problem is due to the LOD defs or LOD models. Biker is working on it. Not caused by 2.13 though. Edit 3: Cannot reproduce on Lowest LOD. Working theory: When you set LOD to highest, the resized model gets auto-generated. Then when you restart at a lower LOD it already exists. If you start at a lower LOD, no auto-generated LOD model gets created? Edit 4: Deleted the darkmod/models/_roth_gen folder Started TDM with Lowest LOD Cannot reproduce. Textures and models look fine @MayheM is there a /models/_roth_gen folder in your darkmod folder?
  19. I think it's good to make sure it's only happening in 2.13 and not also in 2.12. If it also happens in 2.12 it's probably just an (lod related) mission bug that the missionmaker (bikerdude) has to fix. I already send your post info to him (he's not on the forums)
  20. I managed to work out the obj workflow for 3dsmax exporter -> TDM, but there are a few problems I've found. 1) It seems like TDM parses comment lines as normal lines, e.g. it complains about newline characters or dots in dates, e.g.: # 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware # File Created: 13.03.2025 12:15:16 mtllib column01_96.mtl # # object column01_96 # results in an error: The error goes away and the model is loaded correctly when I delete that whole section, so the file starts with just vertex(?) coordinates. 2) Even after getting exporter settings right in 3dsmax, models have no collision ingame. Regenerating .cm and .proc files didn't help. I'm on TDM 2.12 btw.
  21. for those interrested the ada or gnat compiler is not currently buildable but we might be able to use the same hack to get it going as was used to build ada for the ucrt64 version of mingw-w64. Fortran C and C++ should be bootstrappable without any problems, ada however needs its own seperate ada compiler since it cannot be built with C / C++ alone.
  22. Not to be discouraging, but I couldn't get them to work properly with AI in my last 2 FMs and just decided to monsterclip them off. There were a lot of other problems than just AI not following paths (e.g. falling into the shaft and dying, getting slammed by opening/closing doors and dying, etc). So if you have a complicated setup it might take a lot of work to get it bug-free. If that's a test map you have there, it might be worth raising a bug report and attaching it. One of my main pet peeves with TDM is bugs that limit design choices. IMO these should be high priority for fixing over all these graphics features that keep getting introduced.
  23. There has been many times people reported problems with the installer, and every time I checked the install myself, it worked fine. Finally this is a reminder to me that it is still worth checking.
  24. I did a bit of digging through the forum settings and I could not find any configuration for this. Looking at the underlying code, the comment count per page is hardcoded to 3. I could update the code, but I'm reluctant to do so as this would need to be re-applied after each update. That being said, it looks like we should start to brace for status updates being removed as Invision Forums v5 no longer supports status updates (we're still on v4.x): https://invisioncommunity.com/deprecation-tracker/status-updates-r19/ https://invisioncommunity.com/forums/topic/480551-status-updates-have-been-removed-in-v5/
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