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  1. In which way do you think that the changes made to mantling and leaning will "encourage new players"? I don't see anything about the old systems which would be a hindrance, or a discourage for people getting into the game. Anyway, my main issue with this and other things which have been pushed here quite aggressively lately is something different. But, that's something the core team of the mod should address (and know), and is probably not something to discuss here in public (and not up to me anyway). I'm in good faith that it will be addressed, because, I don't think it can go on much longer like this.
  2. I have a performance issue with an FM that working on. The FPS is dropping pretty low in some areas. I narrowed it down to the fact that my light counts are high (r_showlightcount 1). I'm confused why certain lights are contributing to the light count. To help understand this issue, I just created a simple test case, which consists of: Main room with a light. Hallway connected to main room Stairway down connected to the hallway Basement room (with a light) connected to the stairway. The basement room is directly below the main room. There is a visportal and door between the hallway and the stairway. When this door is closed the light count in the main room is 1. When it is open, the light count is two. I hope this video makes it clear: This puzzles me - how can the basement light affect the light count in the main room? The light shouldn't be going through the floor/ceiling between the two rooms, right? Why does opening the door make a difference? The door is beyond the range of the light anyway. Additional data point: It doesn't matter what type of light I use in the basement, the behavior is the same. Any light based on atdm:light_base shows this issue. But, I replace the basement light with an object of class "light" (the thing you get if you do "Create light..." in DR), then the light count stays at one even if the door is open. In fact, I was able to create a light that looks and acts just like the atdm:cagelight. I went through the class hierarchy, starting with atdm:cagelight, then what it inherits (atdm:static_electric_light_unlit_base), then what that one inherits, and so on, and I grabbed all of the spawnargs from each. I ended up with this: { "classname" "light" "name" "light_2" "AIUse" "AIUSE_LIGHTSOURCE" "_color" "0.44 0.34 0.17" "editor_SetKeyValue s_shader" "light_flicker_104" "editor_displayFolder" "Lights/Model Lights, Static/Switchable/Electric/Outdoor/DoNotUse" "editor_light" "1" "editor_setKeyValue light_center" "0 0 -8" "editor_setKeyValue model" "models/mapobjects/lights/cagelight/cagelight.ase" "editor_usage" "A lit wall-mounted, grill light. Replacement for Doom3 cagelight. Can be toggled on/off when linked from a switch." "extinguished" "0" "lightType" "AIUSE_LIGHTTYPE_ELECTRIC" "light_center" "0 0 -8" "light_radius" "260 260 260" "model" "models/mapobjects/lights/cagelight/cagelight.ase" "nodiffuse" "0" "noshadows" "0" "noshadows_lit" "1" "nospecular" "0" "origin" "-848 -136 -736" "s_looping" "1" "s_shader" "light_flicker_104" "s_waitfortrigger" "0" "scriptobject" "tdm_light_holder" "shouldBeOn" "0" "skin" "lights/cagelight" "skin_lit" "lights/cagelight" "skin_unlit" "lights/cagelight_unlit" "sr_class_1" "S" "sr_radius_1" "500" "sr_state_1" "1" "sr_time_interval_1" "977" "sr_type_1" "STIM_VISUAL" "texture" "lights/tdm_lanternlight_4fold_small_snd" } Which is equivalent to atdm:cagelight in both looks and function. The difference is, this light doesn't add to the light count. I suppose I could use this to work around the issue, but man is that kluge-a-rific. Anyway, any ideas on what is happening here? The test map is attached. testl2.zip
  3. Yes: It could then be distributed as a mod that works universally. I may propose it for the modpack! I already did a brief test and it worked: I managed to give the player a guard head while the guard helmet was being worn! But soon after TDM would crash to the main menu, and after a few tweaks to the script even that stopped working and there's only the crash now. Likely some obscure internal issue that can be hopefully tackled in the engine. Thank you, that I shall! And the biggest issue with getting mods to work is the need for a tdm_custom_scripts.script which has been the biggest thorn in the backs of modders: I'd say either execute all scripts automatically the way all files are loaded, or if that's unsafe just allow a script carrying the name of the pk4 to be auto-executed.
  4. Wow! This is something interesting. You have areas 177 and 179 (you can detect them using teleportArea command) with 8 visportals between them, all in same plane. I hope this is as intended, and you really have many separate visportals? This should be perfectly valid of course. FloodLightThroughPortals searches for all visportal sequences which might get some light rays through. For some reason, it manages to go back and forth between areas 179 and 177 something like eight times in the same sequence. It is not forbidden for the traversal to go through the same area many times, but it is forbidden to go through oriented visportal twice. However, there are too many possible sequences of going through 8 two-sided visportals, and the code obviously tries to enumerate and save them all. At some point it bumps into 32-bit integer limits and everything crashes. By this moment it has wasted 32 GB of RAM so I don't think it would live long even if it did not crash here. You don't have the issue in 2.11 because: This is a dynamic light from some lantern bot, TDM 2.11 only runs this function for static lights. TDM 2.11 does not try to save all sequences, it would only enumerate them in horrendously slow time. I think some lantern bot crosses the visportal between areas 179 and 177 at this moment, causing the issue. Also, you can most likely reproduce it in 2.11 by putting a large enough light at the same location (12565.0205, 411.300110, 522.249939).
  5. As I mentioned in my post, if the this is even an issue the devs modeled it off of actual human capabilities. ie watching actual people perform the task. Whose capabilities are you measuring that feeling against? Your own? That of a season thief? It really doesn’t matter, they are your perceptions of the game. That should be valid enough without worrying if your subjective feelings about how the game should feel meet “reality”. The game is inherently not realistic, nor are any of the games in the pantheon of immersive sims. That is another topic entirely though. Do you have an opinion on the default mantle roll setting?
  6. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  7. Liking this mission, but I have an issue - Thanks!
  8. Your latest design is OK, but doesn't touch on several aspects that I addressed in my design: ring lower edge no longer crushing the top of 1st line text excess backing field below text 2nd line trimmed, to allow space for (1) backing field behind ring, as I believe requested by snatcher & datiswous I could further discuss this and the narrowing issue, where views differ, but I'm more than OK to "switch from background boxes to outline around text", as you suggest. There is still leaves improvements to ring vertical spacing - a la (1) - and not have the ring interior be transparent (probably just opaque) - similar in spirit to (3). And of course, actually implementing it in the beta. snatcher found 8-fold to be visually best. The minor artifacting with the scaled Stone font (e.g, a wisp to the left of a capital T) will become more prominent with drop shadows. But that could be addressed in a font update to include native Stone 12pt in 2.13
  9. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  10. I have been quite careful to ensure that making the subtitles narrower for barks (but not story verbosity) is not potentially breaking. Examples of this treatment have been included in all my more recent testSubtitles... releases. Yes, this is "crucial" for me. Regarding the padding issue, to restate: TDM 2.11 and on through the 2.12 released beta version use a subtitle right text padding of 20 px. While some padding is necessary, this does a poor job of centering the text visually in the backing field. This is obvious with a short bark. My redo of this, with padding of 7.5px on both sides, fixes it, while I believe not causing any problems for word wrap of subtitles with the given compressed font & scale. I'm provided several versions above of this fix (code hidden as Spoiler). Most recently, this was with snatcher's suggested tabbed location ring and vertically-tighter backing field, here This version will also be incorporated into testSubtitlesDrunk, to be released tomorrow just released. I would urge you to incorporate this code (or a close variant) into the next beta release.
  11. This is certainly a different issue. It renders bright lines along scissor rectangle of some visportal area (happens near visportals). It might be the same as 4660, but much more likely to appear after the optimizations. UPDATE: No, they are not related. I'll soon commit a fix for this scissor issue, and those two issues from 4660 still happen. In fact this problem is clearly distinguished by the fact that bright lines are always horizontal or vertical (go along light scissor rectangle), and they move as player moves even if light + shadow casters are still. UPDATE: Hopefully fixed in svn rev 10463.
  12. The issue with the bounds of visportals "glowing" has been quite apparent in my WIP: If it is helpful in resolving the issue they are only visible when soft shadows are enabled. Using the "Maps" lighting mode also seems to reduce how visible they are. The performance improvements are quite significant so it would obviously be good to keep as many of the optimizations as possible.
  13. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  14. I also did find one interesting issue this morning when going through Written in Stone. It seems like the snow particles got cut off at a visportal, which I imagine is a bug:
  15. I have a few questions regarding the license of TDM assets in relation to using 3rd party roalty free models and textures (either as is or for derived works). I understand that TDM assets use the CC-BY-NC-SA license. This trivally means that for creating these assets we can use anything licensed under the same license, CC-BY-NC-SA, or anything under CC0. What about other CC licenses? From this page in the CC FAQ I understand that we can also use CC-BY and CC-BY-NC, as those can be relicensed under CC-BY-NC-SA. So far so good. I have noticed, though, that most asset libraries today (free or paid) use some form of "roalty-free license" or "asset license" which allow any type of usage without attribution, even commercial, except redistributing them in their original form. This includes some of the asset libraries that have been link around this forum as usable. This licensing is most prevalent with models, but for example textures.com also uses a similar license. This is from their terms of use: While textures.com explicitly allow using their textures in games in general, this section seems to be incompatible with CC-BY-NC-SA as CC in my understanding explicitly allows redistribution. But while trying to research this licensing issue I noticed that textures.com was used for assets at least in the past. So how does this work? Are there exceptions where TDM assets can use a different license? Or is textures.com a relic of the past from when licensing wasn't enforced? If it's the first case, there would be other potential sources of assets that could be adapted for TDM. For example I'm a paid subscriber to blenderkit.com, a library with almost 2000 models which can be used under a license that doesn't allow redistribution and some of them probably could be used in TDM's setting. They're mostly hipoly with PBR materials, so retopology and some material work would have to be done, but that's less work than creating models from scratch and I want to try to do it anyway. So what's the situation?
  16. Messages about pthreads is just some trash which is printed almost always. The issue is most likely not related to it. Please provide some more specific info. Location (getviewpos), maybe savefile. Probably instead config file too. https://wiki.thedarkmod.com/index.php?title=Reporting_Problem
  17. Hi, I tried playing TDM on a 170 hz monitor but there seems to be a problem with the footstep noise rate and camera sway speed when creeping at very high framerates. I tried a few searches in this forum and couldn't find any posts about it so here goes. With the Max FPS setting at 150, creeping footstep noise and camera sway seem similar to capped 60 fps behavior, possibly a tiny bit faster. With Max FPS at 160 and then 166, the footsteps slow down such that creeping feels noticeably floaty. With Max FPS at 170, I've recorded a whopping 1 minute and 20 seconds between starting to creep and hearing the first footstep noise. The camera sway is slow and smooth enough that it is hard to notice at all. My specs: Windows 10 64 bit, Nvidia RTX 3060 Ti, Intel Core i7-13700KF. I'm playing on TDM 2.11 and have experienced this issue while testing both the Training Mission and Tears of St. Lucia. On a possibly related note, the "Max FPS" setting in found in the game's menu seems highly inaccurate. According to the game's own fps counter as well as my external counter, "Max FPS 180" actually caps the fps to 166, "Max FPS 200" actually caps fps to about 180, and so on. For this post I used the numbers shown in the game's menu, not the ones reported by the counter.
  18. 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.
  19. I believe the issue with footsteps not playing is fixed on 2.12 beta. As for how max FPS settings works, I noticed that it takes effect on integer number of milliseconds per frame. So if you set 180 Hz, you'll get 166 because it's 6 ms. And if you set 220, then you'll get 200, since it is 5 ms. The actual code which establishes FPS cap uses microsecond precision, it is not obvious why this millisecond effect happens.
  20. Only happens when I get higher up in the map, I tilt my screen and the skybox gets brighter and darker depending on the angle. This issue just became prominent recently, I have no idea what's causing this. Any help would be appreciated.
  21. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  22. Hi all, I just put the 64 bit version of TDM on my machine running Zorin 15.2, I figured it's based on Ubuntu so it should be OK When I ran thedarkmod.x64 I got the intro music playing & a black screen with a pop up saying - I couldn't stop TDM & had to blip the power button to get the system to shut down. So I dug around a bit on my old windows system that ran TDM on the same monitor & found the following lines in Darkmod.cfg seta r_customHeight "1080" seta r_customWidth "1920" on the Linux system they were seta r_customHeight "600" seta r_customWidth "800" So I changed the figures to match the old windows system & tried again & it worked the training mission loads nicely I couldn't find any setting for 60hz, but as it seems to work I'm fine So I'm posting this in case anyone else has a similar issue
  23. Hi, I've recently (with 2.07) got back into playing TDM and have been enjoying it immensely. That said, I'm having a strange issue in the Crucible of Omens campaign mission that I don't remember ever encountering in any other FM: I'm having trouble picking objects up and manipulating them; it's fairly erratic, but it seems as if most of the time they get dropped immediately after being frobbed, which makes it impossible to reposition/manipulate them. This has gameplay implications as well, since it makes it impossible to snuff out candles. I've been searching all over the forum for any other mention of this issue, but found nothing, other than a fairly old thread where someone suggested using a modified "de-clunking" build. I meant to link it here, but curiously, I haven't been able to find the topic again. Looking forward to any suggestions. The mission is extremely well made otherwise and I would hate to have it spoiled by this bug. Cheers!
  24. Hi all! Sorry to be a bother with this question (it seems like a commonality), but I just recently installed TDM for Windows 10, and it seems I can't download or install maps. More specifically, the automatic download feature within the game states that it "cannot connect to the servers," regardless of restarting/refreshing. Also, the maps that came with the mod automatically are having issues downloading for me (they "appear" as blank slots with their sizes listed; each time I go to download them, TDM restarts with nothing listed again, just the option to install the maps again). I've double-checked to see if the mod has all of the permissions needed to run, and it seems to check out. I've also installed the mod properly, per the TDM website's instructions. Any assistance with this matter would certainly be appreciated! Thanks in advance!
  25. Why not? It's a regression that introduced an annoying stuttering. It seems to be graphics rendering related. The stuttering can be made worse or better by adjusting "com_maxFPS". I don't see how that issue is related to this rendering performance issue.
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