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  1. 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)

       

  2. I've been having this issue in my own fms, where the first time I enter a new area, the ambient sound will start out loud for a second, and then go down to the intended volume, instead of transitioning properly. This only seems to happen in my own fms, so maybe it's some setting I overlooked. I made a small test map: test_area_sounds.map There are three areas in the test map. The second area has an ambient volume of -17 db, while the others have 0 db. The problem is noticeable to me right when the map loads and the first ambient starts playing, but it's even more noticeable when crossing to the second area, where the sound starts loud, and then goes way down and stays there. After I've entered all areas for the first time, then all is good, the sounds transition fine. As in, the volume goes down and then up to reveal the new ambient sound.
  3. Hi, i start with a new fan mission but i get a problem, when i shot with a custom weapon that launch a lot of projectiles with a lot of spread,(like a shotgun) the projectile spread don't work, all projectiles are launched in to the same place (center view), it's very frustrating, maybe its a code bug, but in the weapon script "launchprojectiles();" the spread and the num_projectiles are not working. Please, if anyone knows how i can fix it, just leave a reply or any information about that. If someone works on the official code, maybe can fix that issue for the new release, that can be useful for people that wants improve the actual weapons. Sorry for my basic english, my mother language is spanish
  4. Server definitely still has some issues. I think I've narrowed down where the issue is, so I'll take a proper look after work.

    1. Show previous comments  3 more
    2. thebigh

      thebigh

      I noticed that too. Same time every day.

    3. thebigh

      thebigh

      I noticed that too. Same time every day.

    4. taaaki

      taaaki

      That's pretty much it. There are several system check/maintenance scripts that run daily. These were not sufficiently staggered, so they pile up and the system gets progressively slower as some of these scripts are disk intensive. Strange thing is that this wasn't such a problem before the system upgrade, so I suspect that there were some changes to these scripts that increased their impact.

      I've now staggered them a bit better, so we'll see how it plays out tomorrow morning. If that doesn't work, I'll have to dig a bit deeper.

  5. I’ve just been playing Hidden Hands: The Anomaly v3 on Expert, using TDM v2.11. I used the three runes to make the meteor fall onto the wooden platform and the character announced "Good, now I can plant the explosives". I have explosives in my inventory with a 2 next to it. According to a comment by the FM author, I should only have one. The meteor highlights but I cannot attach the explosives to it, drop them, or do anything else with them. Another player Mawerick, reported this same problem earlier in the FM forum thread. Both Mawerick and I found that by replaying from before acquiring the explosives, we subsequently only acquired one explosive and it worked on the boulder. But there seems to be an intermittent bug here, affecting only some players, and which even for those players only occurs on some run throughs and not others (with no change between run throughs in the version of TDM or the version of the FM they are using). Another player, thebigh, commented that they once had a similar bug affecting Heart of St Mattis - somehow they ended up with two of the things for opening the sarcophagus and couldn't open it. I noticed that in The Anomaly the explosives seem to be defined as a key, so maybe the issue is key-related.
  6. The readable editor in my DarkRadiant seems to be broken on my installation. When I bring it up I get this ("Shader Not Found"): When I select the GUI Definition browser, I get a bunch of errors in the DarkRadiant log: 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: -10 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 500 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 400 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: -10 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 500 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: , 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: 400 2022-09-26 12:22:04 (57608) Unknown token encountered in GUI: rect-100 ... I searched for "rect-100" and found several in *.gui files. For example, book_bamberg_gothic_both_curl.gui has: windowDef rightPageBackground { WORLD_SCALE rect-100, -10, 500, 400 background "guis/assets/readables/books/book_rightpage_curled_01" matcolor 1, 1, 1, 0 } Note, no space after "rect" and before the "-100" I haven't been editing readables for a while, so I don't know when this started happening. I uninstalled and reinstalled DR 3.3.0; still have the problem. I ran tdm_installer to ensure my DM install was up to date (2.10). It must be something local to my configuration, because if this was happening to everyone we'd have heard about it by now. Does anyone have any ideas what is going on here?
  7. 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.

  8. Greetings. First I would like to say a huge thanks for the continued support of this game and for TDM 2.10, it loads much MUCh faster now. However on Debian Linux I have an issue where the mouse occasionally just warps. It happens both in the game and in the menus, though obviously when it happens in the game it is quite disorienting. Anyone else experience this? I never saw it in 2.09... EDIT: Seems to have gone away when I switched window managers.
  9. 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 :) ...

  10. 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.

  11. I've got an FM under development (actually it's in Beta test). There's something I've noticed over the course of developing and testing the mission. One large room contains several security cameras. Most of the cameras are configured to rotate. Usually, when I test the mission, they work fine. But occasionally, one of the camera's rotations will be off by 90 degrees. For example, a camera that is pointing "north" (up in the XY view), with a sweepAngle of 90, will typically rotate between 0 and 90 degrees (i.e., from 12 to 3 if you think of it as a clock). But, once in a while, I'll be testing the FM and when I get to this room, the camera is sweeping from 270 to 360 (9 to 12 on a clock). It happens very infrequently, but I have noticed it several times over the past few months of testing. I guess my first question for the developers is, is this a known issue in 2.09? I know that security cameras have undergone significant changes in 2.10; my hope is that perhaps these changes include a fix for this? This bug is maddingly difficult to recreate. I'll test the mission a dozen times and all works fine, and then the next time I start a mission one of the cameras is pointing the wrong way. I've noticed it with a couple of cameras. The problem is that if it does happen, it can make the mission impossible to finish. One option is to switch to 2.10 and hope the problem goes away. But it happens so infrequently that it might be weeks of testing before I'd see it again, or convince myself that it isn't going to happen on 2.10 (and even then that's no guarantee). Any ideas or suggestions? Thanks in advance.
  12. Hi all I'm running TDM 2.09/64 code rev 9108 on a Zorin 15.3 64 bit (Ubuntu fork) system ( 7.7Gb, Intel® Core™ i7-4770 CPU @ 3.40GHz × 8, Quadro K600/PCIe/SSE2) When I download a new mission with the built in downloader, TDM either hangs or crashes to desktop when I get to 100% The missions appear to download OK, I can read all the text files & the PK4's open & dl'd missions play OK, not spotted any new log files or dumps is there anything I can enable that would give you more info ?
  13. Hey, I'm having a problem running TDM 2.07, I can't run newer versions due to Opengl as version 2.08 won't even start. But using version 2.07 that I found on Moddb, I can at least start the game and start some missions. The problem is with shadows and lighting, I can't actually see much of anything as the shadows keep flickering in a weird way. I will upload a screenshot that will hopefully explain the issue better than I can. I tried changing most if not all the settings in-game but I cannot get it to run properly. Any ideas how I can fix this or what version of the game can run on my laptop? I'm running it on a pretty old laptop but I believe it has the necessary "graphic" chipset i.e an Intel HD 3000.
  14. Hi, I finally had some time to get back into TDM, but encountered a bizarre issue in that I'm no longer able to pick up (frob) items. I can still open doors, toggle switches, but the items just never light up for me to pick up Specifically, the first mission I tried was "Shadows of Northdale ACT I", and after entering the shop I couldn't actually pick up anything to buy. Then went back to the home, behind the painting are several item that also cannot be picked up. See the attached screenshot from the save game. It might be a real noob issue, it's been a while since I last tried TDM, but played it a lot some years ago. Maybe it's a FM-specific issue, so I tried also "Dragon's Claw" but not sure if I've encountered any items I should be able to pick up yet. I'm trying to think of an old FM where there's some items at the very start I could test with. I use a custom controller config through XPadder, so my first idea was that it was broken, but the same happens using just RMB for frob. I run Windows 10 at 150% scaling, and some older games have problems with this, so I disabled scaling for the TDM exe, but no help. I also have a triple-monitor setup (TV, two regular screens), but that's never caused an issue in TDM before. I'm running TDM at 1920x1080 on the TV. I run "TheDarkModx64.exe" but I also tried the regular "TheDarkMod.exe". One thing I've not tried is a complete reinstall of TDM, I might try that later as well. Other possibly relevant information: OS Name Microsoft Windows 10 Pro (version 20H2) Version 10.0.19042 Build 19042 Processor Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz, 4001 Mhz, 4 Core(s), 8 Logical Processor(s) Installed Physical Memory (RAM) 16,0 GB Adapter Type GeForce GTX 970, NVIDIA compatible TDM is installed at "f:\Games\Darkmod" Any ideas? I just hope I'm not being a total noob here...
  15. Hey! I hope this is the right section for this. I'm currently working on my first mission, entitled The Joyau Rouge. I haven't really got anywhere with it yet apart from the planning, because of what's either a bug or me being stupid. I'm running Siduction (a Linux distribution based on Debian unstable) and I don't seem to be able to free-look using the camera in DarkRadiant. I've attached a video of it—the context menu and dialog box are invisible in the recording, but at the start I'm adding a prefab. I hope someone can help me get around this issue. Thanks! —Xaeman 2020-11-26 21-46-44.mkv
  16. I asked this over in the game thread & @nbohr1more advised me to open a new thread in here & post my darkmod.cfg Spoilers are where I'm describing in game scenes I got the console up & typed in "com_showfps 1", the number at top right varies between 8 & 12 fps depending on where I'm looking I went to the game settings menu & went through every video & advanced setting but nothing changed the framerate, it persistently stuck between 8 & 12 fps My system info : Dell Precision T1700 CPU: Intel® Core™ i7-4770 CPU @ 3.40GHz × 8 Graphics: Quadro K600/PCIe/SSE2 Ram: 8Gb OS: Zorin 15.3, 64 bit Darkmod.cfg is attached Darkmod.cfg
  17. 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
  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. 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.
  20. 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
  21. 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!
  22. 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!
  23. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  24. Hey all! I haven't properly played the Dark Mod since 2.05 or maybe even 2.04 until now and I've noticed that whatever I do in game the center and LFE channels of my 5.1 sound system remain silent. In other words, the output is actually 4.0 (2 front + 2 rear speakers) rather than 5.1. Now, I am not sure exactly but I recall no problems previously - until the EFX update 2.06, I think. I even found my older post about extremely loud LFE channel here: http://forums.thedarkmod.com/index.php?/topic/18741-really-loud-music/&tab=comments#comment-405277 As I understand, it is often made that the center and LFE channels are reserved for special sounds and not used often as the front speakers. For example, in Witcher3 center is mostly used for voices in the dialogs and the best way to check LFE is to use the aard sign magic. Or, in Skyrim it is known that LFE plays only when the dragon hits the ground. The first question is: do I have an issue with sound or not? Because maybe the sound output is ok and I've simply met no specific conditions utilizing the center and LFE channels? Minding my previous paragraph, I don't think it's EFX related but maybe the sound shaders simply changed since 2.05? This all brings me to another question: is there a way to check somehow in the Dark Mod wether the game outputs the sound correctly? About my setup now. I output sound via HDMI to Pioneer receiver with 5.1 setup. Everything works fine in modern games that provide 5.1 output support like the Witcher3 or Mortal Kombat 10 and 11. The windows sound configuration in control panel allows me to check all the speakers and it's fine. I have win 7 64 bit, OpenAl installed. The Dark Mod allows me to set 5.1 sound in options with no warning (I know that in other cases it gives a message like "your system does not support this sound configuration"). Please, help me to find out if anything's wrong with my setup and why my center and LFE channels are silent. Hate to start new threads but I didn't find anything related to my problem. Moreover, I feel the lack of sound-related discussions considering our community's interests.
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