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  1. Headbobbing definitely seems like something for the player rather than the mapper to control. In fact, the headbobbing in TDM is a criticism I often saw on the TTLG forums, so it would be good to at least allow them to disable or reduce it.
  2. hey stgatilov, I'm trying to compile TDM source, but it seems the source compilation guide here is out of date, it still recommends VS2017 when the source now requires VS 2022 and after installing the latest VS, I get a bunch of unresolved external symbol errors for OpenAL mostly, I assume I need to update OpenAL soft? I'm still a little green about this type of errors, when they happen, they are the ones that stump me the most. Severity Code Description Project File Line Suppression State Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(helpers.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(alfstream.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(ambdec.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(chorus.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(fshifter.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(modulator.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(vmorpher.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(threads.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(alconfig.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(cpu_caps.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(convolution.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(winmm.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(wave.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(hrtf.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(panning.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(event.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(null.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(wasapi.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(dsound.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(alc.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(logging.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(voice.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(auxeffectslot.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\pugixml.lib(pugixml.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(buffer.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(source.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(state.obj) 1 Error LNK2019 unresolved external symbol __imp___std_init_once_begin_initialize referenced in function alcOpenDevice DarkModTools L:\darkmod_src\OpenAL32.lib(alc.obj) 1 Error LNK2019 unresolved external symbol __imp___std_init_once_complete referenced in function alcOpenDevice DarkModTools L:\darkmod_src\OpenAL32.lib(alc.obj) 1 Error LNK2001 unresolved external symbol __std_reverse_copy_trivially_copyable_1 DarkModTools L:\darkmod_src\OpenAL32.lib(hrtf.obj) 1 Error LNK2019 unresolved external symbol __std_reverse_copy_trivially_copyable_8 referenced in function "class std::unique_ptr<struct HrtfStore,struct std::default_delete<struct HrtfStore> > __cdecl `anonymous namespace'::LoadHrtf02(class std::basic_istream<char,struct std::char_traits<char> > &,char const *)" (?LoadHrtf02@?A0xe8b25d95@@YA?AV?$unique_ptr@UHrtfStore@@U?$default_delete@UHrtfStore@@@std@@@std@@AEAV?$basic_istream@DU?$char_traits@D@std@@@3@PEBD@Z) DarkModTools L:\darkmod_src\OpenAL32.lib(hrtf.obj) 1 Error LNK2019 unresolved external symbol __std_reverse_copy_trivially_copyable_4 referenced in function "void __cdecl MixDirectHrtfBase<&void __cdecl `anonymous namespace'::ApplyCoeffs(class std::array<float,2> * __restrict,unsigned __int64,class std::array<class std::array<float,2>,128> const &,float,float)>(class std::array<float,1024> &,class std::array<float,1024> &,class al::span<class std::array<float,1024> const ,-1>,class std::array<float,2> * __restrict,float *,struct HrtfChannelState *,unsigned __int64,unsigned __int64)" (??$MixDirectHrtfBase@$1?ApplyCoeffs@?A0xd07b7227@@YAXPEIAV?$array@M$01@std@@_KAEBV?$array@V?$array@M$01@std@@$0IA@@4@MM@Z@@YAXAEAV?$array@M$0EAA@@std@@0V?$span@$$CBV?$array@M$0EAA@@std@@$0?0@al@@PEIAV?$array@M$01@1@PEAMPEAUHrtfChannelState@@_K5@Z) DarkModTools L:\darkmod_src\OpenAL32.lib(mixer_c.obj) 1 Error LNK2001 unresolved external symbol __std_reverse_copy_trivially_copyable_4 DarkModTools L:\darkmod_src\OpenAL32.lib(mixer_sse.obj) 1 Error LNK1120 6 unresolved externals DarkModTools L:\darkmod\TheDarkModx64.exe 1
  3. Welcome to forums! Thanks for sharing this! The main problem with having more ways to install/build TDM is maintaining all of them, and making sure players don't get into more problems. That's why we keep away from having official TDM packages in Linux distributions and similar stuff. Is there any benefit in this flatpak approach, compared to running tdm_installer manually? P.S. You should not specify checksum for tdm_installer.linux64.zip, because this file is regularly updated, and each update changes the checksum.
  4. I was thinking about how I've been a bit of a pessimist whenever I post stuff in the off-topic section of The Dark Mod Forums, and whilst I do stand by the fact that it's healthy to face unhappy realities of the world in order to provide discussion so that people will spread that discussion and the problems are eventually gained notice of and fixed, I also realize that it's kind of depressing, talking about war and strife. So, I decided to talk about a topic of how we can make the lives of people who are sick and dying happier, and help them experience things they wouldn't be able to otherwise due to their conditions, such as elderly in retirement homes or cancer patient children undergoing chemotherapy or other people who can't go out and travel much. I was thinking about how I haven't gone to the Zoo, Aquarium, or Museum for over a decade, and how I haven't gone to an amusement park, water park, or the beach in summer since covid started. Then I thinks to myself, at least you've done that in your life, some people aren't as lucky or well-off as you've been in life; some people never got around to doing that sort of stuff in their life and now they're stuck in a nursing home, or some are still young but stuck sick in the hospital, and may not live long enough to do that stuff. So I got to thinking, I've seen people on The Dark Mod Forums who've discussed making a VR version of The Dark Mod. And I wonder to myself, hey, you don't know how to program any of this for the less fortunate, but you like to suggest stuff to people, plant seeds in their ears like, so I decided to suggest this to you guys: What about making VIrtual Reality Experiences for the less fortunate? Zoos, Aquariums, Amusement Parks, Carnivals, Circuses, Fairs of the normal and medieval variety, Museums, that sort of thing. And they don't just have to be based on reality, with V.R. you could create a zoo full of unicorns, dragons, zombie animals, aliens, demons, and other fantastical beasts, or make Amusement Park rides that aren't feasibly safe with modern technology, like a roller coaster that reaches up into outer space and through an asteroid belt! I know this comes out of nowhere, but the idea hit me and I'd feel guilty if I didn't share it.
  5. The issue for me is that you're opening one thread after another full of nonsense and/or vulgar ranting about one thing or another and otherwise only seem to engage minimally with the TDM theme or community on these forums. Have you tried playing some fan missions and posting your thoughts on them in the forums, or maybe teaming up with an FM author since you seem to have quite a lot of ideas? That would be much, much more welcome participation than the endless ranting which effectively amounts to trolling and as nbohr1more said can be grounds for a ban. If those things are your primary interests you'd be much better off finding somewhere else that's designed for hosting those kinds of discussions.
  6. Let me elaborate on this tactic: 1) Postulate some crazy concepts about historical events until one gains a little traction either by morons or people who find it to be an amusing meme 2) Test the waters in different forums and social media spaces to see how folks react to this 3) If the forum crowd is determined to be largely left-wing and rationale, overamplify how "idiotic" people are for believing XYZ and then slowly begin associating these "idiots" with anyone they consider their social or political adversaries until you get large numbers of forum members to rant about right-wing "Trump-tards" (etc) and foam at the mouth about all their political grievances 4) Pretend to be a right leaning person, act like a jerk, and get your posts censored 5) Go to right leaning forums and show them that this "theory" is being censored and see if you can get them to integrate it into the larger narrative of "true things that the left is censoring". ( Eg, add it to the pile of Qanon nonsense ). 6) Return to the left leaning forums to mock the right leaning folks for doing step 5. Mission accomplished, you've entrenched more poorly educated people into an absurd belief system and you've ignited a bunch of left-wing derision against them. This type of agitated polarization works well whether you are Putin, the Republican Party, Democrats, etc. Divide and conquer. Here's a tip: Nobody needs to grouse around about what "idiotic" things people believe. If you don't like people believing dumb things, then create a blog, youtube video, or podcast explaining the topic in easy ( and friendly ) terms to those you wish to evangelize into the world of being "not idiotic". The language of referring to people as "those idiots who believe" is a cancer that we suffer too much of these days with political propaganda organizations such as "Media Matters for America" (MMFA) who basically write a single set of political jokes about a daily topic and feed them to all the Late Night television hosts so that if you don't hear them say "republican person X did \ said this dumb thing" from one late night personality, you surely will hear it from another one and the version of what is told omits any nuance or rational counterpoint. In some cases, the words are out-right fabricated from out-of-context statements or things that MMFA thinks people will believe. Here's a perfect example: To this day, late night comedians treat the incriminating emails on Hunter Biden's laptop as "fake Russian slander" even though the New York Times has corroborated their authenticity and they are DKIM signed. They use the laptop story as a talking point about how Republican's are "pro Russian idiots" even though nobody of either political party would be happy to have the son of a vice president using his father's position to arrange financial scams and deals with geopolitical enemies ( China ). Because the latter information is largely invisible to over 50% of the US populace, it serves as a perfect place for political divide and conquer. If the entirety of mainstream entertainment and news are gonna bury or distort legitimate news stories about their allies, what are the chances that anyone will vote for a moderate "middle" candidate? The left will see right-leaning voters who discuss the laptop story as Russian traitors and the Right will see the left as "idiots" who get all their news from television comedians and insane "woke" SJW blue hairs. Perfectly divisive. People need to stop looking at the proles on the ground and start thinking about all the groups that are trying to pull the strings. So I state again, this is no place for astro-turfers, propagandists, and non-linear warfare. Nobody here really cares about what dumb things are floating through the brains of a small group of internet denizens. If these "idiots" grow in numbers, calling them idiots "louder" will not "cure" them or shrink their numbers. The only thing you will achieve is more entrenchment and polarization.
  7. Maybe it's easier to google the issue to see what the forums come up with.
  8. I may see about it in a day or two but right off the bat I am pretty sure func_group never got around to being implemented. SteveL stopped posting on the forums altogether about a year after that post and I've not heard hide nor hair from the feature. I remember testing it, though after five years it's difficult to recall whether it was in 2.03 or 2.04. It "worked" in a very gimped way and I've not touched it or used it in my mapping since. The whole functionality of it has largely been superseded by Dark Radiant's grouping feature, though of course my hope was that this was going to be a wedge for the possible implementation of instanced map regions/map section nesting, like Valve's Hammer editor had (and there's been discussions of that very thing in the forums, recently too I think). The wiki article might simply be useless but you or I could give the func_group thing a whirl in-game and actually check to what extent it works. This week's busy though so unless there are any brave experimenters it will take me to the weekend to get to it.
  9. https://forums.thedarkmod.com/index.php?/topic/21333-tdm-wont-run/&do=findComment&comment=471717
  10. Hey Xolvix! Yes there has been a long wait between act 2 and 3, longer than I would have preferred. But between personal events that have popped up and taken my time away from mapping and also big world issues, it has just extended that time even further. Work is being made though, in fact I actually just took a break from working on Act 3 to check the forums and saw your message. The wait should be over soon Re: your spoiler question
  11. I am locking this thread. There have already been a few discussions about Islam in these forums and this does not need to be another referendum on that topic. There are plenty of online spaces where people who are anti-religion congregate and espouse their grievances. The TDM forums are not an appropriate venue for that topic since we welcome people of all religious backgrounds whether atheist or fundamentalist. If some militant religious extremist decides to proselytize here, their threads will be locked too.
  12. https://forums.thedarkmod.com/index.php?/topic/21207-210-x-rays/ Another big gameplay addition in 2.10 were the improved security cameras. Other features which indirectly impact gameplay were things like removing the entity limit (my mission would not function without substantial compromises if that was not done) and the productivity boosts which came from compile time optimization and the connection and collaboration features added to DR.
  13. Yes, Q4 and ET:QW both had their own implementations but D3 never did. (It appears from the leaked D3 demo that at one stage its parser was going to use the C preprocessor, or something like it. DECAL_MACRO is a leftover from that era but is no longer implemented in the same way; probably id never used the preprocessor for anything else and decided it wasn't worth it.) Someone did make this though: https://forums.thedarkmod.com/index.php?/topic/18843-material-generator-bash-script/
  14. I've NEVER played a modern game that "just worked" out of the box. They ALWAYS had settings that I didn't like or want (motion blur, AA set to something weird, really low default FOV, weird FPS caps). So I'm not really sure where you're coming from with that statement. Like I wrote earlier, nobody should be starting a game without looking at the options menu. That's your own fault for not learning what options are available, then coming into the forums requesting changes that are already present.
  15. It's an attachment to the post of kcghost with the name tdm_loot_stealth_stats.pk4 . https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=17190
  16. No dice Not surprising as the Lenovo readme states that there are no significant changes in any of the releases since the one I have. Version Info <10.18.14.4414> (j4d214ww) - (Fix) Fixed security issue. <10.18.10.3431> (j4d211ww) - (Fix) Fixed an issue that Intel video driver can't do upgrade install. <10.18.10.3431> (j4d210ww) - (Fix) Fixed an issue that can't change resolution successfully with DP1.2 mointor. <9.18.10.3272> (j4d208ww) - (New) Initial release for Thinkpad L440, L540. Googling the problem I see that in previous versions of TDM someone had the same problem and you solved it for them by telling them to delete "the gamex86.dll files then running tdm_updater to get new versions" https://forums.thedarkmod.com/index.php?/topic/14667-tdm-wont-start-doom3exe-has-stopped-working/ I don't see any such files in my version of TDM. Is there something similar I could try?
  17. Will there be more work to improve performance? For example include common performance workaround tweaks into standard game settings? I mean particularly ”Disabling standard graphics features” I use a fairly newer budget laptop. The new patch helped loading times a lot and I'm glad to see this. But standard performance seems to be inconsistent, especially with EAX. I really want to keep native resolution and EAX on. Everything else doesn't matter to me. Minimum graphics solutions are also described on the forums here: here: And on the wiki here: https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks#Disabling_standard_graphics_features
  18. TDM has come a long way since its standalone release, and I've been enjoying 2.10 quite a bit on my legacy machine, which finally is no longer prey to slow loading times! Because of all technical achievements in the past 3 or so releases I wonder if perhaps it could be a good time for the team to show some love to some more outwardly aspects of TDM. This is because I still think the TDM default package is a bit too bare-bones to incentivize new players to invest time into it, and there are some simple yet significant changes that I believe that could change that. I will try to make a short list of suggestions in no particular order for your consideration and for community discussion. Finish St. Lucia campaign - I think that one of the most disappointing aspects of the core TDM package is the lack of a full official campaign. I remember Springheel mentioning many aspects for the 3rd final mission were underway but left incomplete, and that these resources could be ceded to any interested FM creator who was interested in finishing the mission. Why not taking the initiative and do a public announcement? A better training mission - The current TDM training mission is a strange sandbox that doesn't blend too well with the rest of the package. I think something similar to Goldwell's Thief training mission remake would be a more suitable and shorter solution to teach the basics of the game while keeping it within the narrative. It could even be included in the St. Lucia campaign as Mission 0. Better, clearer main menu - even with the most recent changes, I still feel the TDM menu needs a redesign. I'm not quite sure what would be the best approach, so the only suggestion I have at the moment is to have the Mission Downloader available straight from the main menu, instead of being somewhat hidden on the corner of the New Mission section. This is mainly because the game focuses heavily on downloadable, content and thus should immediately point new players towards it. Two-mission community FM sample - one easy way to make the TDM package more complete is by adding a sample of two FMs to the main package - one short, and one long - so that new players can enjoy a small curated selection of what the game offers without having to browse the forums for mission descriptions. These missions could be selected by community vote and then tweaked before inclusion in the package, with the consent of their authors of course. A better intro sequence - The old glowing TDM logo video is really starting to show its age. I wonder if it could be replaced with a better hi-res version, or even with a simple logo texture with an after effect applied, discarding the need for an FMV sequence. Let me know what are your thoughts. I would like also ask the TDM team members if anything similar to these suggestions is already in development.
  19. Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here.
  20. Nice. See also our comments in topic: https://forums.thedarkmod.com/index.php?/topic/20573-winter-ember-isometric-stealth-game-inspired-by-the-thief-series/
  21. I think I might have tracked down the bug. I stupidly had a locationseparator with a negative sound_loss spawnarg- ie. it amplifies the sound. I'm guessing the sound bounces around the map multiple times, passing through the megaphone repeatedly, getting amplified to crazy volumes. No wonder the guards were going berserk. This patch fixes the problem on my Windows machine: https://forums.thedarkmod.com/index.php?/topic/21260-down-and-out-on-newford-road-by-thebigh-jan-26-2022-christmas-connections-contest-entry/&do=findComment&comment=470839 It's still not clear to me why this should be OS dependent though. Idiotic bug or not, it should behave the same on Linux as it does on Windows.
  22. I have made some progress in tracking down this issue. It seems to be an OS dependent bug in TDM2.10 betas. https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/&do=findComment&comment=470785
  23. 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 :) ...

  24. Hi all, This isn't so much of an issue but a quirk. I've noticed for many versions now that the mission downloader, while working fine to download missions, will not refresh properly. What I mean is, when I download missions, they do download, but if I were to go back into the list some are still there. Some are removed from the available list, but the same ones (almost forty) show as available. I'm wondering what this is. It's more a question for my OCD to have a nice cleared out list, but also it makes it hard to find new missions (especially when the name is cut off and I cannot see the asterisk or pound sign at the end). Anyone know what this is about or how to clear the list for missions that have already been downloaded? I searched around the forums but couldn't find any information. Thanks in advance.
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