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  1. 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.
  2. I will not put OpenAL recipe from trunk into 2.09 branch and tag. They differ by two minor versions. OpenAL 1.19.1 was in pure C, and OpenAL 1.21.1 is implemented in C++ and was refactored like hell. 2.09b was built with version 1.19.1, and overwriting it with version so different would be a big lie. Perhaps one can release 2.09c just to update OpenAL to new version, I don't think 1.19.1 was so bad that i made TDM unplayable for many people. Moreover, 2.10 is already in beta, and it is counterproductive to waste effort on 2.09 now.
  3. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  4. With now full EAX support, and XRAM emulation too! From the log of UT3 (I use it as a benchmark) Init: ALAudio device requested : Init: ALAudio device opened : OpenAL Soft Init: AL_VENDOR : OpenAL Community Init: AL_RENDERER : OpenAL Soft Init: AL_VERSION : 1.1 ALSOFT 1.22.0 Init: AL_EXTENSIONS : EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX-RAM AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_callback_buffer AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_UHJ Init: Device supports: EAX4.0 Init: Device supports: EAX-RAM Init: Device supports: ALC_EXT_EFX Init: Found EFX extension with 8 effect slots and 5 potential sends Init: ...'reverb' supported Init: ...'equalizer' supported Init: ...'low pass filter' supported Init: XRAM : YES Init: ALAudioDevice initialized. Init: Client initialized
  5. Laptop specs: OS: Manjaro Linux / xfce & i3 CPU: Intel i5 6300HQ @ 3.2 Ghz (Underclocked 8%) RAM: 12 GB DDR3L, 1 x 4GB + 1 x 8GB Samsung DDRL 1666 Mhz GPU: Dedicated Gtx 960M 4GB (Propietary Nvidia Drivers) Storage: 128 GB m2 SSD + 1TB HDD Resolutions: 1080p / 900p Monitor: Integrated no glare FHD screen @1080p 60hz / 5 ms, Docked via DP to MSI Optix gc27hq @1080p 144hz / 3 ms. Audio: Logitech G pro + USB DAC / OpenAL + custom 48000 hrtf profile Running TDM @ 1080p, medium-high settings, disabled post-processing effects and AA disabled, at 55~60 fps, dops to 45~50 fps on dense areas. Desktop pc specs: OS: Windows 10 pro 64 bits MOBO: MPG B550 GAMING PLUS PSU: Corsair RM750 80+ Gold CPU: Ryzen 7 5700G + AIO Balamrush Hydrox RAM: 32 GB DDR4 XPG (4x8) @ 3533 Mhz (RAM Boost from stock 3000 Mhz) GPU: Gigabyte RTX 3080 10GB Windforce [update from gtx 1080 8GB] (undervolted 200mhz @ 1920 mhz : 875 mV baseline, overclocked 1000mz. Storage: Windows: 256 GB Xpg spectrix M2 SSD Mass storage: 4x 1TB ADATA green SSD in RAID Games: 1TB Samsung 980 pro 1TB NVME PCIE SSD. Monitor: DP to MSI Optix gc27hq @1440p 165hz / 1~2 ms Audio: Logitech G pro + modded DCH realtek SB Xifi MB5 drivers + OpenAL + Creative Alchemy + custom 48000 hrtf profile Benchmark stress test settings: Running TDM @ 1440p, fps uncapped set at 300 in game Object LOD: Very high (Huge fps impact, no difference between High setting) Fov: 130 Shadows: Maps Shadow quality: Very high (Huge fps impact, no difference with High setting) Shadow softness: Maxed (Performance hit, shadows look unnatural, recommended 3 - 4 ticks max) Color precision: 64 bits Bloom: on & maxed (slight performance hit, lights look bright and surfaces too saturated, recommend 3 - 5 ticks for best quality-performance balanced). Ambient Occlusion: High (High performance hit, medium gives the exact same results with less performance hit) Frontend acceleration: On Anti Aliasing: 16x (Most fps hog setting, 8x gives no visual difference against this, and does not impact performance as much) Texture Anisotropy: 16x (little difference between 16x and 8x on high resolutions, 4x is also good but mipmap shimmering becomes apparent on big areas). Vsync: Off Result: 90~95 fps on small areas and indoors, 65~60 fps on exteriors and entity / render heavy scenes, 1% lows 45 fps. Gameplay settings: Running TDM @ 1440p, fps uncapped set at 170 in game Object LOD: High (Medium is also acceptable, but objects become low slightly less detailed at a distance) Fov: 90 (anything above introduces a little fish eye effect). Shadows: Maps (Stencil is also good but some dynamic shadows that the lantern and other dynamic lights cast look odd) Shadow quality: High (Medium looks almost the same, except for some shimmering artifacts at shadow borders from dynamic casts) Shadow softness: 3 ticks Color precision: 64 bits Bloom: on & 2 ticks Ambient Occlusion: Medium Frontend acceleration: On Anti Aliasing: 4x Texture Anisotropy: 8x Vsync: On @ 165 hz Result: 165 stable fps everywhere, 1% low 155 fps. Alternate: 250 fps with vsync off and fps limiter set to 300, 1% lows to 165 fps, too unstable.
  6. 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:
  7. Thanks for the pointers stgatilov, btw not sure if correct but in the mean time I did solved the OpenAL errors by updating in the "ThirdParty\artefacts\" the OpenAL library and include files, to the latest OpenAL soft version, after that I got only a single unresolved external symbol error with pugixml. But I will start over with a clean install, so the solution is the one that comes by default and not something I hacked around, cheers. Update: Cleaned the solution like you said, rebuild with VS2022 worked. I most have broken it when I tried to compile with VS 2017 and when it failed, tried to retarget it (like suggested by VS...). And yes I still have 2017 installed, hell I still have VS 2010 that I used to try compile HPL engine from Frictional Games, VS 2015 that I use to edit Dewm3 engine, VS 2017, VS 2019 and now VS 2022 all in the same computer, based on how bad Microsoft has become, I don't know how they all can coexist so well and everything works.
  8. i use git clone https://github.com/codereader/DarkRadiant.git --recurse-submodules with https instead of git: is that different? since with git: nothing is downloaded at all first conclusion 2 instructions missing in debian10 install libeigen3-dev libgit2-dev second conclusion, some someelse is still missing git clone https://github.com/codereader/DarkRadiant.git --recurse-submodules Cloning into 'DarkRadiant'... remote: Enumerating objects: 162889, done. remote: Counting objects: 100% (33651/33651), done. remote: Compressing objects: 100% (10563/10563), done. remote: Total 162889 (delta 24575), reused 31976 (delta 22932), pack-reused 129238 Receiving objects: 100% (162889/162889), 96.95 MiB | 3.30 MiB/s, done. Resolving deltas: 100% (124371/124371), done. sudo apt-get install git cmake pkg-config gettext zlib1g-dev libjpeg-dev libwxgtk3.0-dev libgtest-dev sudo apt-get install libxml2-dev libsigc++-2.0-dev libpng-dev libftgl-dev libglew-dev libalut-dev libvorbis-dev python3-dev synaptics Installed the following packages: libeigen3-dev (3.3.7-1) libeigen3-doc (3.3.7-1) Installed the following packages: libgit2-27 (0.27.7+dfsg.1-0.2) libgit2-dev (0.27.7+dfsg.1-0.2) libhttp-parser-dev (2.8.1-1+deb10u2) libmbedcrypto3 (2.16.0-1) libmbedtls-dev (2.16.0-1) libmbedtls12 (2.16.0-1) libmbedx509-0 (2.16.0-1) libssh2-1-dev (1.8.0-2.1) cd DarkRadiant ~/DarkRadiant$ cmake . -- The C compiler identification is GNU 8.3.0 -- The CXX compiler identification is GNU 8.3.0 -- Check for working C compiler: /usr/bin/cc -- Check for working C compiler: /usr/bin/cc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Detecting C compile features -- Detecting C compile features - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Detecting CXX compile features -- Detecting CXX compile features - done -- Found PkgConfig: /usr/bin/pkg-config (found version "0.29") -- Checking for module 'libxml-2.0' -- Found libxml-2.0, version 2.9.4 -- Checking for module 'sigc++-2.0' -- Found sigc++-2.0, version 2.10.1 -- Checking for module 'ftgl' -- Found ftgl, version 2.4.0 -- Checking for module 'freetype2' -- Found freetype2, version 22.1.16 -- Checking for module 'gl' -- Found gl, version 18.3.6 -- Checking for module 'glew' -- Found glew, version 2.1.0 -- Checking for module 'libjpeg' -- Found libjpeg, version 1.5.2 -- Checking for module 'libpng' -- Found libpng, version 1.6.36 -- Checking for module 'openal' -- Found openal, version 1.19.1 -- Checking for module 'ogg' -- Found ogg, version 1.3.2 -- Checking for module 'vorbisfile' -- Found vorbisfile, version 1.3.6 -- Checking for module 'x11' -- Found x11, version 1.6.7 -- Checking for module 'zlib' -- Found zlib, version 1.2.11 -- Checking for module 'glib-2.0' -- Found glib-2.0, version 2.63.5 -- Checking for module 'eigen3' -- Found eigen3, version 3.3.7 -- Found wxWidgets: -L/usr/lib/x86_64-linux-gnu;-pthread;;;-lwx_baseu-3.0;-lwx_gtk2u_core-3.0;-lwx_gtk2u_stc-3.0;-lwx_gtk2u_adv-3.0;-lwx_gtk2u_gl-3.0;-lwx_gtk2u_xrc-3.0;-lwx_gtk2u_aui-3.0 (found version "3.0.4") -- Found Python: /usr/lib/python3.7/config-3.7m-x86_64-linux-gnu/libpython3.7m.so (found version "3.7.3") found components: Development -- Checking for module 'libgit2' -- Found libgit2, version 0.27.7 -- Checking for module 'gtest' -- No package 'gtest' found -- Checking for module 'gtest_main' -- No package 'gtest_main' found -- Configuring done -- Generating done -- Build files have been written to: /home/chris/DarkRadiant NOTE: /usr/include/gtest /usr/include/gtest/gtest-death-test.h /usr/include/gtest/gtest-message.h /usr/include/gtest/gtest-param-test.h /usr/include/gtest/gtest-param-test.h.pump /usr/include/gtest/gtest-printers.h /usr/include/gtest/gtest-spi.h /usr/include/gtest/gtest-test-part.h /usr/include/gtest/gtest-typed-test.h /usr/include/gtest/gtest.h /usr/include/gtest/gtest_pred_impl.h /usr/include/gtest/gtest_prod.h /usr/include/gtest/internal /usr/include/gtest/internal/custom /usr/include/gtest/internal/custom/README.md /usr/include/gtest/internal/custom/gtest-port.h /usr/include/gtest/internal/custom/gtest-printers.h /usr/include/gtest/internal/custom/gtest.h /usr/include/gtest/internal/gtest-death-test-internal.h /usr/include/gtest/internal/gtest-filepath.h /usr/include/gtest/internal/gtest-internal.h /usr/include/gtest/internal/gtest-linked_ptr.h /usr/include/gtest/internal/gtest-param-util-generated.h /usr/include/gtest/internal/gtest-param-util-generated.h.pump /usr/include/gtest/internal/gtest-param-util.h /usr/include/gtest/internal/gtest-port-arch.h /usr/include/gtest/internal/gtest-port.h /usr/include/gtest/internal/gtest-string.h /usr/include/gtest/internal/gtest-tuple.h /usr/include/gtest/internal/gtest-tuple.h.pump /usr/include/gtest/internal/gtest-type-util.h /usr/include/gtest/internal/gtest-type-util.h.pump /usr/lib /usr/lib/x86_64-linux-gnu /usr/lib/x86_64-linux-gnu/libgtest.a /usr/lib/x86_64-linux-gnu/libgtest_main.a /usr/share /usr/share/doc /usr/share/doc/libgtest-dev /usr/share/doc/libgtest-dev/changelog.Debian.gz /usr/share/doc/libgtest-dev/copyright /usr/src /usr/src/gtest ~/DarkRadiant$ make Scanning dependencies of target math [ 0%] Building CXX object libs/math/CMakeFiles/math.dir/AABB.cpp.o [ 0%] Building CXX object libs/math/CMakeFiles/math.dir/Frustum.cpp.o [ 0%] Building CXX object libs/math/CMakeFiles/math.dir/Matrix4.cpp.o [ 0%] Building CXX object libs/math/CMakeFiles/math.dir/Plane3.cpp.o [ 0%] Building CXX object libs/math/CMakeFiles/math.dir/SHA256.cpp.o [ 0%] Linking CXX shared library libmath.so [ 0%] Built target math Scanning dependencies of target xmlutil [ 0%] Building CXX object libs/xmlutil/CMakeFiles/xmlutil.dir/Document.cpp.o [ 0%] Building CXX object libs/xmlutil/CMakeFiles/xmlutil.dir/Node.cpp.o [ 0%] Building CXX object libs/xmlutil/CMakeFiles/xmlutil.dir/XmlModule.cpp.o [ 1%] Linking CXX shared library libxmlutil.so [ 1%] Built target xmlutil Scanning dependencies of target scenegraph [ 1%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/ChildPrimitives.cpp.o [ 1%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/InstanceWalkers.cpp.o [ 1%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/LayerUsageBreakdown.cpp.o [ 1%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/ModelFinder.cpp.o [ 1%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/Node.cpp.o [ 1%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/merge/MergeOperation.cpp.o [ 2%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/merge/MergeOperationBase.cpp.o [ 2%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/merge/MergeActionNode.cpp.o [ 2%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/merge/GraphComparer.cpp.o [ 2%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/merge/ThreeWayMergeOperation.cpp.o [ 2%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/SelectableNode.cpp.o [ 2%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/SelectionIndex.cpp.o [ 2%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/TraversableNodeSet.cpp.o [ 2%] Building CXX object libs/scene/CMakeFiles/scenegraph.dir/Traverse.cpp.o [ 3%] Linking CXX shared library libscenegraph.so [ 3%] Built target scenegraph Scanning dependencies of target wxutil [ 3%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/ConsoleView.cpp.o [ 3%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/dataview/DeclarationTreeView.cpp.o [ 4%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/dataview/KeyValueTable.cpp.o [ 4%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/dataview/ResourceTreeView.cpp.o [ 4%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/dataview/ResourceTreeViewToolbar.cpp.o [ 4%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/dataview/ThreadedResourceTreePopulator.cpp.o [ 4%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/dataview/TreeModel.cpp.o [ 4%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/dataview/TreeModelFilter.cpp.o [ 4%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/dataview/TreeView.cpp.o [ 5%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/dataview/VFSTreePopulator.cpp.o [ 5%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/decl/DeclarationSelectorDialog.cpp.o [ 5%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/decl/DeclarationSelector.cpp.o [ 5%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/dialog/DialogBase.cpp.o [ 5%] Building 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libs/wxutil/CMakeFiles/wxutil.dir/MouseToolHandler.cpp.o [ 7%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/PanedPosition.cpp.o [ 7%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/PathEntry.cpp.o [ 7%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/preview/GuiRenderer.cpp.o [ 7%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/preview/GuiView.cpp.o [ 7%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/preview/ModelPreview.cpp.o [ 8%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/preview/ParticlePreview.cpp.o [ 8%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/preview/RenderPreview.cpp.o [ 8%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/SerialisableWidgets.cpp.o [ 8%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/sourceview/DeclarationSourceView.cpp.o [ 8%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/sourceview/DefinitionView.cpp.o [ 8%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/sourceview/SourceView.cpp.o [ 8%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/Splitter.cpp.o [ 9%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/WindowPosition.cpp.o [ 9%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/WindowState.cpp.o [ 9%] Building CXX object libs/wxutil/CMakeFiles/wxutil.dir/window/TransientWindow.cpp.o [ 9%] Linking CXX shared library libwxutil.so [ 9%] Built target wxutil Scanning dependencies of target module [ 9%] Building CXX object libs/module/CMakeFiles/module.dir/ApplicationContextBase.cpp.o [ 10%] Building CXX object libs/module/CMakeFiles/module.dir/CoreModule.cpp.o [ 10%] Building CXX object libs/module/CMakeFiles/module.dir/DynamicLibrary.cpp.o [ 10%] Building CXX object libs/module/CMakeFiles/module.dir/StaticModule.cpp.o [ 10%] Linking CXX static library libmodule.a [ 10%] Built target module Scanning dependencies of target script [ 10%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/BrushInterface.cpp.o [ 10%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/CameraInterface.cpp.o [ 10%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/CommandSystemInterface.cpp.o [ 10%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/DeclarationManagerInterface.cpp.o [ 10%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/DialogInterface.cpp.o [ 10%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/EClassInterface.cpp.o [ 11%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/EntityInterface.cpp.o [ 11%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/FileSystemInterface.cpp.o [ 11%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/FxManagerInterface.cpp.o [ 11%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/GameInterface.cpp.o [ 11%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/GridInterface.cpp.o [ 11%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/LayerInterface.cpp.o [ 11%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/MapInterface.cpp.o [ 12%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/MathInterface.cpp.o [ 12%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/ModelInterface.cpp.o [ 12%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/PatchInterface.cpp.o [ 12%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/RadiantInterface.cpp.o [ 12%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/SceneGraphInterface.cpp.o [ 12%] Building CXX object plugins/script/CMakeFiles/script.dir/interfaces/SelectionGroupInterface.cpp.o In file included from /home/chris/DarkRadiant/include/iselectiongroup.h:4, from /home/chris/DarkRadiant/plugins/script/interfaces/SelectionGroupInterface.h:7, from /home/chris/DarkRadiant/plugins/script/interfaces/SelectionGroupInterface.cpp:1: /home/chris/DarkRadiant/include/iselectable.h: In function ‘void Node_setSelected(const INodePtr&, bool)’: /home/chris/DarkRadiant/include/iselectable.h:31:37: error: ‘node_cast’ is not a member of ‘scene’ ISelectablePtr selectable = scene::node_cast<ISelectable>(node); ^~~~~~~~~ /home/chris/DarkRadiant/include/iselectable.h:31:58: error: expected primary-expression before ‘>’ token ISelectablePtr selectable = scene::node_cast<ISelectable>(node); ^ /home/chris/DarkRadiant/include/iselectable.h: In function ‘bool Node_isSelected(const INodePtr&)’: /home/chris/DarkRadiant/include/iselectable.h:41:37: error: ‘node_cast’ is not a member of ‘scene’ ISelectablePtr selectable = scene::node_cast<ISelectable>(node); ^~~~~~~~~ /home/chris/DarkRadiant/include/iselectable.h:41:58: error: expected primary-expression before ‘>’ token ISelectablePtr selectable = scene::node_cast<ISelectable>(node); ^ make[2]: *** [plugins/script/CMakeFiles/script.dir/build.make:297: plugins/script/CMakeFiles/script.dir/interfaces/SelectionGroupInterface.cpp.o] Error 1 make[1]: *** [CMakeFiles/Makefile2:368: plugins/script/CMakeFiles/script.dir/all] Error 2 make: *** [Makefile:130: all] Error 2
  9. I tried some, namely oss, pulse and alsa but it didn't help. I tried looking online and came across the openal-info command and something strange happens when I run it: If i run it without sudo it gives off a few errors, but lists a lot of information and even finds the correct audio outputs of my system, however if I run it with sudo it displays what TDM already showed me and doesn't find the correct outputs (running it with sudo outputs pretty much the same things TDM does). I've attached the output of both commands (Note that I manually added the error messages as they would not be redirected to the file). On a side note, I stumbled upon a reddit post of someone having a similar problem in minecraft and the solution was apparently to change ownership of the game files because it runs as root and it couldn't connect to the pulseaudio daemon which was running as the local user. I doubt that's my case (I never run TDM as sudo), but it left me wondering if there's a similar problem with priviledges and permissions on other things. openal-info-sudo.txt openal-info.txt
  10. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  11. 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.
  12. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  13. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  14. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  15. Do you have openal installed? Did you try disabling HRTF and EFX? Does your system support multiple audio outputs ( hdmi, headphone jack, etc )? If so, can you disable unused audio hardware? Did you check the FAQ audio section at wiki.thedarkmod.com ?
  16. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  17. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  18. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  19. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  20. We will look at some of this stuff, but SPOILER tags, please!!!
  21. There are rumors that a legendary ruby, the Heart of Saint Mattis, actually exists. Break into the the Northgate Cathedral, find it, and steal it. Background This is my second Dark Mod mission (Mission of Mercy was the first). This is a small-medium mission, with some extras. See below for hints. My wife just gave me an idea for mission number three, so look for that next year. I notice that Dragofer just released a mission today. I hope I'm not violating an unwritten protocol by releasing another mission on the same day. Download The mission is available in the in-game downloader. As well as here: https://www.dropbox.com/s/jah5svj5eagnhs8/heartstmattis.pk4?dl=1. (<-- NEW LINK. Per grayman's request, the name of the pk4 and map have been changed). Place the PK4 in your \fms folder. TDM will recognize it as a new mission. I18n I have not done the work required for internationalization. OpenAL EFX This mission uses it (version 2), so I recommend turning it on in the Audio Settings. Thanks Many thanks to the beta testers, who really helped me get this mission into shape: Cambridge Spy, Shadow, Jedi_Wannabe (who also did some performance work on the map), SuaveSteve Thanks to Mike and Chloe for their outstanding voice work! The cathedral in this mission was inspired in many ways by bikerdude's excellent St. Albans Cathedral. I haven't played all of the DM missions, but to me St. Albans is the gold standard of cathedrals. Music includes Cantus Firmus Monks by Doug Maxwell/Media Right Productions (royalty free) The video series by Springheel and Sotha were helpful and energizing. Thanks to the entire Dark Mod community for building an amazing project. Hints and Tips (warning: contains progressive spoilers)
  22. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  23. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  24. 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
  25. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
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