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  1. This can't really be of help to TDM at all because we're already OpenGL, but its still pretty cool! http://www.phoronix.com/scan.php?page=news_item&px=MTYyNjM

    1. GameDevGoro

      GameDevGoro

      And a great reminder of how DirectX really dropped the ball. :) Lovely, so glad I decided to learn GL instead of DX back in the day.

  2. FPS is often bad measure. You have frontend thread and workers running in parallel: if they are slower, then backend performance does not matter. The "new backend" took about a year, and it only changes a small part of OpenGL code. I think a lot of old OpenGL code is still around. You won't be able to mix old and new code with Vulkan, so better stop dreaming Disabling multidrawindirect sounds like an option: it is not as risky as switching back to the old backend. Although it would be great if at least one more beta tester reported the same problem...
  3. Thank you nbohr1more for your answer darkmod.cfg Processor : AMD Athlon(TM) II X 4 640 PROCESSOR 3.00 GHZ OpenGL vendor: ATI Technologies Inc. OpenGL renderer: AMD Radeon HD 5670 RAM : 8 Go System x64 bits on Windows 10 456Go free on SSD dark mod installed in a folder out of Program Files or ProgramX86 I've posted the link of bad performance just under bad_performance.txt
  4. I have tried this binary, and I am pleased to report that it works! I was able to start the game, install a mission, and start playing the mission with no trouble at all. Here's the terminal output when I start the game and then immediately quit: ~/darkmod$ ./thedarkmod.x64 WARNING:Cannot detect SVN version! Make sure 'svnversion' command works in console on the build machine. TDM 2.07/64 #0 () linux-x86_64 Aug 18 2019 19:24:18 found interface lo - loopback found interface wlp3s0 - 192.168.86.23/255.255.255.0 Found Generic CPU, features: MMX SSE SSE2 SSE3 tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. ------ Initializing File System ------ Current search path: /home/tice/darkmod/fms/training_mission /home/tice/darkmod/fms/training_mission/training_mission.pk4 (97 files) /home/tice/darkmod/ /home/tice/darkmod/tdm_textures_wood01.pk4 (376 files) /home/tice/darkmod/tdm_textures_window01.pk4 (389 files) /home/tice/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /home/tice/darkmod/tdm_textures_stone_natural01.pk4 (130 files) /home/tice/darkmod/tdm_textures_stone_flat01.pk4 (295 files) /home/tice/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /home/tice/darkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/tice/darkmod/tdm_textures_sfx01.pk4 (69 files) /home/tice/darkmod/tdm_textures_roof01.pk4 (72 files) /home/tice/darkmod/tdm_textures_plaster01.pk4 (142 files) /home/tice/darkmod/tdm_textures_paint_paper01.pk4 (63 files) /home/tice/darkmod/tdm_textures_other01.pk4 (127 files) /home/tice/darkmod/tdm_textures_nature01.pk4 (281 files) /home/tice/darkmod/tdm_textures_metal01.pk4 (496 files) /home/tice/darkmod/tdm_textures_glass01.pk4 (51 files) /home/tice/darkmod/tdm_textures_fabric01.pk4 (43 files) /home/tice/darkmod/tdm_textures_door01.pk4 (177 files) /home/tice/darkmod/tdm_textures_decals01.pk4 (461 files) /home/tice/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/tice/darkmod/tdm_textures_base01.pk4 (395 files) /home/tice/darkmod/tdm_standalone.pk4 (4 files) /home/tice/darkmod/tdm_sound_vocals_decls01.pk4 (28 files) /home/tice/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/tice/darkmod/tdm_sound_vocals06.pk4 (696 files) /home/tice/darkmod/tdm_sound_vocals05.pk4 (128 files) /home/tice/darkmod/tdm_sound_vocals04.pk4 (2870 files) /home/tice/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/tice/darkmod/tdm_sound_vocals02.pk4 (1299 files) /home/tice/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/tice/darkmod/tdm_sound_sfx02.pk4 (605 files) /home/tice/darkmod/tdm_sound_sfx01.pk4 (948 files) /home/tice/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/tice/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/tice/darkmod/tdm_sound_ambient02.pk4 (163 files) /home/tice/darkmod/tdm_sound_ambient01.pk4 (220 files) /home/tice/darkmod/tdm_prefabs01.pk4 (960 files) /home/tice/darkmod/tdm_player01.pk4 (125 files) /home/tice/darkmod/tdm_models_decls01.pk4 (103 files) /home/tice/darkmod/tdm_models02.pk4 (2020 files) /home/tice/darkmod/tdm_models01.pk4 (3043 files) /home/tice/darkmod/tdm_gui_credits01.pk4 (49 files) /home/tice/darkmod/tdm_gui01.pk4 (715 files) /home/tice/darkmod/tdm_fonts01.pk4 (696 files) /home/tice/darkmod/tdm_env01.pk4 (152 files) /home/tice/darkmod/tdm_defs01.pk4 (179 files) /home/tice/darkmod/tdm_base01.pk4 (197 files) /home/tice/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/tice/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /home/tice/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /home/tice/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /home/tice/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/tice/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/tice/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/tice/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /home/tice/darkmod/tdm_ai_humanoid_guards01.pk4 (379 files) /home/tice/darkmod/tdm_ai_humanoid_females01.pk4 (172 files) /home/tice/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/tice/darkmod/tdm_ai_base01.pk4 (8 files) /home/tice/darkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 ------------------------------ /proc/cpuinfo CPU frequency: 2781.91 MHz I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1259 strings read from strings/english.lang I18N: 145 strings read from strings/fm/english.lang Couldn't exec editor.cfg - file does not exist. execing default.cfg execing Darkmod.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1259 strings read from strings/english.lang I18N: 145 strings read from strings/fm/english.lang ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'Built-in Audio Analog Stereo' OpenAL: using 'OpenAL Soft' OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL: found EFX extension OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 800x600 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2) GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_NV_fog_distance GL_APPLE_packed_pixels GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_AMD_texture_texture4 GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_uniform_buffer_object GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_NV_texture_barrier GL_ARB_draw_indirect GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_texture_compression_bptc GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_AMD_multi_draw_indirect GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_transform_feedback GL_AMD_query_buffer_object GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_fragment_layer_viewport GL_ARB_framebuffer_no_attachments GL_ARB_invalidate_subdata GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_robust_buffer_access_behavior GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_KHR_debug GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_indirect_parameters GL_ARB_internalformat_query2 GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_seamless_cubemap_per_texture GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_INTEL_performance_query GL_ARB_ES3_1_compatibility GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_texture_barrier GL_ARB_transform_feedback_overflow_query GL_EXT_polygon_offset_clamp GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_robust_buffer_access_behavior GL_ARB_fragment_shader_interlock GL_ARB_post_depth_coverage GL_ARB_shader_atomic_counter_ops GL_ARB_shader_ballot GL_ARB_shader_clock GL_EXT_shader_samples_identical GL_KHR_no_error GL_KHR_texture_compression_astc_sliced_3d GL_NV_fragment_shader_interlock GL_MESA_shader_integer_functions GL_ARB_polygon_offset_clamp GL_ARB_texture_filter_anisotropic GL_EXT_shader_framebuffer_fetch_non_coherent GL_INTEL_shader_atomic_float_minmax ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ OpenGL vendor: Intel Open Source Technology Center OpenGL renderer: Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2) OpenGL version: 3.0 Mesa 19.0.8 v - using GL version 2.0 (core) Checking portable OpenGL extensions... Max texture coords: 8 Max texture units: 32 Max active textures: 192 v - using GL_EXT_texture_compression_s3tc (ext) v - using GL_ARB_texture_compression_rgtc (core+ext) v - using GL_EXT_texture_filter_anisotropic (ext) maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias (ext) v - using GL_EXT_stencil_wrap (ext) v - using GL_ARB_map_buffer_range (core+ext) v - using GL_ARB_vertex_program (ext) v - using GL_ARB_fragment_program (ext) X - GL_EXT_depth_bounds_test not found v - using GL_ARB_framebuffer_object (core+ext) X - GL_EXT_gpu_shader4 not found X - GL_ARB_geometry_shader4 not found v - using GL_ARB_pixel_buffer_object (ext) v - using GL_ARB_timer_query (ext) v - using GL_KHR_debug (ext) v - using GL_ARB_sync (ext) GL fence sync available Max geometry output vertices: 2 Max geometry output components: 2 Max vertex attribs: 16 Max env parameters: 256 ----- R_ReloadARBPrograms ----- glprogs/test.vfp 8 glprogs/test.vfp 9 glprogs/interaction.vfp 1 glprogs/interaction.vfp 2 glprogs/bumpyEnvironment.vfp 5 glprogs/bumpyEnvironment.vfp 6 glprogs/ambientLight.vfp 10 glprogs/ambientLight.vfp 11 glprogs/shadow.vp 7 glprogs/environment.vfp 3 glprogs/environment.vfp 4 glprogs/test_direct.vfp 12 glprogs/test_direct.vfp 13 glprogs/interaction_direct.vfp 14 glprogs/interaction_direct.vfp 15 glprogs/soft_particle.vfp 16 glprogs/soft_particle.vfp 17 glprogs/cubic_light_point.vfp 18 glprogs/cubic_light_point.vfp 19 glprogs/cubic_light_proj.vfp 20 glprogs/cubic_light_proj.vfp 21 glprogs/test_cubic_light_point.vfp 22 glprogs/test_cubic_light_point.vfp 23 glprogs/test_cubic_light_proj.vfp 24 glprogs/test_cubic_light_proj.vfp 25 glprogs/ambient_cubic_light.vfp 26 glprogs/ambient_cubic_light.vfp 27 glprogs/cookMath_pass1.vfp 28 glprogs/cookMath_pass1.vfp 29 glprogs/cookMath_pass2.vfp 30 glprogs/cookMath_pass2.vfp 31 glprogs/brightPass_opt.vfp 32 glprogs/brightPass_opt.vfp 33 glprogs/blurx.vfp 34 glprogs/blurx.vfp 35 glprogs/blury.vfp 36 glprogs/blury.vfp 37 glprogs/finalScenePass_opt.vfp 38 glprogs/finalScenePass_opt.vfp 39 ------------------------------- ---------- R_ReloadGLSLPrograms_f ----------- interaction VF ambientInteraction VF stencilShadow VF oldStage VF depthAlpha VF fog VF blend VF cubeMap VF interactionA VF interactionN VFWARNING:CompileShader(glprogs/interactionN.fs): FAILED 0:1(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES shadowMapA VGFWARNING:CompileShader(glprogs/shadowMapA.fs): FAILED 0:1(10): error: GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES shadowMapN VWARNING:CompileShader(glprogs/shadowMapN.vs): FAILED 0:1(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES GWARNING:CompileShader(glprogs/shadowMapN.gs): FAILED FWARNING:CompileShader(glprogs/shadowMapN.fs): FAILED 0:1(10): error: GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.07/64, linux-x86_64, code revision 0 Build date: Aug 18 2019 WARNING:file particles/tdm_cauldron_steam.prt, line 31: particle 'tdm_cauldron_steam_small' previously defined at particles/tdm_bikerdude.prt:55 WARNING:file particles/tdm_cauldron_steam.prt, line 162: particle 'tdm_cauldron_steam' previously defined at particles/tdm_bikerdude.prt:84 WARNING:file particles/tdm_ceiling_dust_falling.prt, line 50: particle 'tdm_ceiling_dust' previously defined at particles/tdm_bikerdude.prt:212 WARNING:file particles/tdm_chimney_smoke.prt, line 30: particle 'tdm_chimney_smoke' previously defined at particles/tdm_bikerdude.prt:259 WARNING:file particles/tdm_chimney_smoke.prt, line 60: particle 'tdm_chimney_smoke_medium' previously defined at particles/tdm_bikerdude.prt:286 WARNING:file particles/tdm_chimney_smoke.prt, line 90: particle 'tdm_chimney_smoke_small' previously defined at particles/tdm_bikerdude.prt:313 WARNING:file particles/tdm_chimney_smoke_medium.prt, line 30: particle 'tdm_chimney_smoke_medium' previously defined at particles/tdm_bikerdude.prt:286 WARNING:file particles/tdm_chimney_smoke_small.prt, line 30: particle 'tdm_chimney_smoke_small' previously defined at particles/tdm_bikerdude.prt:313 WARNING:file particles/tdm_cookingpot_steam.prt, line 31: particle 'tdm_cookingpot_steam' previously defined at particles/tdm_bikerdude.prt:340 WARNING:file particles/tdm_fireflames_small_nosmoke.prt, line 54: particle 'tdm_fire_flames_small_nosmoke' previously defined at particles/tdm_bikerdude.prt:368 WARNING:file particles/tdm_floating_dust.prt, line 30: particle 'tdm_floating_dust' previously defined at particles/tdm_bikerdude.prt:419 WARNING:file particles/tdm_floating_moon_dust.prt, line 31: particle 'tdm_floating_moon_dust' previously defined at particles/tdm_bikerdude.prt:444 WARNING:file particles/tdm_floating_moon_dust.prt, line 67: particle 'tdm_floating_mood_dust_small' previously defined at particles/tdm_bikerdude.prt:27 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 Initializing event system ...842 event definitions Initializing class hierarchy ...171 classes, 1657056 bytes for event callbacks Initializing scripts Compiled 'tdm_ai_lanternbot::startAlarmWhistle': 109.7 ms ---------- Compile stats ---------- Memory usage: Strings: 44, 7352 bytes Statements: 20264, 810560 bytes Functions: 1267, 169756 bytes Variables: 91900 bytes Mem used: 1827840 bytes Static data: 4014424 bytes Allocated: 4862948 bytes Thread size: 7912 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 3 mods in the FM folder. Parsed 3 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: training_mission -------- Initializing Session -------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:Couldn't load sound 'sound' using default session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Cannot detect SVN version! WARNING:CompileShader(glprogs/interactionN.fs): FAILED 0:1(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES WARNING:CompileShader(glprogs/shadowMapA.fs): FAILED 0:1(10): error: GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES WARNING:CompileShader(glprogs/shadowMapN.fs): FAILED 0:1(10): error: GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES WARNING:CompileShader(glprogs/shadowMapN.gs): FAILED WARNING:CompileShader(glprogs/shadowMapN.vs): FAILED 0:1(10): error: GLSL 4.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES WARNING:Couldn't load sound 'sound' using default WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file particles/tdm_cauldron_steam.prt, line 162: particle 'tdm_cauldron_steam' previously defined at particles/tdm_bikerdude.prt:84 WARNING:file particles/tdm_cauldron_steam.prt, line 31: particle 'tdm_cauldron_steam_small' previously defined at particles/tdm_bikerdude.prt:55 WARNING:file particles/tdm_ceiling_dust_falling.prt, line 50: particle 'tdm_ceiling_dust' previously defined at particles/tdm_bikerdude.prt:212 WARNING:file particles/tdm_chimney_smoke.prt, line 30: particle 'tdm_chimney_smoke' previously defined at particles/tdm_bikerdude.prt:259 WARNING:file particles/tdm_chimney_smoke.prt, line 60: particle 'tdm_chimney_smoke_medium' previously defined at particles/tdm_bikerdude.prt:286 WARNING:file particles/tdm_chimney_smoke.prt, line 90: particle 'tdm_chimney_smoke_small' previously defined at particles/tdm_bikerdude.prt:313 WARNING:file particles/tdm_chimney_smoke_medium.prt, line 30: particle 'tdm_chimney_smoke_medium' previously defined at particles/tdm_bikerdude.prt:286 WARNING:file particles/tdm_chimney_smoke_small.prt, line 30: particle 'tdm_chimney_smoke_small' previously defined at particles/tdm_bikerdude.prt:313 WARNING:file particles/tdm_cookingpot_steam.prt, line 31: particle 'tdm_cookingpot_steam' previously defined at particles/tdm_bikerdude.prt:340 WARNING:file particles/tdm_fireflames_small_nosmoke.prt, line 54: particle 'tdm_fire_flames_small_nosmoke' previously defined at particles/tdm_bikerdude.prt:368 WARNING:file particles/tdm_floating_dust.prt, line 30: particle 'tdm_floating_dust' previously defined at particles/tdm_bikerdude.prt:419 WARNING:file particles/tdm_floating_moon_dust.prt, line 31: particle 'tdm_floating_moon_dust' previously defined at particles/tdm_bikerdude.prt:444 WARNING:file particles/tdm_floating_moon_dust.prt, line 67: particle 'tdm_floating_mood_dust_small' previously defined at particles/tdm_bikerdude.prt:27 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 24 warnings WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 15193 Async thread started Couldn't exec autocommands.cfg - file does not exist. r_customWidth|Height = 800x600 => widescreenmode = 23, r_aspectRatio = 0 Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0
  5. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  6. It is known that AMD OpenGL driver performs texture compression very slowly. In 2.09, all normal maps were compressed to RGTC by OpenGL driver. In 2.10, they are compressed by our C++ code. I think that's the main reason why you see such a huge improvement: it is much less for NVIDIA, for instance. Also, keep in mind that when you start a mission on TDM installation for the first time, data is loaded data from disk, but when you load it for the second time, it is most likely loaded from RAM (OS disk cache). This can noticeably affect your measurements, but of course it won't cause 8x difference The difference due to caching was relatively modest in our tests.
  7. Regarding scissors: it will be fixed in 6099, but after 2.11. If you see some other problems (aside from cut headtops), you can leave a comment there. Regarding bindless textures, I hope they'll never be restored. Because in OpenGL they are completely unmanageable: you cannot debug it in any tool, and any error can crash the whole application (or driver). I've heard in Vulkan they did it in less barbaric way, so the their bindless textures are handled by various tools. Also you understand multidraw incorrectly. Rendering several copies of same geometry is called "instancing", and can only help when you know objects are the same... which is pretty rare I guess.
  8. Hi, I'm new to this forum and I must say not a newbie but at an introductory level about graphics programming, and also a little C++ experience. (I did code some things graphics-related in the past and dedicated a lot of time to inform myself of CG stuff. But my "total hours" coding CG are really low. Having read other users posts in this forum I see that right now I only reach the soles of their shoes). What I'm about to say maybe was already spoken in this topic or another, but ... what about Vulkan? (for achieving more 3D performance) I've read talks about this between @HMart and @cabalisticand others, I'm aware of the implications and cabalistic's view that modern OpenGL could be a better choice for "porting" the renderer. One of those was that modern OpenGL would need converting all shaders in TDM. Does that apply to porting to Vulkan, too? I'm trying to figure out which of these options would be "the shortest path" towards porting the renderer: Current OpenGL -> Modern OpenGL -> Vulkan Current OpenGL -> Vulkan
  9. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  10. "or they internally convert OpenGL into Vulkan completely" very likely "First of all since I haven't seen this mentioned specifically: Have you ruled out the relatively new volumetric lights as a cause? Set "r_volumetricEnable 0". For me this barely makes a difference, just a few FPS." Of course, the problem is in the soft shadows code
  11. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  12. san@sammie:/media/san/ext4/PlayOnLinux/wineprefix/TheDarkMod/drive_c/darkmod > lspci 00:01.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Trinity [Radeon HD 7400G] ame of display: :0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.4 server glx extensions: GLX_ARB_create_context, GLX_ARB_create_context_profile, GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, GLX_ARB_multisample, GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_swap_control client glx vendor string: Mesa Project and SGI client glx version string: 1.4 client glx extensions: GLX_ARB_create_context, GLX_ARB_create_context_profile, GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age, GLX_EXT_create_context_es2_profile, GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync GLX version: 1.4 GLX extensions: GLX_ARB_create_context, GLX_ARB_create_context_profile, GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync OpenGL vendor string: X.Org OpenGL renderer string: Gallium 0.4 on AMD ARUBA OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.5.0-devel OpenGL core profile shading language version string: 3.30 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL core profile extensions: GL_AMD_conservative_depth, GL_AMD_draw_buffers_blend, GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export, GL_AMD_shader_trinary_minmax, GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_viewport_index, GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5, GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, GL_ARB_base_instance, GL_ARB_blend_func_extended, GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clip_control, GL_ARB_compressed_texture_pixel_storage, GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport, GL_ARB_fragment_shader, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_instanced_arrays, GL_ARB_internalformat_query, GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, GL_ARB_point_sprite, GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture, GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, GL_ARB_shader_stencil_export, GL_ARB_shader_texture_lod, GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_texture_barrier, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map_array, GL_ARB_texture_float, GL_ARB_texture_gather, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_storage, GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding, GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, GL_ATI_blend_equation_separate, GL_ATI_texture_compression_3dc, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_blend_equation_separate, GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_sRGB, GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_pixel_buffer_object, GL_EXT_provoking_vertex, GL_EXT_shader_integer_mix, GL_EXT_texture_array, GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array_bgra, GL_IBM_multimode_draw_arrays, GL_KHR_context_flush_control, GL_KHR_debug, GL_MESA_pack_invert, GL_MESA_texture_signed_rgba, GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_packed_depth_stencil, GL_NV_texture_barrier, GL_NV_vdpau_interop, GL_OES_EGL_image, GL_OES_read_format, GL_S3_s3tc OpenGL version string: 3.0 Mesa 10.5.0-devel OpenGL shading language version string: 1.30 OpenGL context flags: (none) OpenGL extensions: GL_AMD_conservative_depth, GL_AMD_draw_buffers_blend, GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export, GL_AMD_shader_trinary_minmax, GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5, GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object, GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, GL_ARB_base_instance, GL_ARB_blend_func_extended, GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clip_control, GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage, GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_instanced_arrays, GL_ARB_internalformat_query, GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture, GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, GL_ARB_shader_stencil_export, GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_texture_barrier, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_storage, GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_window_pos, GL_ATI_blend_equation_separate, GL_ATI_draw_buffers, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_copy_texture, GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, GL_KHR_context_flush_control, GL_KHR_debug, GL_MESA_pack_invert, GL_MESA_texture_signed_rgba, GL_MESA_window_pos, GL_NV_blend_square, GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_fog_distance, GL_NV_light_max_exponent, GL_NV_packed_depth_stencil, GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier, GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_NV_vdpau_interop, GL_OES_EGL_image, GL_OES_read_format, GL_S3_s3tc, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays OpenGL ES profile version string: OpenGL ES 3.0 Mesa 10.5.0-devel OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.0 OpenGL ES profile extensions: GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5, GL_APPLE_texture_max_level, GL_EXT_blend_minmax, GL_EXT_color_buffer_float, GL_EXT_discard_framebuffer, GL_EXT_map_buffer_range, GL_EXT_multi_draw_arrays, GL_EXT_read_format_bgra, GL_EXT_separate_shader_objects, GL_EXT_shader_integer_mix, GL_EXT_texture_compression_dxt1, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888, GL_EXT_texture_rg, GL_EXT_texture_type_2_10_10_10_REV, GL_EXT_unpack_subimage, GL_KHR_context_flush_control, GL_NV_draw_buffers, GL_NV_fbo_color_attachments, GL_NV_read_buffer, GL_OES_EGL_image, GL_OES_EGL_image_external, GL_OES_compressed_ETC1_RGB8_texture, GL_OES_depth24, GL_OES_depth_texture, GL_OES_depth_texture_cube_map, GL_OES_element_index_uint, GL_OES_fbo_render_mipmap, GL_OES_get_program_binary, GL_OES_mapbuffer, GL_OES_packed_depth_stencil, GL_OES_rgb8_rgba8, GL_OES_standard_derivatives, GL_OES_stencil8, GL_OES_surfaceless_context, GL_OES_texture_3D, GL_OES_texture_npot, GL_OES_vertex_array_object AMD A4-4355M APU with Radeon(tm) HD Graphics Samsung NP535U3C-A01PL
  13. Try updating your graphics driver. For details: the error occurs because OpenGL reports a value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS that is lower than the value expected by TDM, which is 48. However, 48 is the minimum value allowed by the OpenGL 3.3 standard, so either your graphics driver is lying about supporting OpenGL 3.3 (in which case it should have failed earlier), or the returned value is just incorrect. In either case, updating your GPU driver is the best hope for a fix. What GPU do you have?
  14. It's about the OpenGL driver and TDM code, using Mesa to translate to D3D12 solves everything. Will try NO soft shadows!
  15. Could you please run the game with: r_ignoreGlErrors 0 r_glDebugContext 1 r_glDebugOutput 2 Then get to the place which is slow and take a condump? Are you sure you get no GLSL warnings/errors and no OpenGL error spam? Does the issue go away when you: Turn off SSAO? Both on stencil shadow and shadow maps? Turn off shadows (execute: r_shadows 0; reloadmodels) ? Other than that, we can bisect further by revisions... although that would take time if you cannot build the game yourself.
  16. There was a thought still stuck in my mind that I wanted to put up. I noticed DOF as a post-processing feature isn't desired and probably won't happen, I'll likely attempt it as a new fog light shader at some point. But an interesting concept popped to mind which I felt would be interesting at least for the sake of discussion. People complain of how expensive anti-aliasing is, something I can fully confirm as even 2x or 4x reduce more than 10 / 30 FPS at best. I suggested implementing shader based AA like FXAA for this very reason but that's another story. As its name suggests, MSAA uses multiple samples so each pixel is rendered several times with different interpretations. I believe MSAA is a fixed OpenGL feature in the graphics driver and likely can't be modified directly. My thought was: If we're trying to get rid of sharp edges and may use multiple samples to do so, a custom AntiAliasing system could do it using positional / angular variation per sample. Think of it as physically based sampling, which as a consequence can also be used to achieve a DOF like effect by naturally emulating the f-stops of a real camera. This was inspired by how the Eevee rendering engine in Blender seems to function: You give it a fixed number of samples. Each sample is used to randomize various things in the frame, including pixel directions to emulate DOF. Even the soft shadow samples are controlled by it... this might be an interesting way to get soft shadowing, which could be achieved by having each sample interpret the light source as being at a slightly different position. Unfortunately this would likely be slower than MSAA: It requires rendering the camera multiple times per frame from a slightly different position / rotation to mix up the average result... this must be excruciatingly slow, even at a low value like 4 samples which wouldn't be enough for good looking results. As such it's likely an experiment that won't be considered worth attempting; I'm mainly curious at a concept level how such a thing could work and look like... the technique must have been done before in realtime engines, there's likely even a term for it though I couldn't find it.
  17. The cvars will works as usual. One thing I also want to try is to optionally add a clever dithering to make color banding unnoticeable. Not a good thing for TDM with its visual style, but perhaps some players would prefer it to obvious color banding. I'm afraid there is some sort of misunderstanding here. The "linear space" is where we can sum colors with mathematical addition and that would work like how light intensities add in the real world. It is also called RGB, but this is even more confusing, because when people hear RGB, they think it is what was always around, which is exactly opposite. The "gamma space" is also called SRGB, this is the representation which monitors expect from rendering output (omitting some minor details like different gamma value in different monitors). SRGB is what has been all around us since the beginning. Almost all image files are stored in SRGB space, they look correct when you open them in ordinary image editor since it just sends this data to monitor. Textures of a modern gamma-correct game may also be represented in linear space: in this case opening them in something stupid like paint would show them as too dark. Although they are most likely in such formats that point won't open them. The old approach of rendering is: everything is in 8-bit SRGB (gamma space). No conversion is done when opening ordinary image files, no conversion necessary after rendering is done. However, when renderer computes lighting, it adds intensities with simple addition straight in the gamma space (SRGB). It is incorrect, so lights blending and quadratic falloff look wrong. It would be correct if rendering was in linear space, but it is not. This is how Doom 3 is working, and this is how TDM normally works. The first solution to the problem is rendering everything in linear space (RGB). Then you store all textures in linear space (i.e. they look wrong when you open them in paint), you store all FBOs in linear space. At the very end of rendering, you do gamma correction as the final pass, thus converting color from linear space to gamma space in order to send it to monitor. To avoid color banding from final gamma correction, you use HDR, i.e. high-precision color formats. The second solution is to use SRGB support in OpenGL. You mark incoming textures as SRGB, and mark your FBO as SRGB. It does not magically changes anything, because in TDM they are all SRGB regardless of whether you mark them or not. But now blending and texture filtering have convert from gamma space to linear space before operation, and from linear space back to gamma space after operation. Thus, intensities are adding up properly. Moveover, when you fetch data from texture marked as SRGB in your shader, OpenGL automatically converts it from gamma space to linear space before returning it. If you write output color to SRGB buffer (and have enabled something on that FBO), then OpenGL automatically converts it from linear space into gamma space. So whatever you have in your shader is in linear space (and most likely in 32-bit float), but all data out of shader is in gamma space (and most likely 8-bit since if you use more precision than the first solution is better). So you are wrong saying that default framebuffer is linear. It always contains SRGB (gamma space) data. And our textures always contain SRGB data. The only problem is that we incorrectly deal with this SRGB data all over the renderer. And using the SRGB extension in OpenGL allows to fix that, forcing OpenGL to auto-convert to linear space and back around every operation which could add colors.
  18. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  19. DarkRadiant 3.6.0 is ready for download. What's new: Feature: Selection Focus (Ctrl-F) Feature: Add Radiant.findEntityByName script method Feature: Media Browser shows a thumbnail preview when selecting folders Feature: Map is remembering layer visibilities between loads Fixed: ModelDefs are shown in T-pose Fixed: Patch vertices are the wrong colour Fixed: Shader Clipboard source gets cleared on 'copy shader' operation Fixed: Nodes of hidden layers are still visible after loading the map Fixed: Can't close properties window Fixed: Merge Action rendering is broken Fixed: After using ToggleMainControl_Camera, the center panel is grey after restart Fixed: When using ToggleMainControl_Camera, arrow keys cannot be used to move the viewer Fixed: Property Panel not remembering undocked/closed tabs Fixed: Texture Tool not updating during manipulation Fixed: Orthoview ignores filters for surfaces in models Fixed: Blue dot when selecting one face removed Tweak: Conversation Editor: double-click opens selected conversation Tweak: Preference option to disable drag select in camera view Tweak: ESC key should clear the resource tree view filter text Tweak: New layers function: tooltip popup getting in the way Feature: Selection Focus (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.6.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  20. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  21. windows 7 updated driver is 391.35 here is my dump TDM 2.06/32 #7400 (7400M) win-x86 May 16 2018 15:57:20 2294 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 Winsock Initialized Found interface: {5540C832-B701-4AEC-B0AC-9786CCD069B1} Microsoft Virtual WiFi Miniport Adapter #3 - 0.0.0.0 NULL netmask - skipped Found interface: {6B342E17-4B02-47E0-B959-38EC80F830C8} Qualcomm Atheros AR8151 PCI-E Gigabit Ethernet Controller (NDIS 6.30) - 0.0.0.0 NULL netmask - skipped Found interface: {1BAA30DE-276A-4A26-A908-B8A900BC43D4} Qualcomm Atheros AR9002 WB-1NG Wireless Network Adapter - 192.168.1.4/255.255.255.0 Sys_InitNetworking: adding loopback interface Found Intel CPU, features: MMX SSE SSE2 SSE3 CMOV tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. enabling Flush-To-Zero mode enabled Flush-To-Zero mode enabling Denormals-Are-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Current search path: C:\tdm/fms/newjob C:\tdm\fms\newjob\newjob.pk4 (93 files) C:\tdm/ C:\tdm\tdm_textures_wood01.pk4 (375 files) C:\tdm\tdm_textures_window01.pk4 (389 files) C:\tdm\tdm_textures_stone_sculpted01.pk4 (463 files) C:\tdm\tdm_textures_stone_natural01.pk4 (130 files) C:\tdm\tdm_textures_stone_flat01.pk4 (295 files) C:\tdm\tdm_textures_stone_cobblestones01.pk4 (224 files) C:\tdm\tdm_textures_stone_brick01.pk4 (520 files) C:\tdm\tdm_textures_sfx01.pk4 (69 files) C:\tdm\tdm_textures_roof01.pk4 (72 files) C:\tdm\tdm_textures_plaster01.pk4 (142 files) C:\tdm\tdm_textures_paint_paper01.pk4 (63 files) C:\tdm\tdm_textures_other01.pk4 (122 files) C:\tdm\tdm_textures_nature01.pk4 (281 files) C:\tdm\tdm_textures_metal01.pk4 (494 files) C:\tdm\tdm_textures_glass01.pk4 (51 files) C:\tdm\tdm_textures_fabric01.pk4 (43 files) C:\tdm\tdm_textures_door01.pk4 (174 files) C:\tdm\tdm_textures_decals01.pk4 (461 files) C:\tdm\tdm_textures_carpet01.pk4 (92 files) C:\tdm\tdm_textures_base01.pk4 (395 files) C:\tdm\tdm_standalone.pk4 (4 files) C:\tdm\tdm_sound_vocals_decls01.pk4 (28 files) C:\tdm\tdm_sound_vocals07.pk4 (1111 files) C:\tdm\tdm_sound_vocals06.pk4 (696 files) C:\tdm\tdm_sound_vocals05.pk4 (128 files) C:\tdm\tdm_sound_vocals04.pk4 (2872 files) C:\tdm\tdm_sound_vocals03.pk4 (743 files) C:\tdm\tdm_sound_vocals02.pk4 (1299 files) C:\tdm\tdm_sound_vocals01.pk4 (82 files) C:\tdm\tdm_sound_sfx02.pk4 (605 files) C:\tdm\tdm_sound_sfx01.pk4 (943 files) C:\tdm\tdm_sound_ambient_decls01.pk4 (8 files) C:\tdm\tdm_sound_ambient03.pk4 (24 files) C:\tdm\tdm_sound_ambient02.pk4 (163 files) C:\tdm\tdm_sound_ambient01.pk4 (217 files) C:\tdm\tdm_prefabs01.pk4 (942 files) C:\tdm\tdm_player01.pk4 (125 files) C:\tdm\tdm_models_decls01.pk4 (102 files) C:\tdm\tdm_models02.pk4 (1989 files) C:\tdm\tdm_models01.pk4 (2701 files) C:\tdm\tdm_gui_credits01.pk4 (49 files) C:\tdm\tdm_gui01.pk4 (702 files) C:\tdm\tdm_fonts01.pk4 (696 files) C:\tdm\tdm_env01.pk4 (152 files) C:\tdm\tdm_defs01.pk4 (174 files) C:\tdm\tdm_base01.pk4 (186 files) C:\tdm\tdm_ai_steambots01.pk4 (24 files) C:\tdm\tdm_ai_monsters_spiders01.pk4 (82 files) C:\tdm\tdm_ai_humanoid_undead01.pk4 (50 files) C:\tdm\tdm_ai_humanoid_townsfolk01.pk4 (95 files) C:\tdm\tdm_ai_humanoid_pagans01.pk4 (10 files) C:\tdm\tdm_ai_humanoid_nobles01.pk4 (48 files) C:\tdm\tdm_ai_humanoid_mages01.pk4 (8 files) C:\tdm\tdm_ai_humanoid_heads01.pk4 (97 files) C:\tdm\tdm_ai_humanoid_guards01.pk4 (377 files) C:\tdm\tdm_ai_humanoid_females01.pk4 (172 files) C:\tdm\tdm_ai_humanoid_builders01.pk4 (91 files) C:\tdm\tdm_ai_base01.pk4 (8 files) C:\tdm\tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file sound/trilogy.sndshd, line 381: sound 'sink_handle' previously def ined at sound/tdm_sfx_machinery.sndshd:441 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1251 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg execing Darkmod.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1251 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'OpenAL Soft on Hoparlör (Conexant High Definition Audio) ' OpenAL: found device 'OpenAL Soft on SPDIF Arabirimi (Conexant High Definition Audio)' OpenAL: using 'OpenAL Soft' OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.18.2 OpenAL: found EFX extension OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ...created window @ 3,0 (656x518) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 4 selected ...creating GL context: succeeded ...creating secondary shared GL context: succeeded ...sharing contexts: succeeded ...making context current: succeeded Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ------- Input Initialization ------- Initializing DirectInput... win32.g_pMouse->Acquire failed -2147024891 mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 3000 OpenGL version: 3.1.0 - Build 9.17.10.4229 Checking portable OpenGL extensions... v - using GL_ARB_multitexture Max texture coords: 8 Max active textures: 16 v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression v - using GL_EXT_texture_compression_s3tc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate v - using GL_ARB_vertex_buffer_object v - using GL_ARB_map_buffer_range X - EXT_depth_bounds_test not found v - using GL_ARB_framebuffer_object Couldn't find proc address for: glCopyImageSubData v - using ARB_pixel_buffer_object v - using GL_ARB_draw_buffers v - using GL_ARB_sync GL fence sync available Max vertex attribs: 16 Max env parameters: 256 ----- R_ReloadARBPrograms ----- glprogs/test.vfp 8 glprogs/test.vfp 9 glprogs/interaction.vfp 1 glprogs/interaction.vfp 2 glprogs/bumpyEnvironment.vfp 5 glprogs/bumpyEnvironment.vfp 6 glprogs/ambientLight.vfp 10 glprogs/ambientLight.vfp 11 glprogs/shadow.vp 7 glprogs/environment.vfp 3 glprogs/environment.vfp 4 glprogs/test_direct.vfp 12 glprogs/test_direct.vfp 13 glprogs/interaction_direct.vfp 14 glprogs/interaction_direct.vfp 15 glprogs/soft_particle.vfp 16 glprogs/soft_particle.vfp 17 glprogs/cubic_light_point.vfp 18 glprogs/cubic_light_point.vfp 19 glprogs/cubic_light_proj.vfp 20 glprogs/cubic_light_proj.vfp 21 glprogs/test_cubic_light_point.vfp 22 glprogs/test_cubic_light_point.vfp 23 glprogs/test_cubic_light_proj.vfp 24 glprogs/test_cubic_light_proj.vfp 25 glprogs/ambient_cubic_light.vfp 26 glprogs/ambient_cubic_light.vfp 27 glprogs/cookMath_pass1.vfp 28 glprogs/cookMath_pass1.vfp 29 glprogs/cookMath_pass2.vfp 30 glprogs/cookMath_pass2.vfp 31 glprogs/brightPass_opt.vfp 32 glprogs/brightPass_opt.vfp 33 glprogs/blurx.vfp 34 glprogs/blurx.vfp 35 glprogs/blury.vfp 36 glprogs/blury.vfp 37 glprogs/finalScenePass_opt.vfp 38 glprogs/finalScenePass_opt.vfp 39 ------------------------------- ---------- R_ReloadGLSLPrograms_f ----------- interaction VFWARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version ambientInteraction VF stencilShadow VF shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error F oldStage VF depthAlpha VF fog VF blend VF cubeMap VF --------------------------------- using ARB_vertex_buffer_object memory Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.06/32, win-x86, code revision 7400 Build date: May 16 2018 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 Initializing event system ...835 event definitions Initializing class hierarchy ...170 classes, 410820 bytes for event callbacks Initializing scripts Compiled '÷': 133.2 ms ---------- Compile stats ---------- Memory usage: Strings: 48, 5904 bytes Statements: 20532, 410640 bytes Functions: 1268, 129520 bytes Variables: 93520 bytes Mem used: 1137272 bytes Static data: 2277600 bytes Allocated: 2835704 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 3 mods in the FM folder. Parsed 3 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: newjob -------- Initializing Session -------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:Image name "0" is too short WARNING:Couldn't load image: 0 session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load image: 0 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file sound/trilogy.sndshd, line 381: sound 'sink_handle' previously def ined at sound/tdm_sfx_machinery.sndshd:441 WARNING:Image name "0" is too short WARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version WARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error 7 warnings Couldn't exec autocommands.cfg - file does not exist. win32.g_pMouse->Acquire failed -2147024891 reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. --------- Map Initialization --------- Map: prologue9 glprogs/ambientEnvironment.vfp 79 glprogs/ambientEnvironment.vfp 80 glprogs/HeatHazeWithMaskAndDepth.vfp 81 glprogs/HeatHazeWithMaskAndDepth.vfp 82 ------- Game Map Init SaveGame ------- Compiled 'C:\tdm\maps\prologue9.script': 4.2 ms ---------- Compile stats ---------- Memory usage: Strings: 49, 6000 bytes Statements: 20928, 418560 bytes Functions: 1293, 131572 bytes Variables: 94104 bytes Mem used: 1152300 bytes Static data: 2277600 bytes Allocated: 2842864 bytes Thread size: 7068 bytes collision data: 293 models 14818 vertices (347 KB) 23079 edges (811 KB) 9218 polygons (642 KB) 1711 brushes (232 KB) 15907 nodes (434 KB) 28093 polygon refs (219 KB) 11710 brush refs (91 KB) 5812 internal edges 163 sharp edges 0 contained polygons removed 0 polygons merged 2779 KB total memory used 62 msec to load collision data. map bounds are (9253.0, 3692.0, 3602.0) max clip sector is (289.2, 230.8, 450.3) 4 KB passage memory used to build PVS 2 msec to calculate PVS 67 areas 152 portals 17 areas visible on average 804 bytes PVS data [Load AAS] loading maps/prologue9.aas48 [Load AAS] loading maps/prologue9.aas96 [Load AAS] loading maps/prologue9.aas32 done. [Load AAS] loading maps/prologue9.aas100 [Load AAS] loading maps/prologue9.aas_rat [Load AAS] loading maps/prologue9.aas_elemental WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default glprogs/heatHaze.vfp 83 glprogs/heatHaze.vfp 84 WARNING:Image name "-" is too short WARNING:Couldn't load sound 'vo_sleeper.wav' using default WARNING:Couldn't load sound 'sound/map_specific/vo_room.ogg' using default WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor glprogs/heatHazeWithDepth.vfp 85 glprogs/heatHazeWithDepth.vfp 86 No running thread for RestoreScriptObject(), creating new one. WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1023 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: layer3s WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: - WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbas e WARNING:Couldn't load image: nodraw WARNING:Couldn't load image: textures/darkmod/other/ext_timber01_module/timber0 1_window01_mixedblocks_lit WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: window_side_2 WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour _poor_ed WARNING:Couldn't load image: black WARNING:Couldn't load image: textures/darkmod/wood/boards/wood_brown_dull01_ns WARNING:Couldn't load image: textures/darkmod/wood/panels/molding_white_painted _s WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: addnormals( models/md5/chars/npc_hand_full_local, heightmap( models/md5/chars/npc_hand_full_h, 3)) WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: textures/darkmod/other/ext_stone02_plain/ext_stone 01_window02 0 purged from previous 208 kept from previous 1203 new loaded all images loaded in 47.4 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 173434k referenced 4838k purged ---------------------------------------- ----------------------------------- 59020 msec to load prologue9 interactionTable generated of size: 134217728 bytes ------------- Warnings --------------- during prologue9... WARNING:Couldn't load image: - WARNING:Couldn't load image: addnormals( models/md5/chars/npc_hand_full_local, heightmap( models/md5/chars/npc_hand_full_h, 3)) WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: black WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbas e WARNING:Couldn't load image: layer3s WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour _poor_ed WARNING:Couldn't load image: nodraw WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: textures/darkmod/other/ext_stone02_plain/ext_stone 01_window02 WARNING:Couldn't load image: textures/darkmod/other/ext_timber01_module/timber0 1_window01_mixedblocks_lit WARNING:Couldn't load image: textures/darkmod/wood/boards/wood_brown_dull01_ns WARNING:Couldn't load image: textures/darkmod/wood/panels/molding_white_painted _s WARNING:Couldn't load image: window_side_2 WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default WARNING:Couldn't load sound 'sound/map_specific/vo_room.ogg' using default WARNING:Couldn't load sound 'vo_sleeper.wav' using default WARNING:Image name "-" is too short WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor 57 warnings Restarting ambient sound snd_generic_streets'(city_bustle_distant01__quiet_loop ) with volume 0 ]reloadglslprograms ---------- R_ReloadGLSLPrograms_f ----------- interaction VFWARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version ambientInteraction VF stencilShadow VF shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error F oldStage VF depthAlpha VF fog VF blend VF cubeMap VF --------------------------------- ]condump qwe.txt Dumped console text to qwe.txt.
  22. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  23. @stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?
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