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  1. And those pics that Daft Mugi posted do show the problem with TDM maps, but I also have to say, that is a problem with TDM shadow maps, not with maps in general, I never seen such ugly issues in Stalker for example or Call of Juarez and many other games. Perhaps those shadow maps issues arise from people not thinking of shadow maps at all, when creating their lights, shadow maps do require a little more tweaking to look good, specially at grazing angles, because they are literally textures, so perhaps moving the lights a little solves those problems or even increasing the shadow map res. Just think about this, if shadow maps where that ugly, the gaming industry would never deprecate stencil shadows and we would still be seeing a ton of games using them, but is totally the contrary, games with stencil shadows, are the minority, even idSoftware removed them, I think since Rage (i'm not totally sure about Rage...) and up (besides obviously Doom 3 BFG). For example: Wolfenstein II Dishonored 2 Evil within 2 (this particular shot is impossible with stencil shadows, because of the blood that is a particle effect with alpha) etc. For obvious reasons TDM fans have a good opinion of stencil shadows and I comprehend that, they do look very good, TDM and Wolfenstein 2009 are the games with the best soft stencil shadows that I haver seen, but maps can also look good, if given the chance and used to their full potencial. another game with good stencil soft shadows Thou tree shadows on this game seem to use something else or literally stencil shadows because sometimes they look like a blob on the floor instead of seeing the individual leaf.
  2. big problem with that is that we are nearing a point where the electrons cant travel safely anymore (something to do with things on the quantum level), i guess they need to speed up development of light based computers or get smart with autoreconfiguring gateways internally in processors.
  3. I had a problem with not being able to sheathe weapons with the default tilde key after updating to 2.12 beta 6. Did anyone else run into anything like this?
  4. Welcome to the forums Ansome! And congrats on making it to beta phase!
  5. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  6. This is being investigated. 2.12 has the needed save state features so the cause is still unclear. If the problem cannot be solved in a reasonable time-frame, we may need to revert to 2.11 turret features and suggest completing any needed additions via local changes to your mission (... pretty unlikely, as we are highly motivated to retain the 2.12 turret improvements). However this gets resolved, it is the last blocker issue for 2.12 to leave beta phase.
  7. @nbohr1more Any updates here? Sorry for being a pain, but this is a critical problem preventing me from finishing my campaign beta preps.
  8. Here is another update to the English Stone font's DAT file used for subtitles and some readables: fontImage_24.dat This supercedes the Jan 30th update. As agreed, now all character spacings - as given by xSkip - are preserved (from this file in TDM 2.11). Exception: the Jan 30th repair of garbage metadata for "<" and ">" remains, including xSkip repair. ASCII Characters (lower 128). The earlier Jan 30th post summaries those ASCII characters that needed metadata changes to avoid adjoining stray marks. (The detail report below updates newer reversions and minor revisions.) ANSI Characters (upper 128). An analysis was also made of the status of the Stone 28 pt font's characters in the upper codepoint range of 128-255. This could be of interest if the subtitle system was some day expanded to include European languages, and continues to use the historic codepage method. The analysis also prompted some additional DAT tweaks now. Broadly, implementation of the upper-range characters (standard or TDM-specific, as defined in the TDM wiki's I18N - Character mapping I18N) is incomplete for Stone 24 pt. The status is: 43% (55 chars) Good as is. 9% (12 chars) Good enough after DAT tweak included in this update. 6% (7 chars) Missing and shown as hollow box. 30% (38 chars) Missing accent/diacritic. 7% (9 chars) Otherwise weird. But often suggestive of glyph work started but not completed. In addition, 7 chars within categories (3-5) were "improved", but are still not good. To really solve categories (3-5) requires DSS bitmap surgery (and corresponding DAT adjustments), which is beyond the scope of planned work. DAT tweaks of ANSI characters (like with ASCII) were careful to avoid changes to xSkip. Tweaks can be further grouped by problem solved.... In category (2): - (4 chars) Char is clipped, with stray mark from adjoining character on other side. - (7 chars) Stray mark, without char clipping. As improvements in categories (3-5): - (3 chars) Stray mark, without char clipping - (4 chars) Out of valid range on top edge A categorized itemization about treatment of specific problems and characters, with further details, is here: Information about methods, including new tools, to conduct this analysis and tweaking will be forthcoming, mostly after the 2.12 release.
  9. in case you wonder my beard was white when i hit 25 only started getting some grey streaks in my hair in the last two years hehe. and for those younger here enjoy your youth while you have it at around 40 the problems start (just look at those receeding hairlines atrocious!!!), well if the hair was my only problem i could live with it hehe i also got gall stones kidney stones and a nasty fall which broke my back in two places at around that time. So enjoy it while you can or stay away from ladders
  10. I was just giving this another go, and it seems neither fs_game nor fs_game_base set the actual engine's path. This is the problem I was having before. Looking at other game types in the drop down menu (in the Game Setup window), some of them show that fs_game sets the "Mod" (Mission ) and fs_game_base sets the "Mod Base", and not the "Engine Path". (fs_game is actually useful for Dark Mod mapping, though, for working on multiple projects. Thanks a lot for that. ) What I really need is to launch DR with an engine path (and no Mod or Mod Base at all). Is there a parameter to do that?
  11. It's arguably quite a bit more work than just creating a layer and adding stuff to it. And then you'd have to also add it to a hotkey, to make it practical. Filters are good for things you want to keep as groups forever, not really for temporary or map-specific groups. One other problem with filters is that you can only have so many hotkeys. Any filters that aren't attached to hotkeys aren't practical to turn on/off, because you need to access the menu. (Ideally, filters and layers would be unified under the same system, because they are actually the very same thing. I went into this in more detail here. I'm not expecting that to be done in DR, though. It might be a lot of work. But I could be wrong.)
  12. Making a note: During the 2.04 development cycle: Source Revision 6550 Assets 14407 the door on the balcony became nonsolid for the player It was still working on Assets 14406 and Source 6544. 6544 was introduced at 14404 and no other binaries were added between. 14407 only added binaries ( compared to 14406 ) so this was not an asset \ def issue. Edit: During the 2.04 dev era ( 2015 to 2016 ) we still compiled game dll's. The breaking change happened in Rev 6551 ( the tdm console only renders to binary revision ) Changes: https://github.com/stgatilov/darkmod_src/commit/3f6f6f62bbba029bbcfec271ef08cac68fbfc2e4 @stgatilov I don't see any problem areas in this commit. Can you confirm?
  13. You can work around this error by putting a completely empty file called tdm_turret_scriptbased.script in your script folder, and temporarily removing all turrets from the map. Would still be interesting to see whether 10518 is the first build where the problem appears, or beta1.
  14. The problem does not show up with all related dev builds. However, I cannot test with the last build (16854-10518), which I simply cannot start and get the report EDIT: As per our friend dragofer's suggestion, I made a blank script file in this build and removed the turrets from the WIP for a test. Then I can start the game and the mission and can save/load without problems. Summary: 16842-10488: no problems 16854-10518: cannot test (see above) 16854-10518 (modified scriptfile, no turrets) : no problems beta 1: problem appears
  15. Yes, however, did more tests now. The problem already starts with the first beta build. When downgrading to 2.11, everything works fine.
  16. I cannot load saves/quicksave in one of my project maps anymore. When starting quickload/load the mission loads a tiny bit, but crashes to desktop then. Can't say whether this was already a problem with the previous beta versions. Checked all other WIPs and it works fine there. qconsole.log Darkmod.cfg
  17. Is this really a problem? Maybe we can figure that out before reverting the "J", which previously was so badly spaced it looked like it had a space character after it. It would be helpful to identify which missions have such pseudographics. I suspect it's a small number. And those using Stone font smaller still. In that regard, I did some preliminary experiments, limited to a cohort of 46 FMs on my machine with expanded FM .pk4s, that I can do full-text searches across files on, with TextPad. (@stgatilov, I imagine you are in a position to similarly and more conclusively search the entire english FM collection.) I searched with characters (or short strings) that would be likely to be found in pseudographics. For untranslated FMs, I searched in filenames of form *.xd . For translated FMs (those that had string "#str_" in their *.xd; there were 8 such FMs in my cohort) I searched in file english.lang Results Many search strings were useless due to too many false hits: "_" Widely used as part of internal xd name. Used on separate line as heading underscore. "/" Widely used as part of internal xd name. "\" (except "\\") Widely used \n or \" escape character "--" (assuming single dash is everywhere) Several in a row to bracket a heading, or as part of a letter's signature. Used on separate line, as heading underscore or as border between paragraphs These search strings were moderately useful, showing up in just a few FMs (tho none were pseudographics on examination): "=" Used on separate line as heading underscore (in penny3's erasing.xd) "+" Used as bullet points, or (several in a row) to bracket a heading (in penny3's erasing.xd; in bcd's english.lang) These search strings were most promising: "|" Only 1 hit, but it's a table-form pseudographic! (northdale1's snowedinn.xd) "\\" (i.e., escaped \) No hits found in my cohort Inspection of snowedinn.xd showed this: Note that it uses book_calig_mac_humaine.gui; so this pseudographic was not in Stone font
  18. I've encountered this problem every now and then: https://streamable.com/gm74g1
  19. Basically correct, but most of the TDM missions are not on an open field, but in narrow town environments. As has been said before, the bowman could have moved or hid himself. I see that a lesser problem than them not reacting to melee attacks which must come from nearby!
  20. I actually committed the relevant changes in source several months ago, but for some reason it looks like the generated HTML on the public user guide page hasn't update. I'll have to see if there is some problem with the CI script which is supposed to generate the web page from source control. I think the problem may be that the CI system is expecting the .html file to be included in source control directly (which it no longer is) rather than running AsciiDoctor itself.
  21. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  22. I have added some notes to 6436 relating to the 'shot from afar' problem. For your main point (1 in your original report) I think that the main aspect of it is that you are (code-wise) literally invisible to the guards. It's as though if there was a real-life invisible man who whacks you on the shoulder from behind, you'd whirl round and there would be no-one there. What would you do?
  23. IMO it's one of these cases again, where you try to solve asset-level problem by making changes on the engine level. What I'm interested the most though: let's say I have custom candle assets / entities in my WIP that work like in Thief 3 (first frob extinguishes candles, second one picks them up). Will these changes break it?
  24. I haven't used DR in a while, and saw that my old layout was gone. Trying to muck about and re-establish some half-assed approximation of that took a while. Problems I had: "View -> New XY View" . OK, I need an YZ view, does that cover it? Took a while to determine, yes it does, you have to use Ctl-Tab to get to alternatives. (Never used that much in the past, once I had my 3 orthogonal views). HOWEVER, with this new system, sometimes I would create the 2D view, but couldn't then direct Ctl-Tab to it. Bug? It became clear after a while that there were some places you could dock, and some not, and that the blue haze would indicate that. And that those locations might change depending on what you did before. One problem for me was I had a 2D view that I wanted to dock in the right lower corner, but it would only do a full-height docking. And after a full-height dock, there was no way to grab a corner handle to make it less than full height. I'm not asking for that feature... I just wish I had a reasonable understanding of the best way to sequence and manage the horizontal and vertical splits. So: Do update the now-obsolete section of the user manual, and ideally provide a thorough video to illustrate the new system. (Sorry, datiswous, your vid above is not it.) Hint: That unrushed video, with audio, should demonstrate how to approximate each of the old layout styles.
  25. @MirceaKitsune - have you raised a bug report for this particular problem (searching in the wrong place if shot by an arrow)? I think I have found the cause of it and can write it up in the bug tracker. In short, I believe the intended behaviour is that the victim is supposed to search halfway between him and the shooter (presumably chosen because he shouldn't really know where the shooter really is) but the code that sets this point gets overridden shortly afterwards by code that sets the search point to his current location. It's quite instructive (if you like that sort of thing) to read up the various bugs reports on AI behaviour that have been raised down the years. In particular, bug 3331 contains a number of fixes to problems similar to those reported in this thread.
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