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Searched results for '/tags/forums/tdm wont run/' or tags 'forums/tdm wont run/q=/tags/forums/tdm wont run/&'.
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Hello, Since this track is originally from TDM,i think it's better to ask here than TTLG. Do you guys have the full version of this ambient track?
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Thanks, could you send me the actual pk4 or the files, if possible? Because i don't have tdm right now and i'm on limited internet connection
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Sorry, did not read this till now. Help still needed?
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it's ok, I'll redownload tdm soon anyway, will do what you said. thanks
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Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.
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Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.
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There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.
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Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?
Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.
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I just figured out how to make subtitles work in TDM (srt) for ingame cutscenes and how to automatically generate the srt file in Kdenlive's speech recognition (I just had to edit it a bit).
Kdenlive is a free and open source multiplatform pretty advanced video editor.
Test case is the first builder gost scene in Requiem saying:
1 00:00:00,180 --> 00:00:02,140 the builder be with you this night 2 00:00:02,600 --> 00:00:04,840 there will be secrets all around you 3 00:00:05,040 --> 00:00:06,439 so have a keen eye
The following page gives you the basic info:
https://wiki.thedarkmod.com/index.php?title=Subtitles
These 2 tutorials give you the info for creating the srt files:
If you run into the problem the Kdenlive cannot find your Python PATH, then here is a solution:
https://www.mail-archive.com/kde-bugs-dist@kde.org/msg672183.html
Edit: During the installation of Python, in the installer, if you select more options, you can specify to set the PATH. I tried this on another Windows computer and this fixed the issue. Much easier solution.
This is all the code for the testcase:
Spoilerfm_root.subs file in subtitles folder in fm's root:
// Requiem subtitles subtitles fm_root { verbosity story srt "sound/voices/Hanno1.ogg" "subtitles/hanno1.srt" }
hanno.srt file in same folder:
1 00:00:00,180 --> 00:00:02,140 the builder be with you this night 2 00:00:02,600 --> 00:00:04,840 there will be secrets all around you 3 00:00:05,040 --> 00:00:06,439 so have a keen eye
Maybe I will create a seperate (text,images based) tutorial on the wiki.
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I've tried "On" and have seen a guard bark with some subtitling in Away 0. In my newly-added intro to the stgatilov's Subtitles wiki page, I mention that a dozen barks for the Cynic voice are available so far to existing games.
@nbohr1more, @stgatilov, I've noted the following in the bugtracker but let me call this to your attention here: the standard overlay .gui for subtitles offers 3 non-overlapping fields in the lower screen for subtitles, but my copy of 2.11dev source code (not the latest) seems to provide 4. I think these numbers should agree. In my update to the Subtitle wiki article, I revised the number from 4 to 3.
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Obviously, you'll see the minimum of these two numbers on screen...
Otherwise, it's not a problem.
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OK. I was thinking that it's better for the code to correctly know it can't display a subtitle at the moment because of it's out of slots, rather than think the fourth slot is showing when its not. Because in the first case, maybe it can eventually/belatedly show the subtitle if/when a real slot becomes free. Unless the code's not meant to be that sophisticated.
Is there some special .gui (now or planned) that uses 4 slots?
@stgatilov, I can tweak the wiki page further based on your responses.
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Perhaps an unpopular opinion: TDM team might benefit from someone with actual QA experience; someone with naturally and professionally developed curiosity, who is interested in how and why things work, how they break At least to me it's kind of mind-boggling how untested some rather important features are (first the absence alert feature for items, now the rope +body carry behavior).
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Yup, that's why I was thinking of someone who isn't a developer, but still a part of the team? Hope that makes sense somehow. We (community members) are not that reliable, because our spare time is usually limited.
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Maybe it's not so necessary anymore to have as part of the team, now that fixes from outside the team are more common. Not sure if comunity members are less reliable time-wise.
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Well, we do have non-coder team members.
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Tried to make a tdm advertisement commentpost at one of civvie11 youtube videos about T2. Post got marked as spam. His problem (to not discover TDM for himself),..not my problem.
But some help of some fellow TDM yt-videocomment posters would be nice. To ask him and others, to play TDM. To get more players/creators.
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I don't understand why this was considered spam at all.
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It's beyond human understanding, Toni. It's the result of a system of faceless algorithms that are always changing, or a combination of algorithms and editorial control for the most controversial content.
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Youtube automatically removes comments with certain words in them, so no swearing.
Some comments that include words that could trigger or cause harm like suicide, rape etc, can also be removed automatically.
No warning is given, you see the comment posted then when you go back, it's gone.
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Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:
https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/
It wont be long now ...
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Ran TDM on a 5950x in pure software rendered OpenGL mode. lol Shows you just how powerful modern CPUs actually are. Also, anyone on the dev team or any mappers need a Ryzen 3700x? I've got a spare; and since you gave me a free game, might as well give you some free hardware.
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MESA LLVMPipe 22.3? Remember to NOT add dxil.dll or explicit the llvmpipe path for gallium.
Otherwise it will use the D3D12 backend (so of course it runs well)
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batch file with:
SET GALLIUM_DRIVER=llvmpipe
.\TheDarkModx64.exe
remember to disable the AF
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I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...
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Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.
Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.
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I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.
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Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.
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CPU benchmark time - compiling DarkRadiant (2nd run)
i5 8600K 6C/6T@4.4GHz DDR4 2x2133MHz 9MB cache
- Parallel builds: 1. 3:57
- Parallel builds: 6 (default). 2:28
r5 1600AF 6C/12T@3.3GHz DDR4 1x2666MHz 16 MB cache, temp folder on HDD
- Parallel builds: 1. 5:05
- Parallel builds: 4. 2:47
- Parallel builds: 6. 2:55
- Parallel builds: 12 (default). 2:57
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You changed the RAM speed and now I must REEEEEE
Well, you're probably not going to squeeze much more out of a Gen 1.5 Ryzen.
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Try your memory (if it can) at 2666Mhz, which should match the infinity fabric and get the best performance.
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My ram is mixed xmp and non-xmp and tends to hang the pc on high speeds