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  1. So if I disabled V-sync and set Uncap fps on I still only get a max fps of 60 in game. How can I get higher fps?
  2. Paying the Bills: 0 - Moving Day You've just heard a sweet tip. Get to work before the window of opportunity closes. Download Link: https://drive.google.com/drive/folders/1hMqw99FgTk5jkezPnI1aaU2xX_gJ8fwo?usp=sharing Credits Assets: Amadeus - the Golden Lute STRUNK - new kitchen assets as well as fireflies & bats Alpha Testers: Amadeus, Baby Genius, Bienie, dragofer, Epifire, Jack Farmer, joebarnin, kingsal, NeonsStyle, Rotary Racer, The Dark One Beta Testers: Cambridge Spy, Shadow, Abusimplea, JackFarmer, thebigh, wesp5, Amadeus, kingsal, s.urfer, joebarnin, grayman, nbohr1more, prjames, AluminumHaste, Dragofer, datiswous, stgatilov, duzenko, Goldwell, Wellingtoncrab, If I forgot anyone PLEASE LET ME KNOW Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. - This is my first FM and took me roughly 4 years and 1000+ hours. I had originally planned a city map for my first FM, I even had an over-arching story set across 4 missions, but I decided to whip up a prequel to use as my "training-wheels protocol" for DarkRadiant before I move on to my magnum opus, hence why this one is #0. Subsequent entries will be on a micro scale compared to this map. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. - There are spiders - Suggestive themes/references - DISCLAIMER: This is a BIG mission by TDM standards, and has a lot of wide outdoor areas; performance may vary greatly. - Lots of plans for future updates, many ideas still left on paper. Download Link: https://drive.google.com/drive/folders/1hMqw99FgTk5jkezPnI1aaU2xX_gJ8fwo?usp=sharing (drop the folder into darkmod/fms) Many thanks, have fun!
  3. I fairly recently got this Alienware x17 r1 laptop, on which I run Linux Mint x64. Between the I7-11800 and the RTX 3070, it rips through anything maxed-out at 1080p except, as I just realized, The Dark Mod. For TDM, I have to crank the settings way down, and even then my frame rate is poor. The game can't be seeing the RTX (for one thing, its fans spool up like a jet engine when it's under any sort of load), but I have no idea how to ameliorate this. Please assist, thanks.
  4. I'll continie a talk about YT-videos here which we started in the 2.10beta thread.
  5. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      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.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  6. I am struggling to figure out how to install TDM on my Mac running Monterey. PlayOnMac will not successfully install as I get a permission to access error message when I try to move it to my Applications folder so I suspect there is a compatibility issue. I have also carefully tried to follow the other installation options on the DarkMod Wiki but cannot figure out the "winery" option. Would appreciate help!
  7. Vote TDM for MODDB's Mod of the year 2021. To do this, just go to the TDM page on MODDB and hit vote now button. (no account or other registration procedures needed) Count down timer: https://www.moddb.com/mods/widget/moty/the-dark-mod?year=2021
  8. Hello TDM crew. Some FMs have strict no-ko and/or no-kill rules. Sometimes I don't want to adhere to those rules and think it might be fun to drop all the bodies in the canal or sewer or something. Might there be a way to bypass those rules? I have considered making local copies of FMs and modifying in DarkRad, but, if there is a way in-game, I would go for that. I don't know DarkRad, yet. Fun is what you make it. Back on Thief 1, I once spent an inordinate amount of time in Bafford's Manor getting the guards to chase me down to the basement entrance so I could coax them to slip into the water. In "A New Job" on TDM, I had a grand time knocking everyone out with a box just to prove I could do it. Good times. Gruesomely yours, CVLW
  9. Hello again TDM crew. I am running TDM 2.10 beta / 64 #9627 and the map is Chronicles of Skullduggery 3 (COS3) Sacricide. When I do the rats extermination side mission, I can kill the rats, but, I cannot frob and lift the bodies up into the drop bucket. I can frob and slide the bodies around the floor, but, they just seem to stay at floor level no matter what I do. This is not an issue in 2.09 release. I played both versions to verify the bug as it is easy to recreate. To quickly recreate: 1) start the mission standing in your "delivery" box. 2) immediately go North from spawn point into the alley to the side-job notes on the wall and read the one about the rats to gain the objective. 3) go south back to your start point. 4) go east in the to the opening in the ground leading to the rats in the basement. 5) shoot a rat with an arrow. 6) attempt to frob and lift it to the drop bucket but the rat stays at the floor. I could create a vid if requested. CVLW
  10. Some years earlier i created some launchers for TDM. uploaded today some new sourcecode and executables on my github repo.

     

  11. Some of you who've been on the TDM discord know I was out of work last Winter, just putting in hrs for the developer portfolio. Currently I've been working a seasonal job to pay the bills and now I'm finally in my last week before I get bumped off. Things will be tight but I'm planning a long off period to make as much content as I can. Big plans in Unreal Engine as well as my most ambitious TDM collab yet! Never been so excited to be a stuck at home to pursue my life's work. With a lotta time and maybe some luck, I'm hoping to get enough art work done that I may start applying around to studios.

    1. Show previous comments  1 more
    2. nbohr1more

      nbohr1more

      Sorry about the job status but I am glad to hear that you will be doing some TDM things to sharpen your prospects :) Good luck!

    3. Epifire

      Epifire

      Thanks fellas!

      @NeonsStyleYeah I see CA's listings pretty frequently on ArtStation. Certainly making some cool stuff, however I just wish they had a branch state-side. 

      @nbohr1moreHonestly the job situation is what makes this possible for me. If I'm living within my means, unemployment benefits will keep me afloat while I make this a full-time endeavor.

    4. NeonsStyle

      NeonsStyle

      Money or the lack thereof sucks balls. Hope you guys find a solution. @Epi, you can work online, that's a

      big thing today, n offers so many opportunities, but the work isolation is tough.

  12. TDM 2.10/64 #9627 // Briarwood Manor Hello TDM crew. I think I have encountered a 2.10 bug. It appears to be intermittent. This is/was not an issue on 2.09. I am running Briarwood Manor on 2.10. I had just run this map multiple times on 2.09. One difference, though is the map shows "Briarwood Manor 1.81" in the title on 2.09 and just "Briarwood Manor" on 2.10. I have no idea what that might mean. At one point, I was at the Steward's room door attempting to pick the lock with the Triangle lockpick. The pick seemed to engage, start picking, then quickly disengage, repeatedly, without progressing the picking. I was crouched right up next to the door aimed at the door handle, so, I wasn't having a distance disengagement issue. Closing and reloading the game (to a save prior to the door) allowed the pick to work normally. Thus, I suspect this is intermittent which is, of course, simply the BEST type of bug to have! I managed to capture a video of the problem when it happened. The file is too large to send in this bug.
  13. I've been on a bit of a metroidvania kick lately. There have been a bunch of notable 2D releases for the genre this year, and the backlog of excellent titles is nearly inexhaustible. One thing that surprises me though is that there are only a scant hand-full of first person metroidvania games. It's a shame. I've loved that kind of non-linear first person exploration experience ever since I played Metroid Prime on Game Cube; or going back further: to being lost an terrified Down in the Bonehoard, or searching for The Sword in Constantine's madhouse, and scouring the Old Quarter for the Haunted Cathedral and the ruins of the The Lost City. That got me to thinking. Would it be possible to reproduce metroidvania level design and ability gated progression in a TDM FM? First person sneakers have no equal to their ability to convey atmosphere and environmental story telling, however they can be difficult to navigate and can lack for tangible progression to reward exploration (depending on the player's skill, playstyle, and interest in lore and loot). Metroidvanias contrastingly are all about progressively expanding the navigable map area in a very controlled and deliberate way while retaining non-linear exploration. They also provide very consistent and effective exploration based progression-rewards through an expanding toolbox of player-character abilities. However, they fall short of perfection in environmental storytelling because of a certain paradox: it is hard to focus on environmental storytelling when things are trying to kill you, but it is impossible to maintain atmospheric tension when things are not trying to kill you. Stealth games are the only titles I can think of that thread that needle flawlessly. So it seems like a match made in heaven. My questions then are: firstly, are there any TDM FMs that already incorporate metroidvania level design and gameplay? Secondly, what technical challenging would producing such a FM present? Probably the big one would be decontextualizing navigation gating skills as upgrades rather than default or ammo-based abilities. Currently only the lockpicks and maybe the lantern fit in that mold. Could mantling be turned into an upgrade? And if rope or vine arrows (or any elemental arrow type) were to become a key ability that opens gates, the PC might need a way to endlessly regenerate them when expended, or risk becoming trapped in an unwinnable game state. Additionally, genre conventions would just about demand adding a double jump and perhaps a slow-fall as ability upgrades. Come to think of it, the holy symbol astral-projection mechanic from Moonbo's A House of Locked Secrets also fits the bill. The other technical issue I can foresee is how to handle enemy pathing. Depending on how vertical and discontinuous the level design were to become, conventional guards might have trouble reaching the PC. Maybe flying enemies would be called for? Unfortunately, I am not in a position where I can make fan missions for myself. (I've got too many other projects that I must finish first.) But I hope this idea might be interesting to someone else.
  14. I loaded up a mission I haven't worked on for a while, dmapped it, and tried to play it. As soon as I did, my frame rates zoomed to about 0.5fps and my console was filled with error messages telling me that the clip models for player1, the guards, and all the rats were outside world bounds. The map worked fine a month ago when I tested it last and I haven't modified it since. All I've done in the meantime is update to the latest 2.10 build. What is going on?
  15. Not sure if it's a bug in DR or (most likely) TDM but I've been hit with this issue where a light ends up having different frustum vertices in TDM than it was set up in DR Map attached. Look at light_1 Its "far" corners seems to have the X coordianate of -125 When the light loads in TDM, the frustum corners can be rebuilt using different methods: R_PolytopeSurface gives -147 idRenderMatrix::GetFrustumCorners gives -213 This really messes up my volumetric shader Which one is supposed to be correct? idRenderMatrix::GetFrustumCorners is much farther from DR but R_PolytopeSurface's output is not even air-tight @stgatilov? @greebo Where can I find the code that calculates frustum vertices in DR? Maybe I should just copy-paste it in TDM and relax. volumetric.map duzenko.mtr
  16. Overnight my mouse has stopped working - ie moving my viewpoint - when I'm inside a TDM mission. It previously worked fine in my current mission. I tried running a different mission, but same problem. The mouse works fine when I'm in the Main Menu, but not in the game itself. I'm running TDM 2.09, and I just ran 'tdm_update' just in case. Any advice please? That would be much appreciated.
  17. Lastest dev build (dev16358-9588): UNABLE TO INITIALIZE OPENGL The same for the Intel AND the Nvidia GPUs. Problem with the ICD?
  18. 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
    1. Show previous comments  3 more
    2. jaxa

      jaxa

      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.

    3. AluminumHaste

      AluminumHaste

      Try your memory (if it can) at 2666Mhz, which should match the infinity fabric and get the best performance.

    4. duzenko

      duzenko

      My ram is mixed xmp and non-xmp and tends to hang the pc on high speeds

  19. During console "map", I get a list of TDM sound files, like "animal_flies_loop01.wav" with "WARNING: Couldn't load..." messages. Those sounds do indeed appear to be not playing (I only checked a few). This was a build that worked under 2.09, but had this problem when copied to my 2.10 environment. Deleting the .cm, .proc, .aas* files under 2.10 and redoing the dmap there did not fix it. Are you seeing this too?
  20. How about adding TDM to nexus mods, for more exposure? Info: https://help.nexusmods.com/article/104-how-can-i-add-a-new-game-to-nexus-mods
  21. Asus i5 zenbook with MX150. Opened my WIP in the laptop to check and compare framerates against my i5 desktop with geforce 1060. Since I'm using the dev build 16269-9407 on the desktop, used the same build on the laptop and got "Unable to initialize OpenGL" screen. Backtracked thru' the dev builds and found the last working version was dev16225-9284, which loads the game fine. Problem starts with dev16238-9330 and the two newer versions. No similar problem on the desktop. (and.... WIP framerates on the laptop will give some people heart attacks. Tho' I find it still playable - TDM isn't deathmatch - and it looks very good on that little machine.)
  22. I've been exploring and reading everything I could find on this forum as well as the various wikis such as Dhewm3 wiki and IdDevNet archives, which unfortunately both often contain only some half-finished tutorials, and I've been finding conflicting statements here and there regarding some limitations of the IdTech 4 Engine, so eventually I've decided to create a topic on this subject, which will also regroup various questions I have while I'm at it. I would have preferred to finish exploring the forum before asking, but, well, 79 pages with something like 20 results per page with an average of 3 pages per topic to explore and sometimes much more (like the Newbie's Question topic and its 419 pages )... I'm not done yet and I won't be done since at least a couple of months, so I'd rather ask anyway. --- On a site note, that's a confirmation that a forum is less efficient in spreading information than an encyclopedia: adding a specific section on The Dark Mod Wiki containing and regrouping all the invaluable tidbits of information spread here and there in the forum would help a lot of people, as well as being quite an incitement for people discovering TDM-the-game and tempted with building a FM, as the mere fact of knowing for instance how detailed the AI system is could be that little spark that get them motivated, instead of going blind for lack on information on how TDM's gameplay works, what the TDM Engine can do, etc. and eventually giving up. One topic about creating destructible lamps, for instance, contains a lot of valuable information that would warn a beginner that, yes, TDM can have destructible lamps. It may seem obvious, but not anyone is competent in programming, and one of the things I was wondering was exactly "Can TDM's engine allow destructible objects ? Is it only technically possible ?"... that's the typical problem when someone has a limited understanding on a subject due to not enough accessible information (adding a few quick definitions could help as well: I only learnt what a "Cvar" is via an encyclopedia for another game on which I stumbled by accident just because "TDM" was confused with "Team DeathMatch" by the search engine. ) Also, and I find this quite important, this would be a great way to honor Grayman's work by drawing any passerby's attention on how much TDM owes him: some information on how the AI works (finding a sword on the ground alerts it, etc) can be found by accident, confirmed by Grayman here and there in a few scattered topics, but it would be way better to have all of this regrouped in a specific section on The Dark Mod Wiki that will also indicate that he is the one who created all of that. I volunteer to do so, if TDM team members' agree. --- Anyway, here are the questions, firstly about the engine's limitations: 1) regarding the maximum of weapons that can be declared in the engine's files: I think to have understood that the IdTech4 engine/TDM engine has a limitation regarding the max number of weapons that can be declared, not more than 16 weapons if I understood correctly, but does this mean that "there can be no more than 16 weapons existing" or does this mean that there cannot be more than 16 weapons' "templates" that can be created as basis for inheritances ? 2) What is the maximum of npcs that can be active on the same map ? Are they affected by VisPortals ? I do know that TDM's engine is limited to a maximum of around 1500-1600 polygons if I remember correctly, but since the models present in a map are at the same time the characters and the scenery (buildings, etc) and that I don't have a reference regarding the average number of polygons both assets need, estimating the max number of active npcs is difficult. 3) Is it possible to display images as readables in a map ? I mean in "fixed" readables. - And the "while-I'm-at-it" questions: 4) Is there a line controlling the lateral movement of a weapon's 3D model when it shoots ? In the S.T.A.L.K.E.R series, there is one line in each .LTX file (the type of files where all the lines of code for each weapon are located) called "cam_max_angle" which controls that, as well as "cam_max_angle_horz" which provides a hard limit on the degree of maximum horizontal movement -it "locks" the horizontal movement of a weapon's model, preventing to go past the number of degrees indicated. 5) Is there a line controlling the weapon's position on-screen ? For the moment, I've repeatedly found nothing in the .dec and .script files of TDM's weapons, while in Doom 3's .dec & .script files I find no line of code whose wording could indicates that and a lot of lines lack commentaries, no information about that in the Dark Radiant Wiki or in the Dhewm3 Wiki or the IdDevNet archive either... I'm wondering if it could be actually something located elsewhere in the PAK files, maybe in some .dec files regarding models ??? 6) About creating destructible doors: should I want to create that, based on what I've read regarding destructible lamps, all I'd need to do would be to create an entity "door", give it some health points, and have various 3D models of the same door representing its successives states of destruction, is that right ? Can this entity have armor points too ?
  23. I just wanted to share the sad news that grayman, long time developer and the author of the William Steele series, passed away recently after a battle with cancer. He was a pleasure to work with and did more for this mod than most people will ever realize. I am glad that his missions will live on.
  24. A while now I have the problem that the TDM in-game mission downloader crashes during downloads. Usually if I download 1 mission it's ok, but if I que downloads there is a chance of crashing. I waited for the database upgrade, to see if anything changed. I cannot pinpoint where it goes wrong. Is there a logfile somewhere where you can see where it chokes and then crashes?
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