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  1. I know this is a bit late for 2.12 Beta 3, was planning on asking earlier but other things kept me busy. Latest TDM version allows toggling not just crouching but also walking and sneaking, which is a great feature and I prefer it over having to keep the key pressed. There is however one problem I keep running into: There's no indication as to when crouching or walking is toggled, the same way there is a HUD element for crouching. This can be a problem when you're sneaking from a nearby AI or stuck in a tight space, as you need to test which modes are used by walking around. Think there would be a way to make the symbols on the sides of the lightgem also change shape based on those modes, or another good way of making them clear? Also noticed an additional problem: Sneak and run are mutually exclusive yet get enabled independently. I often find myself not knowing why I'm slow, noticing it's because creeping was on, but then I disable it to find myself running and making too much noise so I have to hit the run key as well but a guard may have already heard me... you basically need to tinker with two keys to switch between the 3 modes (creep, walk, run). When both creep and run are set to toggle, would it be better if pressing either key would also toggle the other mode? Yet another confusing though less problematic aspect is the toggles not persisting between saves: I have running turned on, do a save, run into trouble and reload, then I'm suddenly slow again. Since crouching is persistent in saves, can the toggles for creeping and running do the same?
  2. Technically a good way to justify it is him suspecting the attacker may have changed position, though that should happen slowly over time. A solution then might be to widen the search radius with each iteration: First he'll run to a location close to the player, next time it may be one further away, etc. It's not too bad the way things work now, just think there's room for some improvement: In my example which is easy to test on any map, you can tell the pattern is completely random and the guard looks silly with his search. He clearly picks random spots within a radius of himself run to, which don't have any intelligent decision making behind them.
  3. IMO it's better to create test maps for such cases, who knows how AAS and monsterclip layout looks like in this mission. Also, it might be a subjective question of how picky you are. I wouldn't mind that guard going in a general direction of where the damage came from; it kinda looks like he assumed the attacker has already changed his position, which is not a bad idea itself
  4. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  5. Great take on it and solution from what I understand! Will the normal Beta 6 contain this patch? If so it's easier to wait till then, otherwise if it's important I can of course give the test build a try given it doesn't mess with my normal install.
  6. That's right, but it would have to be better than a virtual Linux for testing scripts go.Test and test are 2 different words for Linux
  7. Here's the DR 2.14.0pre2 build for every interested mapper to test. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1-wqcqnlz8KOYpts-ap8x313yVaiQm87l/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1-pSE-517B7Y-T3-VonNv4zLzUMgr-fXt/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.13.0 can be seen on the Bugtracker changelog, here's the summary: #5746: Feature: Texture Tool Improvements #5776: Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection #5613: Feature: Show shared keyvalues when multiple entities are selected #5738: Feature: Texture Browser Filter: match multiple words (using 'AND' logic) #5728: Feature: Skin Chooser shows materials of the model #5774: Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values #5771: Feature: Improved pasting textures to angled faces sharing an edge #5753: Feature: XY view zoom is centered at cursor #5748: Feature: Texture Tool: Constrain operations to axes by holding down Shift #5128: Feature: Texture Tools: rotate function #5731: Feature: Texture Tool: UI contrast #5721: Feature: Model Conversion UI #5722: Feature: Add FBX model importer #5712: Feature: add IQM format support into lib/picomodel #5705: Improvement: "Replace Selection with exported Model" preserves spawnargs #5659: Improvement: automatically reload exported models #5745: Improvement: Search function: don't start searching while still typing #5791: Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser #5788: Improvement: Merge "Create player start" and "Move player start" options #5785: Improvement: Patch Texture Rotation should take aspect ratio into account #5733: Improvement: Texture Tool: use aspect ratio of material #5740: Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot #5775: Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally #5633: Improvement: Apply textures to surfaces using "normalized" scaling. #5547: Improvement: Normalise button brings texture coordinates closer to 0,0 #2272: Improvement: Prevent Texture Tool "face jump" on rescaling textures #5735: Improvement: Move modifier hints out of the status bar #5767: Improvement: Flip Texture: Prevent huge face UV coordinate translations #5752: Improvement: Double click on list elements should auto-close dialogs #5749: Improvement: Texture Tool: Select items by clicking the UV space they cover #5750: Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot #5732: Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid #5734: Tweak: Surface Inspector vertical shift / vertical scale arrows #5706: Tweak: Surface Inspector's minimum width is too large #5741: Improvement: Model Exporter: warn if Output Format and extension in File Path don't match #5711: Improvement: Change Quake3 map exporter to write "legacy" brush syntax #5710: Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation #5687: Fixed: "Replace Selection with exported Model" assigns result to Default layer #5408: Fixed: All scene graphs connect to the same undo system, causing interference #5790: Fixed: Remove Floating Layout #5783: Fixed: EntityInspector allows to set an entity's name to an empty value #5723: Fixed: modelDefs folder starts expanded after changing selection #5736: Fixed: Particle Editor: wireframe does not render #4584: Fixed: Drag-select while in texture tool window gets stuck. #5770: Fixed: Some brushes change shape or disappear when rotated or duplicated #5747: Fixed: Texture Tool: drag operation doesn't capture the mouse #5754: Fixed: Ctrl-S does not work when focus is on inputs #5729: Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename #5725: Fixed: Merge Maps: can't hide changed entities/primitives #5708: Fixed: Merge Maps: can't center orthoview/camera on changed entities #5709: Fixed: Merge Maps UI remains if DR is closed while a merge is in progress #5707: Fixed: Merge Maps: "Details" text doesn't use full width of window #5704: Fixed: Brushes colour schemes not saving #5702: Fixed: Fit Texture fields do not allow values below 1.0 #5713: Fixed: PatchDefExporter: do not write trailing white space after shader name #5717: Fixed: LWO2 Model Exporter doesn't write vertex colours #5588: Coding: Separate UI-related and core module interface headers #5780: Coding: Remove IDialogManager references from Map module #5778: Coding: Solution / Build Dependencies Update Changes since 2.14.0pre1 #5810: Fixed: Objective components not correctly renumbered after removing a component #5801: Fixed: Applying a skin to a model entity no longer works under 2.14pre1 #5813: Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs #5814: Feature: Spawnarg type icon not shown for inherited properties #5808: Fixed: Crash when saving map or prefab without a file extension #5807: Fixed: Texture Tool crashes when creating a new brush #5797: Fixed: "Texture tool" grid cannot decrease under 1 #5799: Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off #5800: Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity #5794: Fixed: User Guide (Local) doesn't work #5792: XY View zooming behaviour improved (if not fixed) Refresh icons for axis flip buttons Separate SurfaceInspector scale rows from other property rows Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Thanks for testing, as always!
  8. Well, let's explore this a bit. How can this be solved? Currently, creeping overrides running (like you said). Here are a couple issues or considerations: What about players who want to keep the fine control of toggling each one independently? Perhaps some players want to go from creeping to running. At the moment, the code is written in such a way (due to its Doom 3 history) that toggling creep can set the toggled run state, but toggling run cannot set the toggled creep state. The toggle creep key can set the toggled run state to walk but only once. If the player presses the toggle run key again, it will toggle without regard to the toggled creep state. Fixing this would require a lot of code rewriting. Brainstorming: It almost sounds like increase and decrease speed keys are desired. Run key to go from creep to walk and from walk to run. Creep key to go from run to walk and from walk to creep. If you're curious to give this a try, here's a Linux test build that matches beta212-05 (rev 16950-10635) with the following change: The toggle creep key sets the toggled run state to walk but only once. If the player presses the toggle run key again, it will toggle without regard to the toggled creep state. https://drive.google.com/file/d/1osTCQRf7LQ5wPvhGl2uRU4NcFnJPEu9_/view?usp=sharing
  9. Yeah, I don't know what to say. Rev 10383 works fine and 10384 does not. It is always reproducible for me, meaning that every time I try to reproduce it, I can reproduce it. After some more testing, I found that r_multiSamples set at 2 or 4 has the glitch most often at that viewpos. When set to 8 or 16, it is still possible but less likely. Setting r_fboResolution 2 made no difference. If com_maxFPS is set to something lower, such as 30, the glitched frames display for a longer period of time. Yeah, I also wonder if it driver dependent or GPU dependent. I discovered the glitch while using graphics drivers Mesa 22.0.5, so I updated my OS and graphics drivers to Mesa 23.3.2 today as a test, and the problem is still there. It's strange that rev 10384 exposed this problem. My machine specs and settings: Linux, Ubuntu 22.04 AMD Ryzen 9 5900X AMD Radeon RX 6700 XT (Mesa 22.0.5 & Mesa 23.3.2 both exhibit the glitch) com_fixedTic 1 com_maxFPS 60 Anti-Aliasing 2x (r_multiSamples 2) The video I shared shows the viewpos. Even at the same viewpos, the glitched frame will pop in and out. I've only seen this glitch happen in this single room in Accountant 1. If I move around the room at that viewpos, I can find other view positions that also expose the glitch. Here's another viewpos for Anti-Aliasing 4x, 8x, and 16x. It requires moving the mouse slightly to get into the exact viewpos to expose the glitch. (1.7 -166.4 0.0) is not precise enough. -1460.29 1425.48 172.25 1.7 -166.4 0.0 Glitched frame (Shows the curtain texture, covering most of the frame. Also, a hint of the red carpet texture?): Good frame (Same viewpos and Anti-Aliasing settings, when the glitched frame disappeared for a moment.): (Before and after rev 10384) I wonder if this might also be related to: (Before and after rev 10384) Also, sometimes on the loading screen with Anti-Aliasing enabled, I get a glitched background, which does not show with Anti-Aliasing disabled. See left side of screenshot: I don't know if the last two examples (distorted first frame on launch & loading screen distorted background) are related, but I thought I'd mention them just in case it helps track down the issue.
  10. Oh yes: I have both sight and hearing set to Forgiving. I didn't think that would be related: IIRC it only affects the multiplier for how much being seen in light or heard while making noise increases the alert level per event. I should test on a higher alert level too just in case: I tend to be sloppy and impatient thus I used that for years so I wouldn't get caught all the time on more difficult FM's (lots of guards in tight areas with lights you can't turn off). I have noticed an aspect that does work well: If you're making noise by running even in darkness, alert AI will head toward your direction while searching, they won't go around randomly but actually care where the impulse came from. The problem is that this doesn't seem to scale over larger distances: If they briefly see you in broad light at a distance enough to draw weapons, AI won't head toward your general direction but begin searching their own vicinity... and at least on Forgiving the same happens if you shoot a broadhead arrow at a guard's helmet: I still think the guard should actively run toward your location instead, not exactly where you are but they should go to that road or barge into the same building.
  11. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  12. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 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. Keep on mapping!
  13. AI specifically have code to test the attack vector I think, so they should generally know where it came from. They're also supposed to prioritize possible hiding places and investigate them first. If you're playing with AI acuity turned down, it might cause them to lose you in darkness faster. I have them both on Challenging and they go to alert almost instantly even when I'm just a little lit up. It's very challenging on open maps when you are on a balcony.
  14. I saw this was updated today so good opportunity to replay. I remember why I liked this FM: Very fluid and immersive and full of surprises! I also remember the biggest downside I felt it has... Regarding the bug with being stuck at the mission start, I got that too in the latest version of the FM with TDM Beta 12-05: I started stuck and had to noclip to be able to move then everything worked well. I presume 12-06 will fix it so maybe I'll test again then. Also I was wondering something: I always wondered if the original ship model had a version with the interior, but wasn't sure where I had once seen that. Is the ship itself a generic asset, as in is it okay if someone else uses it on their own map if they need it? The exterior is a standalone model but the version you can actually enter I never found separately in the prefabs.
  15. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  16. Congratulations. Sorry, I was going to beta test it as well, but it didn't happen.
  17. What is modulo seconds? Maybe there is a reason why they're longer? Do you have the test mission pk4 for this? I would like to test creating the srt files if you have it. Just a personal thought: I sometimes wonder what is the benefit to using inline at all. If I only use srt, I don't have to divide the subtitles in sets of inline and srt.
  18. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here. Source: 2.12 beta testing thread
  19. Thanks all for the suggestions. I will give this a good poking at and see what I can see. I have attached a pic of the fountain showing the fountain (func static), the coins, and the water patches (I have them as func static as I am trying things out). And, newbie alert: I ran into the pathfinding problem with a VisPortal that had one "nestled" side as caulk. Tore my hair out figuring that one out. I tried Scripts \\ Test for invalid VisPortals did not catch that (should it?). I might do a more methodical test on that in the future. Thanks again.
  20. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  21. Indeed. I did a quick test on a Windows 10 pc and there I can move..
  22. Changelog of 2.12 development: release212 (rev 16989-10651) * Training Mission reverted to 2.11 state, except for text changes about new controls. beta212-07 (rev 16982-10651) * Fixed save/load of turrets. * Fixed some more cases of camera clipping during force-crouched mantle (6425). * Fixed crash if player wins twice in quick succession (6489). * Added angRotate script event. * Fixed church_altar prefab (6285). beta212-06 (rev 16970-10644) * Fixed light leaks workaround dropped after save + load (post). * Force doors which connect visportal to cast shadows regardless of light flow (post). * Improved candle vs junk detection for new frob controls (6316). * Fixed player getting stuck at start of "One Step Too Far" (post). * Fixed warning on spawning atdm:env_ragdoll_tdm_spider. * Fixed wrong skin in mechanical/switches/switch_rotate_lever prefab (6479). * Fixed double slash in lady02 subtitle decls (post). * Fixed rotated versions of safe03_wall prefab (6268). * Tweaked fogging of health potion. * Fixed overbright skins for nature bushes (6478). * Fixed Grandfather_clock_victorian_01 model (6383). * Removed pause from looping sound machinery/machines/m3_loop (6384). * Fixed broken func_portals in Training Mission (4352). * Minor improvements in Saint Lucia mission. * Doubled game scripts memory limit (post). * Improved normal map of long banners (6355). beta212-05 (rev 16950-10635) * Fixed player seeing through ceiling when mantling into crouched state (6425). * Improved how frobbing works on junk items (6316). * Toggled states of player movement are saved and restored properly (6458). * Fixed back image loading optimization. * Added canCloseDoors spawnarg on AI, which allows to block closing only (6460). * Rats and spiders are non-shoulderable by default (6456). * Increased wait in screenshot_viewpos macro command (6331). * Added forest models from The Valley abandoned mission. * Fixed frobstage on sign models (6457). * Added vine arrows to training mission (4352). * Improved Merry Chest prefabs (6459). * Fixed normal map of dirt_packed_muddy (4668). * Fixed nails in door_boarded_up01 model. * Fixed attachments of atdm:fireplace_place_base (6474). * Fixed editor image of blocks_large_sandstone, rough_grey_dirty_sepia_grey_trim (6281, 6464). * Added editor image for grey_dirty_trim material. * Adjusted tooltip for auto-search bodies. beta212-04 (rev 16932-10626) * Added massive package of subtitles for AI sounds (6240, thread). * Fixes in envshot command (5796). * Added nature/dirt/ash_and_coals texture (6441). beta212-03 (rev 16902-10623) * Improved subtitles layout and location ring picture (p1 p2). * Fixed broken remote render with soft stencil shadows. * Added color buffer clears to fix remote render breaking skybox (6424). * Fixed warning generated by remote render (6424). * Fixed min_lod_bias being ignored if no other LOD settings is specified (6359). * Now changing LOD settings effects objects with min_lod_bias immediately (6359). * Fixed text & background alignment in mission lists (6337). * Fixed gaps in chandelier models (6433). * Added missing editor texture for carpet/runners/ornate_red_black03_end (6435). * Further expansion of listRenderLightDefs and listLightEntityDefs commands. beta212-02 (rev 16889-10613) * Fixed underwater rendering due to missing doublevision shader (post). * Exclude more lights from the new light portal flow optimizations (5172, 6321). * black_matt is now fully black, no tiny green bias (post). * Fixed lockpick interruption when mouse cursor switches between door and handle. * Extended listRenderLightDefs and listLightEntityDefs commands. * Fixed church_altar.pfb (6285). * Added window01_curtains01.lwo in separate parts (6356). * tdm_open_doors now opens locked doors too. * Fixed rare case of getting NaN in spline mover. * Added r_skipEntities cvar, similar to "filter entities" in DR. * Added editor spawnargs for volumetric light properties (6322). * Fixed radius override and added position override for script-based stims. * Fixed warnings with wrong virtual function overrides. beta212-01 (rev 16879-10584) * Fixed player falling through elevator when shouldering a body (6259). * Rebalanced volume of all player footsteps (6348). * Fixed weird animation when mixing drawn bow and main menu (2758). * Fixed all kind of issues with bc_teatray material. * Added alternative frob controls mode tdm_holdfrob_drag_all_entities for dragging on hold. * Fixed non-actor entities always getting full splash damage. * Hide console before screenshot with screenshot_viewport command (6331). * Added tdm_subtitles_ring cvar to disable subtitles location ring. * Added mission.cfg as a temporary way for mission to override non-archived cvars (5453). * Cvars "pm_lean_*" are no longer archived (6320). * Removed some cvar overrides from atdm:player_base. * CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329). * Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint. * Fixed crash on some non-standard cases of flinderize. * Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage. * Added setFrobMaster script event. * Added script-based stim type, which triggers only when stimEmit script event is called. * Added on/off script events to func_emitter entity. * Added setSmoke script event to change particle decl for a func_smoke. * Added hasInvItem script event to check if player has some item. * Added launchGuided script event to start guided projectiles. * Added getInterceptTime script event for shooting projectile and running target. * Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds. * Added "postbounce_*" spawnargs to change projectile properties after bounce. * Fixes to moor guard ragdoll (6345). * Fixed wench AI sounds (6284). * Added new experimental entityDef for an automatic turret. * Official missions no longer pretend to be part of 3-mission campaign (6338). * Removed AI PAIN messages console spam. * Removed excessive "s_volume 0" from base loot entityDefs (6346). * Replaced symbol on the proguard's belt. * Default value of com_maxfps increased from 144 to 300. * Improved idEntityPtr, fixed some warnings. dev16854-10518 * High mantle animation has become much faster (6343). * Crouching while on ladder/rope now causes player to slide instantly. * Added "forceShadowBehindOpaque" hack to workaround shadow leaks in old missions (5172). * Fixed and revised underwater "double vision" effect (6300). * Add scratch images have alpha = 1, which fixes some mirror materials (6300). * Added warning if material output color depends on input alpha, fixed it in core assets (6340). * Support several independent user addon scripts (6336). * Fixed missing headbob and footsteps at very high FPS (4696). * Fixed player hanging mid-air in a jump at very high FPS (6333). * Don't crash if player's head does not exist (6326). * Added "fade in fast" options for frobhelper (6342). * Removed "show tooltips" option, now it is always on (6344). * Added default spawnarg values to "text" debug entityDef (6325). * Fixed some uninitialized values, float overflows and NaNs across the code. * Reorganized covered furniture models from Seeking Lady Leicester (6289). dev16842-10488 * Major changes in frob/use controls: holding frob does different thing now (6316, thread). * Fixed some electric lights not spawning. * It is no longer necessary to specify extension to reference PNG image. * Added cvar tdm_show_viewpos and command screenshot_viewpos (6331). * Fixed hanging when light is moved through a plane with many visportals (3815, thread). * Fixed multipage readables stuck on empty page, improved page flipping (6313). * Fixed WAV sounds playing in main menu, all sounds are streaming now (6330). * Fixed light leaks along scissor rectangle boundary with soft stencil shadows (thread). * Better subtitles location visualization (6264). * Changed position of subtitle blocks and subtitle font (6264). * Internal refactoring of idImage class (6300). * Fixed rare bug in renderworld raycasting... might happen with particle collisions. * Fixed warnings in newspaper_bridgeport0X core readable GUI (6245). * Added vec4 GUI keyword (6164). * Renamed pm_lean_toggle cvar to tdm_toggle_lean. * Improved "head bob" and "mantle roll" settings in main menu. * Updated FFmpeg to 4.4.4 (6314). Known issues: * Various problems after image refactoring: underwater, mirrors, etc. dev16829-10455 * Allowed to mantle while carrying/manipulating an object (5892, thread). * Allowed to change weapon while mantling or on rope/ladder (6319). * Several leaning improvements (6320, thread). * Parallel shadow-casting lights are deprecated, use parallelSky instead (6306). * Added many menu settings for autoloot body, blackjack helper, and other (6311). * Deleted option for autolooting bodies with one item per frob, added menu setting (6257). * Added cvar to modify all head bobbing settings (6310). * Fixed some corner cases with multiloot (6270). * Fixed frob helper's "always visible" mode (6318). * New&fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315). * Fixed UV map on Stove models (6312). * Reworked r_showPrimitives + deleted code for rendering from CPU buffers. * Shortened name of end-mission autosaves (6294). * Consistent names of various arrows. Known issues: * Some electric lights don't spawn. dev16818-10434 * Fixed projectiles flying through player and enemies sometimes (6292). * Lights with noshadows spawnarg pass through walls again (5172). * Disabled portal flow culling optimization for parallel lights (5172, 6306). * Faster light-entity interactions matching if light is noshadows due to spawnarg (6296). * Compression of images to DXT1/3/5 is done in software (6300). * Cleaned up rounding math routines (6300). * r_showportals 2 is easier to understand now * Changed rules for getting start areas of parallelSky light (6306). dev16814-10408 * Optimized portal flow culling for shadowing lights (5172). * Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224). * Added test commands: tdm_open_doors and tdm_close_doors. * Minor adjustments to ear-cutting algorithm in dmap. * Minor refactoring in image compression code (6300). dev16809-10394 * r_shadowMapSinglePass is enabled by default now. * Fixed lack of shadows in volumetric lights under r_shadowMapSinglePass (6271). * Fixed interaction rendering on materials with polygonOffset (5868). * Optimized code for finding light-entity interactions on large maps (6296). * Optimized moving shadowing lights: don't create interactions in unreachable areas (5172). * More refactoring in backend: tonemap shader (6271). * Added more covered furniture models (6289). * Added wall models from Seeking Lady Leicester (6293). Known issues: * Some noshadows lights no longer pass through walls. dev16801-10370 * Supported -durationExtend for inline subtitles (6262). * Added blue noise dithering to tonemap shader, which fixed color banding of fog (6271). * Optimized away unnecessary render copy under "useNewRenderPasses 1" (6271). * Refactored blend and fog lights into new backend architecture. For troubleshooting, reduce cvar useNewRenderPasses to 1 or 0 (6271). * Added 30 case to max FPS selection in settings menu. dev16792-10357 * Fixed particles bound to animated joints (6099). * idVec3 is no longer initialized to zero by default (6280). * Integrated Address Sanitizer tool and fixed a few found bugs (6280). dev16789-10349 * Deleted old backend completely + some cleaning (6271). * Fixed map icon wrong name (thread). * Now light entities support noPortalFog spawnarg (6282). * Support fonts aspect ratio correction (6283). * Fixed playerstart customization (thread). * Refactored "render pass" part into new backend architecture. For troubleshooting, try cvar "useNewRenderPasses 0". Also "textures/particles/blacksmokepuff" now works (6271) * Now arithmetic expressions in materials support min/max functions (6271). * Minor initialization cleanup (6280). dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Known issues: * Particles bounds to animated joints broken. Changelog of earlier versions can be found here.
  23. Are you really sure? I deleted the fm folder and redownloaded it and upon starting, I got stuck again at the start. This is with 2.12 beta 5. Could anyone else test this?
  24. No I can't see the videos. Put them up on Youtube as non-listed videos. Also, what's your system? Is it a relatively slow or older system? The first time one enters a location, there's some work being done that might be pre-churned from then on, so I think it might have something to do with the work load slowing all kinds of things down, including the ambient going online. If you know your way around DR (or editing the map file directly), you could test things like setting the native volume of the location entity to zero from the start, and see if it happens when other speakers turn on for other reasons the first time, like a trigger. It may be an issue that all speakers face that this system inherits.
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