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  1. We're working on tweaking DMAP for 2.04 to speed it up by cutting down its console output. It's the console spam that makes DMAP take 4x as long when you have vsync turned on in the video settings. And even when you have vsync turned off, DMAP is significantly faster without the excessive console output. I'm hoping for some feedback from current mappers who use Windows (I don't know how to compile for Linux, sorry). Did I suppress messages that you want to see? I'll post a patched TDM 2.03 engine in this thread with the dmapping changes. If you're using DMAP right now, you can use this version and it'll be faster. https://www.amazon.co.uk/clouddrive/share/ELHMA5EQbln-K72wMZt6FKzRBc5BodbL5Qcgc-CICkE?ref_=cd_share_link_copy To install: save the linked file in your darkmod folder overwriting the current file with the same name (TheDarkMod.exe). To uninstall: run tdm_update.exe from the same folder Notes: With the patch installed, you can reactivate the original console output for comparison by using option 'v', e.g. dmap v mymapSome console spam still comes out of other parts of the code during dmapping (renderer code used to remove triangles, AAS and collision world generation), but not enough to slow things down.The console will now stay open throughout, so you'll see the output from the CM and AAS stages too instead of getting a frozen TDM at the end of dmap.Your first DMAP after opening TDM will take longer than later ones. The first one loads and parses materials and decls that won't have to be done again until you restart the game. So when comparing, ignore your timings on the first run.Let me know if any of the messages that I've hidden should be put back again.
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