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Testers Needed for TDM 2.03 Public Beta Period


grayman

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Thanks!

 

PM Springheel for access to the beta forum, and once you have that, go here.

 

Someone's looking at 64-bit, but we have no plans to build a static version of TDM.

Okay, I just did that.

 

As for the 64-bit build: are there any plans for its inclusion in the 2.03 cycle? The 32-bit compatibility libraries have become quite a problem for Ubuntu users; as you might know, the libs have been deprecated in the last year or so and removed from the repositories. Unless something has changed since my last attempt, there is currently no simple way of getting them, which might alienate/discourage some linux users- it did discourage me enough that I decided to just install TDM on Win7 in the end. Now, whether this whole thing is a genuine obstacle or just an annoyance depends on how technical the user is, of course... Personally, I admit that I could have put in more effort that last time, but I had some other stuff going on so I just gave up :) This time I'm willing to do this more thoroughly, of course.

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As for the 64-bit build: are there any plans for its inclusion in the 2.03 cycle? The 32-bit compatibility libraries have become quite a problem for Ubuntu users; as you might know, the libs have been deprecated in the last year or so and removed from the repositories. Unless something has changed since my last attempt, there is currently no simple way of getting them, which might alienate/discourage some linux users- it did discourage me enough that I decided to just install TDM on Win7 in the end. Now, whether this whole thing is a genuine obstacle or just an annoyance depends on how technical the user is, of course... Personally, I admit that I could have put in more effort that last time, but I had some other stuff going on so I just gave up :) This time I'm willing to do this more thoroughly, of course.

I'm wondering about this too. From what I heard not in 2.03, but there might be chances to see the 64bit engine in 2.04.

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You may also see it arrive in the "Experimental Public SVN repo" shortly after v2.03... can't guarantee it'll run stable though ;)

If you post instructions on how to get it, please send me the link as well! I'll gladly test it out... looking forward for the 64bit engine for Linux.

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After v2.03 is out, go here:

 

http://www.thedarkmod.com/downloads/

 

then look at the bottom under "Latest Source Code / SVN"

I already have the SVN repository and can compile the engine from there. I was wondering if it will be in a different repository or branch. If not I'll just 'svn update' and check it out once the commit is in!

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Awesome. Will scons generate it automatically, or will I need a special compilation flag? In either case I shall try it ASAP after the release!

It's prolly best to ask questions like these once the change has been made.

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Very cool to hear about the changes done to savegame mechanics, will probably be interesting to many mappers.

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Just an update regarding TDM on Linux;

while I haven't yet heard back from Springheel, I've been playing around with 2.02 in the meantime. Using a 32-bit version of linux in a VM, you can use the "ldd" utility to see what the required dependencies are - this is a command-line command/application that tells you which libraries the executable (which you specify as a parameter to ldd) links to. Once you've found out the names of the required libraries, you can use the "apt-file" utility to see which packages contain these libraries (some often-used libraries are found in many different packages, so you tend to end up with far fewer required packages than there are actual libraries required). Note that "apt-file" is not installed by default in *buntus, you'll have to get it first.

 

Once you have the list of required packages, you can then use any package manager that allows you to specify alternative architectures (using the "libexamplepackage:archname" approach) to download the 32-bit versions of those libraries. Then your application should work, in our case these are "tdm_updater.linux" and "thedarkmod.x86".

 

I realize what I've just written may be intimidating for a complete newbie to linux, so when I'm near my gaming machine again, I can write step by step instructions, if y'all want it.

 

Anyway- I did this experiment using a freshly installed 64-bit Ubuntu MATE 14.10 and a freshly installed 32-bit Xubuntu 14.04, because I happened to have the ISOs lying around. There may be caveats I haven't foreseen, and certainly these instructions only apply to Debian-based systems which use apt-get and support the MultiArch capability (that's what allows the :i386 suffix to work).

 

Also, resident linux-gurus: you are encouraged to call bull**** on what I've written, if you feel it's the wrong approach, I can't really consider myself a Linux authority of any kind.

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while I haven't yet heard back from Springheel,

 

Do you not have access to the beta-test forum? I set it a week ago.

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Do you not have access to the beta-test forum? I set it a week ago.

 

Oh? I'm sorry, seeing that you haven't read my PM yet, I just assumed you were inundated with messages. Somehow I managed to completely miss the additional forum appearing in the forums list, although it's true that I have the individual forums bookmarked, so I don't see the overview too often.

 

Great, I'll check out the forum, although it likely won't be until the day after tomorrow that I'll actually be able to take a look at the build, I'm on my laptop now and it's got old intel integrated graphics.

 

Thanks, and sorry for being such a dolt, hah.

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  • 4 weeks later...

I'm asking out of curiousity if I may: the 2.03 patch will manage to arrive before Spring?

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Yes, beta testing is now complete.

Thanks. Anxiously awaiting it.

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

badge?user=andarson

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5. I assume there will be a way to override savegame restrictions in newer maps, especially for testing purposes.

Only if the mapper allows so. For beta testing one may decides so, although its imapct should be tested, too ;) Otherwise it is not possible to simple override the settings.

 

Mappers can create a custom inventory item that saves the game if used, if they think that saving may be required during their beta testing period, though.

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Only if the mapper allows so. For beta testing one may decides so, although its imapct should be tested, too ;) Otherwise it is not possible to simple override the settings.

 

It's like DRM!

 

There really won't be a way to override save restrictions with the console? You can already noclip, godmode, invisible every map.

 

What happens if the FM author goes away and people need to test the map for 2.04+ compatibility?

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Mappers can create a custom inventory item that saves the game if used, if they think that saving may be required during their beta testing period, though.

What happens if the FM author goes away and people need to test the map for 2.04+ compatibility?

That's something that didn't get discussed or thought of in the save game thread IIRC. I can think of 2 solutions:

 

@Obs: Does the custom inventory item work in all situations? If so could a batch of them be spawned by testers using the "spawn" console command to solve the problem?

 

If not, we can always add a cvar in 2.04 to override the savegame restrictions. The only problem then will be during 2.03: mappers using the savegame restrictions during 2.03 will have problems during their beta testing if their testers can't send them savegames from glitchy situations.

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Why the hell should limited savings restrict you from testing a mission. If you have notarget etc. on, there is nothing that would force you to reload the mission anyways. This option was added to give the mappers a way to enhance gameplay, so obviously I didn't thought much about giving players the possibility to circumvent it.

 

 


@Obs: Does the custom inventory item work in all situations? If so could a batch of them be spawned by testers using the "spawn" console command to solve the problem?

Yes, it should. And like all entities it should be spawnable via said console command. Alternatively it can be added to the players tarting inventory if needed by opening the map, placing the entity and set "inv_map_start" "1" on it.

 

Can we move such discussions to the point when missions using this feature are released and this feature really starts getting into the way of testing such missions or new TDM builds?

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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If you have notarget etc. on, there is nothing that would force you to reload the mission anyways.

Beta testers won't have notarget switched on if they are doing their job right. But if they can spawn some save credits to be used if they see AI with map problems, that solves the issue. And we can always add that cvar later. It's not a deal-breaker, just something that would be sensible to do and consistent with the other testing cvars "noclip", "notarget", "god" etc. Something that none of us thought of when we were discussing saves but that we can add later.
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Congratulations on the newest release guys!

As I was reading this today at lunch break I was violently jumping up and down in the office! Everyone thinks I'm crazy now, but well, I tried to put it on the coffee ;)

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