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Beta Testing 2.06


grayman

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We're giving up performance to keep the size of the .exe file small? What's the rationale for that?

We're not. It was my idea but I was outvoted.

 

So with these settings, I'm back to the fps I was getting with 2.05.

So it looks like capped fps conflicts with something? I'm thinking vsync?

If you don't feel like profiling then you might want to upload the map and the game save or steps to find that location.

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So we're now using "Force Inline Speed" rather than "Inline Speed"? (from the that dev thread)

Not sure what force inline is, but yeah, there's quite many functions explicitly marked as ID_INLINE, and

#define ID_INLINE						__inline

I posted the average profiled CPU usage. What other profiling are you interested in?

Where CPU is sitting in TDM code.

You say fixed tic doubles the fps, so it can be in the waiting code in idSessionLocal::Frame

Regret average CPU usage in % says me nothing.

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Re: EFX,

 

Right now it's safe to assume that room reverb settings affect all the sounds. Things like player/narrator voice, UI sounds, and ambience_zoned sounds played via location system are also affected. If you want to test it for yourself, you can use values like these in your efx definition:

 

 

Version 1

 

reverb "YOUR_LOCATION_NAME" {

"environment" 26

"environment size" 8.0157

"environment diffusion" 0.7874

"room" 0

"room hf" 0

"room lf" -551

"decay time" 1.5102

"decay hf ratio" 0.7134

"decay lf ratio" 0.3094

"reflections" -2291

"reflections delay" 0.0898

"reflections pan" 0.0000 0.0000 0.0000

"reverb" 1000

"reverb delay" 0

"reverb pan" 0.0000 0.0000 0.0000

"echo time" 0

"echo depth" 0

"modulation time" 0

"modulation depth" 0

"air absorption hf" -5.0000

"hf reference" 5000.0000

"lf reference" 250.0000

"room rolloff factor" 0.0000

"flags" 0

}

 

Edited by Judith
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We probably don't want narration/player vocals or ambient music to be affected by EFX. Other sounds, like loot, or the drop body cancel sound, might also be good candidates for exclusion.

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Not sure what force inline is, but yeah, there's quite many functions explicitly marked as ID_INLINE, and

#define ID_INLINE						__inline

Yes, this is exactly the change.

Previously (e.g. 2.05) all ID_INLINE functions were marked as __forceinline, which made compiler always inline them unless it is impossible.

Now (2.06, trunk) all ID_INLINE function are marked as __inline, which tells compiler to decide whether to inline function or not.

These two options are very different and affect the code quite a lot.

 

But even I cannot believe that this change can make a 2x difference. It is more related to graphics, I think.

 

Anyway, by "profiler data" I think Duzenko means to actually run profiler and send profiling results. You need to launch MSVC, choose Analyze->Profiler->Attach and choose running TDM process. It is very desirable that you have the PDB file from that build (if it is thrown away, then profiling/debugging release binaries becomes impossible). If you don't, you have to build executable locally, and then do it. In the results, you can see where TDM spends CPU time. If the problem is on CPU side, it should be noticeable.

And of course this can only be done by developer, no one expects a normal player to install MSVC :D

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Yes, this is exactly the change.

Previously (e.g. 2.05) all ID_INLINE functions were marked as __forceinline, which made compiler always inline them unless it is impossible.

Now (2.06, trunk) all ID_INLINE function are marked as __inline, which tells compiler to decide whether to inline function or not.

These two options are very different and affect the code quite a lot.

At some point I changed ID_INLINE from __inline to empty and you reverted it back to __inline. Why? Compiler will still inline some functions automatically, even though not as many as with __inline.

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We probably don't want narration/player vocals or ambient music to be affected by EFX. Other sounds, like loot, or the drop body cancel sound, might also be good candidates for exclusion.

 

Also, having a console command for restarting OpenAL/EFX system would help a great deal in setting up these definitions in your map. Right now, you have to restart the game and reload the map to hear the changes, which is time-consuming. (I use a separate test room to do it faster).

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I've been playing with these values for quite some time today. I can't say I understand what each of these parameters does yet, but there are some good news here.

 

First of all, you don't need to include every parameter you see in the Wiki reference. There are quite a few variables that don't seem to do anything. Even if you delete something important, the system will just skip that parameter or will use the default value. You can also change the order of the parameters, which is good, because the wiki reference doesn't have the most logical order (or any workflow in mind).

 

Secondly, from what I've tried so far, I can say that you'll need only 2-3 major parameters per location to achieve most common acoustic effects. The rest is just tweaks or very peculiar effects, like dampening high or low frequencies, either for the reflected sound or the source sound (which is cool, but often not necessary).

Edited by Judith
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A new package build is ready for testing.

 

7297 - CVars r_shadowPolygonOffset and r_shadowQualityFactor are now archivable (for easy workaround to #4660). (stgatilov)
7301 - Fix crash in ExceptionSafeThread.h (stgatilov)
7303 – Fix crash on start in Linux x64 build (stgatilov)
7322 - #4529. Fix tdm_update reapplying 2.05->2.06 differential update forever. (stgatilov)
15098 – New packager (taaaki)
15099 – Corrections for orphan files that should or shouldn’t be packaged in 2.06 (grayman)
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Yes, this is exactly the change.

Previously (e.g. 2.05) all ID_INLINE functions were marked as __forceinline, which made compiler always inline them unless it is impossible.

Now (2.06, trunk) all ID_INLINE function are marked as __inline, which tells compiler to decide whether to inline function or not.

These two options are very different and affect the code quite a lot.

 

But even I cannot believe that this change can make a 2x difference. It is more related to graphics, I think.

 

Anyway, by "profiler data" I think Duzenko means to actually run profiler and send profiling results. You need to launch MSVC, choose Analyze->Profiler->Attach and choose running TDM process. It is very desirable that you have the PDB file from that build (if it is thrown away, then profiling/debugging release binaries becomes impossible). If you don't, you have to build executable locally, and then do it. In the results, you can see where TDM spends CPU time. If the problem is on CPU side, it should be noticeable.

And of course this can only be done by developer, no one expects a normal player to install MSVC :D

So I tested updating ID_INLINE to forceinline in sys_public.h last night.

 

I was not able to identify any substantial performance change or regressions in any pathological scenes:

 

Briarwood Manor opening scene, approx 32FPS for both.

Rightful Property corner, approx 42FPS for both.

 

It seems that MSVC's heuristic is pretty good and is optimizing where it should?

(Strange that I saw better FPS with forceinline earlier in 2.06 development.)

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I've moved the philosophical discussion about updating to its own thread to keep this clear for bug reports.

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Did a clean install of TDM on Linux today, now TDM is starting again, but I still get only a black screen with menu sounds.

 

Here's the output from the terminal:

 

 

TDM 2.06/64 #7319 (7318:7319M) linux-x86_64 Nov 7 2017 14:59:01
found interface lo - loopback
found interface enp30s0 - 192.168.0.11/255.255.255.0
Found Generic CPU, features: MMX SSE SSE2 SSE3 CMOV
tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing.
------ Initializing File System ------
Repacking /home/patrick/Spiele/darkmod/tdm_sound_sfx02.pk4...
Current search path:
/home/patrick/Spiele/darkmod/
/home/patrick/Spiele/darkmod/tdm_textures_wood01.pk4 (375 files)
/home/patrick/Spiele/darkmod/tdm_textures_window01.pk4 (389 files)
/home/patrick/Spiele/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files)
/home/patrick/Spiele/darkmod/tdm_textures_stone_natural01.pk4 (130 files)
/home/patrick/Spiele/darkmod/tdm_textures_stone_flat01.pk4 (295 files)
/home/patrick/Spiele/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files)
/home/patrick/Spiele/darkmod/tdm_textures_stone_brick01.pk4 (520 files)
/home/patrick/Spiele/darkmod/tdm_textures_sfx01.pk4 (69 files)
/home/patrick/Spiele/darkmod/tdm_textures_roof01.pk4 (72 files)
/home/patrick/Spiele/darkmod/tdm_textures_plaster01.pk4 (142 files)
/home/patrick/Spiele/darkmod/tdm_textures_paint_paper01.pk4 (63 files)
/home/patrick/Spiele/darkmod/tdm_textures_other01.pk4 (122 files)
/home/patrick/Spiele/darkmod/tdm_textures_nature01.pk4 (281 files)
/home/patrick/Spiele/darkmod/tdm_textures_metal01.pk4 (494 files)
/home/patrick/Spiele/darkmod/tdm_textures_glass01.pk4 (51 files)
/home/patrick/Spiele/darkmod/tdm_textures_fabric01.pk4 (43 files)
/home/patrick/Spiele/darkmod/tdm_textures_door01.pk4 (174 files)
/home/patrick/Spiele/darkmod/tdm_textures_decals01.pk4 (461 files)
/home/patrick/Spiele/darkmod/tdm_textures_carpet01.pk4 (92 files)
/home/patrick/Spiele/darkmod/tdm_textures_base01.pk4 (395 files)
/home/patrick/Spiele/darkmod/tdm_standalone.pk4 (4 files)
/home/patrick/Spiele/darkmod/tdm_sound_vocals_decls01.pk4 (28 files)
/home/patrick/Spiele/darkmod/tdm_sound_vocals07.pk4 (1111 files)
/home/patrick/Spiele/darkmod/tdm_sound_vocals06.pk4 (696 files)
/home/patrick/Spiele/darkmod/tdm_sound_vocals05.pk4 (128 files)
/home/patrick/Spiele/darkmod/tdm_sound_vocals04.pk4 (2872 files)
/home/patrick/Spiele/darkmod/tdm_sound_vocals03.pk4 (743 files)
/home/patrick/Spiele/darkmod/tdm_sound_vocals02.pk4 (1299 files)
/home/patrick/Spiele/darkmod/tdm_sound_vocals01.pk4 (82 files)
/home/patrick/Spiele/darkmod/tdm_sound_sfx02.pk4 (605 files)
/home/patrick/Spiele/darkmod/tdm_sound_sfx01.pk4 (942 files)
/home/patrick/Spiele/darkmod/tdm_sound_ambient_decls01.pk4 (8 files)
/home/patrick/Spiele/darkmod/tdm_sound_ambient03.pk4 (24 files)
/home/patrick/Spiele/darkmod/tdm_sound_ambient02.pk4 (163 files)
/home/patrick/Spiele/darkmod/tdm_sound_ambient01.pk4 (217 files)
/home/patrick/Spiele/darkmod/tdm_prefabs01.pk4 (942 files)
/home/patrick/Spiele/darkmod/tdm_player01.pk4 (125 files)
/home/patrick/Spiele/darkmod/tdm_models_decls01.pk4 (102 files)
/home/patrick/Spiele/darkmod/tdm_models02.pk4 (1987 files)
/home/patrick/Spiele/darkmod/tdm_models01.pk4 (2694 files)
/home/patrick/Spiele/darkmod/tdm_gui_credits01.pk4 (49 files)
/home/patrick/Spiele/darkmod/tdm_gui01.pk4 (702 files)
/home/patrick/Spiele/darkmod/tdm_fonts01.pk4 (696 files)
/home/patrick/Spiele/darkmod/tdm_env01.pk4 (152 files)
/home/patrick/Spiele/darkmod/tdm_defs01.pk4 (174 files)
/home/patrick/Spiele/darkmod/tdm_base01.pk4 (186 files)
/home/patrick/Spiele/darkmod/tdm_ai_steambots01.pk4 (24 files)
/home/patrick/Spiele/darkmod/tdm_ai_monsters_spiders01.pk4 (82 files)
/home/patrick/Spiele/darkmod/tdm_ai_humanoid_undead01.pk4 (50 files)
/home/patrick/Spiele/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files)
/home/patrick/Spiele/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files)
/home/patrick/Spiele/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files)
/home/patrick/Spiele/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files)
/home/patrick/Spiele/darkmod/tdm_ai_humanoid_heads01.pk4 (97 files)
/home/patrick/Spiele/darkmod/tdm_ai_humanoid_guards01.pk4 (377 files)
/home/patrick/Spiele/darkmod/tdm_ai_humanoid_females01.pk4 (172 files)
/home/patrick/Spiele/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files)
/home/patrick/Spiele/darkmod/tdm_ai_base01.pk4 (8 files)
/home/patrick/Spiele/darkmod/tdm_ai_animals01.pk4 (80 files)
File System Initialized.
--------------------------------------
----- Initializing Decls -----
WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366
WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1
------------------------------
/proc/cpuinfo CPU frequency: 3193.95 MHz
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1238 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
Couldn't open journal files
Couldn't exec editor.cfg - file does not exist.
execing default.cfg
Unknown command 'grayman'
Unknown command './devel/release/default.cfg.'
Unknown command 'a'
Unknown command 'new'
Unknown command 'NOT'
Unknown command 'anyone'
Unknown command 'use'
Unknown command 'console'
Unknown command 'next'
Unknown command 'prev'
Unknown command 'previous'
Unknown command 'next'
Unknown command 'crouch'
Unknown command 'Lean'
Unknown command 'lean'
Unknown command 'Readables'
Unknown command 'spyglass'
Unknown command 'compass'
Unknown command 'lantern'
Unknown command 'maps'
Unknown command 'objectives'
Unknown command 'keys'
Unknown command 'lockpicks'
Unknown command 'lean'
Unknown command 'Inventory'
Unknown command 'Mantle'
Unknown command 'creep'
Unknown command 'frob'
Unknown command 'inventory'
Couldn't exec autoexec.cfg - file does not exist.
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1238 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
----- Initializing OpenAL -----
Setup OpenAL device and context
Cannot connect to server socket err = No such file or directory
Cannot connect to server request channel
jack server is not running or cannot be started
JackShmReadWritePtr::~JackShmReadWritePtr - Init not done for 4294967295, skipping unlock
JackShmReadWritePtr::~JackShmReadWritePtr - Init not done for 4294967295, skipping unlock
OpenAL: found device 'HD-Audio Generic Analog Stereo'
OpenAL: using 'OpenAL Soft'
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.17.2
OpenAL: found EFX extension
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
Setup X display connection
dlopen(libGL.so.1)
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
Free86-VidModeExtension Activated at 1024x768
Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
GL_RENDERER: AMD Radeon RX 480 Graphics (POLARIS10 / DRM 3.18.0 / 4.13.0-17-generic, LLVM 5.0.1)
GL_EXTENSIONS: GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_packed_pixels GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_blend_equation_separate GL_ATI_draw_buffers GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_MESA_window_pos GL_NVX_gpu_memory_info GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vdpau_interop GL_OES_EGL_image GL_OES_read_format GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
XF86DGA not available, forcing DGA mouse off

------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
OpenGL vendor: X.Org
OpenGL renderer: AMD Radeon RX 480 Graphics (POLARIS10 / DRM 3.18.0 / 4.13.0-17-generic, LLVM 5.0.1)
OpenGL version: 3.0 Mesa 17.4.0-devel
Checking portable OpenGL extensions...
v - using GL_ARB_multitexture
Max texture coords: 8
Max active textures: 192
v - using GL_ARB_texture_cube_map
v - using GL_ARB_texture_non_power_of_two
v - using GL_ARB_texture_compression
v - using GL_EXT_texture_compression_s3tc
v - using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
v - using GL_EXT_texture_lod_bias
v - using GL_EXT_stencil_wrap
v - using glStencilOpSeparate
v - using GL_ARB_vertex_buffer_object
v - using GL_ARB_map_buffer_range
v - using EXT_depth_bounds_test
v - using GL_ARB_framebuffer_object
v - using ARB_pixel_buffer_object
v - using GL_ARB_draw_buffers
v - using GL_ARB_sync
GL fence sync available
Max vertex attribs: 16
Max env parameters: 256
----- R_ReloadARBPrograms -----
glprogs/test.vfp 8
glprogs/test.vfp 9
glprogs/interaction.vfp 1
glprogs/interaction.vfp 2
glprogs/bumpyEnvironment.vfp 5
glprogs/bumpyEnvironment.vfp 6
glprogs/ambientLight.vfp 10
glprogs/ambientLight.vfp 11
glprogs/shadow.vp 7
glprogs/environment.vfp 3
glprogs/environment.vfp 4
glprogs/test_direct.vfp 12
glprogs/test_direct.vfp 13
glprogs/interaction_direct.vfp 14
glprogs/interaction_direct.vfp 15
glprogs/soft_particle.vfp 16
glprogs/soft_particle.vfp 17
glprogs/cubic_light_point.vfp 18
glprogs/cubic_light_point.vfp 19
glprogs/cubic_light_proj.vfp 20
glprogs/cubic_light_proj.vfp 21
glprogs/test_cubic_light_point.vfp 22
glprogs/test_cubic_light_point.vfp 23
glprogs/test_cubic_light_proj.vfp 24
glprogs/test_cubic_light_proj.vfp 25
glprogs/ambient_cubic_light.vfp 26
glprogs/ambient_cubic_light.vfp 27
glprogs/cookMath_pass1.vfp 28
glprogs/cookMath_pass1.vfp 29
glprogs/cookMath_pass2.vfp 30
glprogs/cookMath_pass2.vfp 31
glprogs/brightPass_opt.vfp 32
glprogs/brightPass_opt.vfp 33
glprogs/blurx.vfp 34
glprogs/blurx.vfp 35
glprogs/blury.vfp 36
glprogs/blury.vfp 37
glprogs/finalScenePass_opt.vfp 38
glprogs/finalScenePass_opt.vfp 39
-------------------------------
---------- R_ReloadGLSLPrograms_f -----------
interaction VF
ambientInteraction VF
stencilShadow VF
shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation
0SS�Z$��V��V�`���������<

F
oldStage VWARNING:shaderCompileFromFile(glprogs/oldStage.vs) validation
0:4(1): error: `in' qualifier in declaration of `attr_TexCoord' only valid for function parameters in GLSL 1.10
0:5(1): error: `in' qualifier in declaration of `attr_Color' only valid for function parameters in GLSL 1.10


FWARNING:shaderCompileFromFile(glprogs/oldStage.fs) validation
0:7(40): error: no matching function for call to `textureSize(sampler2D, int)'; candidates are:
0:7(24): error: operands to arithmetic operators must be numeric
0:7(8): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:7(8): error: vec4 texture2D(sampler2D, vec2)
0:7(8): error: vec4 texture2D(sampler2D, vec2, float)



depthAlpha VWARNING:shaderCompileFromFile(glprogs/depthAlpha.vs) validation
0:4(1): error: `in' qualifier in declaration of `attr_TexCoord' only valid for function parameters in GLSL 1.10


FWARNING:shaderCompileFromFile(glprogs/depthAlpha.fs) validation
0:9(6): error: could not implicitly convert operands to relational operator
0:9(6): error: if-statement condition must be scalar boolean



fog VF
blend VF
cubeMap VWARNING:shaderCompileFromFile(glprogs/cubeMap.vs) validation
0:1(1): error: `in' qualifier in declaration of `attr_TexCoord' only valid for function parameters in GLSL 1.10


F
---------------------------------
using ARB_vertex_buffer_object memory
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.06/64, linux-x86_64, code revision 7319
Build date: Nov 7 2017
WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366
WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1
Initializing event system
...834 event definitions
Initializing class hierarchy
...170 classes, 1641312 bytes for event callbacks
Initializing scripts
Compiled '': 0.0 ms
---------- Compile stats ----------

Memory usage:
Strings: 46, 7688 bytes
Statements: 20266, 810640 bytes
Functions: 1260, 169004 bytes
Variables: 92252 bytes
Mem used: 1821704 bytes
Static data: 4014424 bytes
Allocated: 4856764 bytes
Thread size: 7912 bytes

Maximum object size: 884
Largest object type name: weapon_arrow
...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new mission packages.
Found 3 mods in the FM folder.
Parsed 0 mission declarations, no mission database file present.
-------- Initializing Session --------
Font fonts/english/mason_glow in size 12 not found, using size 48 instead.
Font fonts/english/mason_glow in size 24 not found, using size 48 instead.
Font fonts/english/mason in size 12 not found, using size 48 instead.
Font fonts/english/mason in size 24 not found, using size 48 instead.
session initialized
--------------------------------------
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366
WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1
WARNING:shaderCompileFromFile(glprogs/cubeMap.vs) validation
0:1(1): error: `in' qualifier in declaration of `attr_TexCoord' only valid for function parameters in GLSL 1.10


WARNING:shaderCompileFromFile(glprogs/depthAlpha.fs) validation
0:9(6): error: could not implicitly convert operands to relational operator
0:9(6): error: if-statement condition must be scalar boolean


WARNING:shaderCompileFromFile(glprogs/depthAlpha.vs) validation
0:4(1): error: `in' qualifier in declaration of `attr_TexCoord' only valid for function parameters in GLSL 1.10


WARNING:shaderCompileFromFile(glprogs/oldStage.fs) validation
0:7(40): error: no matching function for call to `textureSize(sampler2D, int)'; candidates are:
0:7(24): error: operands to arithmetic operators must be numeric
0:7(8): error: no matching function for call to `texture2D(sampler2D, error)'; candidates are:
0:7(8): error: vec4 texture2D(sampler2D, vec2)
0:7(8): error: vec4 texture2D(sampler2D, vec2, float)


WARNING:shaderCompileFromFile(glprogs/oldStage.vs) validation
0:4(1): error: `in' qualifier in declaration of `attr_TexCoord' only valid for function parameters in GLSL 1.10
0:5(1): error: `in' qualifier in declaration of `attr_Color' only valid for function parameters in GLSL 1.10


WARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation
0SS�Z$��V��V�`���������<

8 warnings
WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly
terminal support enabled ( use +set in_tty 0 to disabled )
pid: 5419
Async thread started
Couldn't exec autocommands.cfg - file does not exist.

 

Edited by ElZoido
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