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Beta Testing 2.06


grayman

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I just noticed envshot takes screenshots with the UI on, so you have a nice cubemap with a complimentary console window on each side. There's a command to hide the hud but uh, is this intentional, or...

I remember @NB talking about that. He ended up binding envshot to a key.

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I was hoping that would also alleviate the rectangular cubic lights somehow, but no luck.

 

Please post in the cubemap thread.

While I was looking I also noticed something's up with falloff textures for projected lights, like the shot VanishedOne posted in the other thread with the lanternbot light... Might be worth looking into.

Can you create a test map/ steps to reproduce on an existing map?

Maybe create a tracker for this.

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Yes, sorry, it was really late last night and I wanted to jot these down quick. The falloff for spotlights, on second look, seems fine. It must've been the aforementioned cubic lights bug (there were some in my test environment) plus lights just generally looking different with soft shadows on.

 

I'll straight up put the cubic bug on the tracker though, there've been a couple of posts on the cubemap thread about it already.

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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I'm on the latest version of the beta but im still experiencing high pitched debug noises emanating from broken speakers when I have OpenAl turned on.

 

Wasn't it agreed that by default it would be turned off (as otherwise a lot of missions would have the noise playing) but could be turned on by mappers debugging? It is quite handy.

 

Also I've been getting really strange performance issues on 2.06 that don't occur when tested on 2.05. But whenever I enter a more intensive area of a map the game slows down to this strange fluid and slow motion. And then when I am in a low demanding room it goes back to normal. But it feels very jarring. Anyone else experienced that?

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I've gotten this crash twice today while testing kingsal's new map with 2.06:

 

 

post-9-0-07050900-1511644303_thumb.jpg

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I'm on the latest version of the beta but im still experiencing high pitched debug noises emanating from broken speakers when I have OpenAl turned on.

 

Wasn't it agreed that by default it would be turned off (as otherwise a lot of missions would have the noise playing) but could be turned on by mappers debugging? It is quite handy.

 

 

A missing sound is replaced by a single beep when the cvar "s_playDefaultSound" is set to "1".

 

2.06 ships with that cvar turned off.

 

If you have a leftover "1" setting in your Darkmod.cfg file, that would override the default setting. Make sure it's set to "0".

 

Otherwise we're talking apples and oranges, and something else is causing the "high pitched debug noises".

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A missing sound is replaced by a single beep when the cvar "s_playDefaultSound" is set to "1".

 

2.06 ships with that cvar turned off.

 

If you have a leftover "1" setting in your Darkmod.cfg file, that would override the default setting. Make sure it's set to "0".

 

Otherwise we're talking apples and oranges, and something else is causing the "high pitched debug noises".

I have manually changed it to zero now (it was set to 1). I thought the change was implemented prior to release so nevermind.

 

The bogged performance is still an issue however.

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Also I've been getting really strange performance issues on 2.06 that don't occur when tested on 2.05. But whenever I enter a more intensive area of a map the game slows down to this strange fluid and slow motion. And then when I am in a low demanding room it goes back to normal. But it feels very jarring. Anyone else experienced that?

 

Yep, I have logged it as issue 4665. I hope it gets looked at as it is very jarring, esp. with an engine as prone to FPS dips as TDM's.

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My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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Hey all,

 

have been following TDM for some time now, couldn't resist trying out the beta, but ran into some problem with the Linux version, so I decided to make an account here.

 

Windows seems to run fine for me, but on Kubuntu 17.10, 2.06 won't run at all - 2.05 runs ok-ish (basically a bit worse than on Windows).

 

First 2.06 Beta version I tried would start, but I only got a black screen with the menu music and sound effects playing. Tried various suggestions I found here, but had no luck with them.

Newest Beta now outright refuses to start. When I try from a terminal, I only get one line about a memory access error, nothing else.

 

I had previously tried both a fresh install (letting the updater download everything anew) and updates.

 

About my system:

 

 

System: Kernel: 4.13.0-17-generic x86_64 bits: 64 gcc: 7.2.0
Desktop: KDE Plasma 5.11.3 (Qt 5.9.1) Distro: Ubuntu 17.10
Graphics: Card: Advanced Micro Devices [AMD/ATI] Ellesmere [Radeon RX 470/480] bus-ID: 22:00.0
Display Server: x11 (X.Org 1.19.5 ) drivers: ati,amdgpu (unloaded: modesetting,fbdev,vesa,radeon)
Resolution: 1680x1050@59.95hz
OpenGL: renderer: AMD Radeon RX 480 Graphics (POLARIS10 / DRM 3.18.0 / 4.13.0-17-generic, LLVM 5.0.1)
version: 4.5 Mesa 17.4.0-devel Direct Render: Yes

(I'm using the oibaf ppa for updated drivers and Mesa)

 

 

Edited by ElZoido
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I'm working on WS4: The Warrens.

 

Until it became obvious that I wouldn't be releasing this mission prior to the release of 2.06, I was basing it on 2.05.

 

Now I've switched and am basing it on 2.06.

 

I notice that in one particular place, I get 60fps on 2.05 and 30fps on 2.06.

 

W/o me having to declare all my settings, I'd rather ask this:

 

What settings will we be suggesting to players running on 2.06 to maximize their performance, based on their O/S, graphics card, etc.?

 

I want to use my mission as a test case for how we're going to handle player complaints.

 

The answer(s) should be available as part of 2.06's release notes.

 

Pls note that I'm not trying to "fix my mission". Any mission released in the past year for 2.05 could potentially suffer the same problem, and we aren't going to be asking those authors to tune and re-release their missions for 2.06.

 

Thanks.

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Well, to compare apples to apples, let's see what performance is like with 2.05 settings:

 

Soft Shadows = Off

Uncap FPS = Off

Multi-core = Off

r_useGLSL = 0

r_useFBO 0

r_useMapBufferRange = 0

r_useBfgPortalCulling = 0

 

Check the results. You should be roughly equal to 2.05.

 

then, to gain performance over 2.05:

 

Uncap FPS = ON

Multi-Core = ON

 

We can then rule out a few recommendations (etc).

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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Well, to compare apples to apples, let's see what performance is like with 2.05 settings:

 

Soft Shadows = Off

Uncap FPS = Off

Multi-core = Off

r_useGLSL = 0

r_useFBO 0

r_useMapBufferRange = 0

r_useBfgPortalCulling = 0

 

Check the results. You should be roughly equal to 2.05.

The only one that was ON was r_useGLSL. If I turn that OFF, I get the same results: ~30fps.

 

then, to gain performance over 2.05:

 

Uncap FPS = ON

Multi-Core = ON

 

We can then rule out a few recommendations (etc).

Multi-Core ON gives me 30-40fps.

Uncap FPS ON then gives me 60fps.

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I need to make a request here: I believe all of Dragofer's assets should be made part of the core mod for 2.06 as they are all high quality. The hookah's already been used in a couple of missions, but all I see in the model folder of his are a couple of his sphere lights. Given that a bunch of Epifire's models are implemented, I see no reason for these not to be.

 

Related, are

 

 

the spoilerific assets in Kingsal's new mission going to be added to the core mod once his mission is released?

 

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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Fair enough. Should I open a ticket on Mantis so they can be considered for inclusion in 2.07? Dragofer's OP was last updated in July and the lot of his models were being compiled during the 2.05 beta test by his admission, so it seems nobody got around to including them in this version.

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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As for the strange motion: launch the St. Lucia mission, walk up to the 3 lit windows nearby, and then try looking around, and then strafing, with multi-core option on/off, and with the uncap fps option on/off. Do you see the same stuttering I do? With uncapped fps set to off I see these little jumps while moving. WIth both options set to on, the fps counter shows 60 fps, but the movement is as if it was 24 fps or something. Looking around is fluid though. (This was on x64 version.)

Edited by Judith
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The only one that was ON was r_useGLSL. If I turn that OFF, I get the same results: ~30fps.

 

 

Multi-Core ON gives me 30-40fps.

Uncap FPS ON then gives me 60fps.

Can you do a little profiling and see where the CPU is sitting?

Also try vsync on and off.

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Can you do a little profiling and see where the CPU is sitting?

Also try vsync on and off.

 

Vsync has been on so far.

 

Turning it off caused no change.

 

CPU usage ranges from 20-35%.

 

To recap ...

 

Soft Shadows = Off
Uncap FPS = On
Multi-Core = On
r_useGLSL = 0
r_useFBO = 0
r_useMapBufferRange = 0
r_useBfgPortalCulling = 0
Vsync = Off
Win32 binary.
8 CPUs
~60fps
So with these settings, I'm back to the fps I was getting with 2.05.
This is fine.
If you think I should be getting a higher fps, then posit some causes. I'm willing to test further. My interest was to make sure we had a story to tell if players began complaining about lost performance. They, of course, will not be profiling their sessions; they just want to play.
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No.

 

We've already turned away an asset package request, using the argument that if we keep the door open for these, they all have to be checked, and we'll never get done.

 

Epi's assets were in place before we branched for 2.06, and even with that, we're still futzing with the material files, correcting problems.

 

I don't want to amplify that futzing (or model fixing or replacement) by the number of asset packages that want to be added after the branch.

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Vsync has been on so far.

 

Turning it off caused no change.

 

CPU usage ranges from 20-35%.

 

To recap ...

 

Soft Shadows = Off

Uncap FPS = On

Multi-Core = On

r_useGLSL = 0

r_useFBO = 0

r_useMapBufferRange = 0

r_useBfgPortalCulling = 0

Vsync = Off

 

Win32 binary.

8 CPUs

 

~60fps

 

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

 

This is fine.

 

If you think I should be getting a higher fps, then posit some causes. I'm willing to test further. My interest was to make sure we had a story to tell if players began complaining about lost performance. They, of course, will not be profiling their sessions; they just want to play.

If I recall correctly, for scenes with lots of CPU work (shadows) we are expecting a very small (negligible) performance regression compared to 2.05

due to letting the compiler choose Inlining:

 

http://forums.thedarkmod.com/topic/18903-single-executable/page-2?do=findComment&comment=407768

 

This was done to keep the size of the executable small...

 

Losing 30 FPS seems a bit more "extreme". Especially with some of the other things like the collision optimization which should

offset most losses.

 

I would like to look at your Darkmod.cfg values just to ensure that nothing else is at play here.

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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This was done to keep the size of the executable small...

 

 

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

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I would like to look at your Darkmod.cfg values just to ensure that nothing else is at play here.

 

 

unbindall

bind "ENTER" "_impulse51"

bind "ESCAPE" "togglemenu"

bind "SPACE" "_moveup"

bind "," "_moveLeft"

bind "-" "_impulse50"

bind "." "_moveRight"

bind "0" "_impulse10"

bind "1" "_impulse1"

bind "2" "_impulse2"

bind "3" "_impulse3"

bind "4" "_impulse4"

bind "5" "_impulse5"

bind "6" "_impulse6"

bind "7" "_impulse7"

bind "8" "_impulse8"

bind "9" "_impulse9"

bind "=" "_impulse0"

bind "[" "_impulse48"

bind "\" "_mlook"

bind "]" "_impulse47"

bind "a" "_moveleft"

bind "b" "_impulse27"

bind "c" "_impulse23"

bind "e" "_impulse46"

bind "f" "_impulse44"

bind "g" "_impulse30"

bind "i" "inventory_cycle_group '#str_02391'"

bind "j" "inventory_use '#str_02396'"

bind "k" "inventory_cycle_group '#str_02392'"

bind "l" "inventory_use '#str_02395'"

bind "m" "inventory_cycle_maps"

bind "o" "_impulse19"

bind "p" "inventory_cycle_group '#str_02389'"

bind "q" "_impulse45"

bind "r" "_impulse52"

bind "s" "_back"

bind "t" "clientMessageMode"

bind "u" "_impulse19"

bind "v" "notarget"

bind "w" "_forward"

bind "x" "_impulse24"

bind "y" "clientMessageMode 1"

bind "z" "_zoom"

bind "BACKSPACE" "clientDropWeapon"

bind "PAUSE" "pause"

bind "UPARROW" "_forward"

bind "DOWNARROW" "_back"

bind "LEFTARROW" "_left"

bind "RIGHTARROW" "_right"

bind "ALT" "_strafe"

bind "CTRL" "_impulse23"

bind "SHIFT" "_speed"

bind "DEL" "_lookdown"

bind "PGDN" "_lookup"

bind "END" "_impulse18"

bind "F1" "_impulse28"

bind "F2" "_impulse29"

bind "F3" "_impulse17"

bind "F5" "savegame quick"

bind "F6" "_impulse20"

bind "F7" "_impulse22"

bind "F9" "loadgame quick"

bind "F12" "screenshot"

bind "KP_5" "_impulse15"

bind "KP_DOWNARROW" "_impulse14"

bind "MOUSE1" "_attack"

bind "MOUSE2" "_impulse41"

bind "MOUSE3" "_zoom"

bind "MWHEELDOWN" "_impulse15"

bind "MWHEELUP" "_impulse14"

seta gui_mediumFontLimit "0.3"

seta gui_smallFontLimit "0.15"

seta radiant_entityMode "0"

seta net_socksPassword ""

seta net_socksUsername ""

seta net_socksPort "1080"

seta net_socksServer ""

seta net_socksEnabled "0"

seta win_ypos "0"

seta win_xpos "0"

seta sys_lang "english"

seta s_decompressionLimit "6"

seta s_useEAXReverb "0"

seta s_numberOfSpeakers "2"

seta s_doorDistanceAdd "450"

seta s_globalFraction "0.8"

seta s_subFraction "0.75"

seta s_playDefaultSound "1"

seta s_volume_dB "-9.523809"

seta s_meterTopTime "2000"

seta s_reverse "0"

seta s_spatializationDecay "2"

seta s_maxSoundsPerShader "0"

seta s_device "default"

seta s_diffractionMax "10"

seta r_useMapBufferRange "0"

seta r_cinematic_legacyRoq "0"

seta r_fboResolution "1"

seta r_fboSharedDepth "0"

seta r_fboSharedColor "0"

seta r_fboColorBits "32"

seta r_useGLSL "0"

seta r_useFBO "0"

seta r_useBfgPortalCulling "0"

seta r_postprocess_bloomKernelSize "2"

seta r_postprocess_bloomIntensity "2"

seta r_postprocess "1"

seta r_screenshot_format "tga"

seta r_debugArrowStep "120"

seta r_debugLineWidth "1"

seta r_debugLineDepthTest "0"

seta com_smp "1"

seta r_forceLoadImages "0"

seta r_testARBProgram "1"

seta r_shadows "1"

seta r_offsetunits "-0.1"

seta r_offsetfactor "-2"

seta r_clear "2"

seta r_useSoftParticles "1"

seta r_skipDepthCapture "0"

seta r_skipBump "0"

seta r_skipSpecular "0"

seta r_skipNewAmbient "0"

seta r_brightness "1.02381"

seta r_gamma "1.285714"

seta r_swapInterval "0"

seta r_useIndexBuffers "0"

seta r_softShadowsRadius "1.0"

seta r_softShadowsQuality "0"

seta r_customHeight "800"

seta r_customWidth "1280"

seta r_fullscreen "0"

seta r_mode "-1"

seta r_multiSamples "0"

seta image_mipmapMode "2"

seta image_blockChecksum "0"

seta image_downSizeLimit "256"

seta image_ignoreHighQuality "0"

seta image_downSizeBumpLimit "128"

seta image_downSizeSpecularLimit "64"

seta image_downSizeBump "0"

seta image_downSizeSpecular "0"

seta image_useCache "0"

seta image_cacheMegs "20"

seta image_cacheMinK "200"

seta image_usePrecompressedTextures "1"

seta image_useNormalCompression "1"

seta image_useAllFormats "1"

seta image_useCompression "1"

seta image_preload "1"

seta image_roundDown "1"

seta image_forceDownSize "0"

seta image_downSize "0"

seta image_lodbias "0"

seta image_anisotropy "8"

seta image_filter "GL_LINEAR_MIPMAP_LINEAR"

seta r_cinematic_checkImmediately "0"

seta r_cinematic_log_flush "0"

seta r_cinematic_log_ffmpeg "0"

seta r_cinematic_log "0"

seta net_serverDlTable ""

seta net_serverDlBaseURL ""

seta net_serverDownload "0"

seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"

seta g_mapCycle "mapcycle"

seta g_voteFlags "0"

seta g_gameReviewPause "10"

seta g_countDown "10"

seta g_password ""

seta g_testModelHeadJoint "Spine2"

seta g_testModelHead "atdm:ai_head_citywatch"

seta g_fov "90"

seta g_showBrass "1"

seta g_showProjectilePct "0"

seta g_showHud "1"

seta g_showPlayerShadow "0"

seta pm_walkspeed "70"

seta g_enablePortalSky "2"

seta g_showcamerainfo "0"

seta g_damageScale "1"

seta g_decals "1"

seta g_doubleVision "1"

seta g_bloodEffects "1"

seta g_projectileLights "1"

seta g_muzzleFlash "1"

seta gui_CenterY "0.5"

seta gui_CenterX "0.5"

seta gui_Height "1.0"

seta gui_Width "1.0"

seta r_fovRatio "0"

seta r_aspectRatio "4"

seta ui_showGun "1"

seta ui_autoSwitch "1"

seta ui_team "Red"

seta ui_skin "skins/characters/player/marine_mp"

seta ui_name "Player"

seta si_serverURL ""

seta si_spectators "1"

seta si_usePass "0"

seta si_warmup "0"

seta si_teamDamage "0"

seta si_timeLimit "10"

seta si_maxPlayers "4"

seta si_map "game/mp/d3dm1"

seta si_gameType "singleplayer"

seta si_name "DOOM Server"

seta tdm_lod_bias "3.0"

seta tdm_voice_from_off_volume "-2.222222"

seta tdm_voice_player_volume "0"

seta tdm_music_volume "-17.142857"

seta tdm_ambient_method "0"

seta tdm_door_auto_open_on_unlock "1"

seta tdm_bow_aimer "0"

seta tdm_lp_debug_hud "0"

seta tdm_lp_pawlow "0"

seta tdm_lp_randomize "1"

seta tdm_lp_auto_pick "0"

seta tdm_lp_autopick_attempts "3"

seta tdm_lp_pick_timeout "500"

seta tdm_lp_sample_delay "10"

seta tdm_lp_base_count "5"

seta tdm_empty_model "models/darkmod/misc/system/empty.lwo"

seta tdm_lg_split "1"

seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo"

seta tdm_lg_weak "0"

seta tdm_lg_interleave_min "40"

seta tdm_lg_interleave "1"

seta pm_rope_snd_rep_dist "32"

seta pm_min_stepsound_interval "200"

seta pm_stepvol_crouch_creep "-7"

seta pm_stepvol_crouch_run "4"

seta pm_stepvol_crouch_walk "-2"

seta pm_stepvol_creep "-5"

seta pm_stepvol_run "8"

seta pm_stepvol_walk "0"

seta tdm_underwater_blur "3"

seta tdm_rope_pull_force_factor "140"

seta gui_objectiveTextSize "1.0"

seta gui_barSize "1.0"

seta gui_lightgemSize "1.0"

seta gui_bigTextSize "1.0"

seta gui_smallTextSize "1.0"

seta gui_iconSize "1.0"

seta tdm_inv_use_visual_feedback "1"

seta tdm_door_control "0"

seta tdm_inv_use_on_frob "1"

seta tdm_inv_loot_sound "frob_loot"

seta tdm_inv_hud_pickupmessages "1"

seta tdm_hud_hide_lightgem "0"

seta tdm_hud_opacity "0.7"

seta tdm_grabber_reverse_control "0"

seta tdm_bounce_sound_min_vel "80"

seta tdm_bounce_sound_max_vel "400"

seta tdm_throw_max_vel "900"

seta tdm_throw_time "1200"

seta tdm_throw_max "3500"

seta tdm_throw_min "600"

seta tdm_phys_show_momentum "0"

seta tdm_ai_hearing_hardcore "1.5"

seta tdm_ai_hearing_challenging "1.0"

seta tdm_ai_hearing_forgiving "0.6"

seta tdm_ai_hearing_nearly_deaf "0.2"

seta tdm_ai_hearing "2"

seta tdm_ai_vision_hardcore "1.5"

seta tdm_ai_vision_challenging "1.2"

seta tdm_ai_vision_forgiving "0.6"

seta tdm_ai_vision_nearly_blind "0.2"

seta tdm_ai_vision "3"

seta tdm_melee_difficulty "normal"

seta tdm_melee_max_particles "10"

seta tdm_melee_forbid_auto_parry "0"

seta tdm_melee_auto_parry "0"

seta tdm_melee_invert_parry "0"

seta tdm_melee_invert_attack "0"

seta tdm_melee_mouse_thresh_ "0"

seta tdm_dragged_item_highlight "1"

seta tdm_drag_encumber_max "0.4"

seta tdm_drag_encumber_maxmass "55"

seta tdm_drag_encumber_minmass "10"

seta tdm_drag_jump_masslimit "20"

seta tdm_drag_af_free "0"

seta tdm_drag_af_ground_timer "800"

seta tdm_drag_damping_af "0.4"

seta tdm_drag_damping "0.0"

seta tdm_drag_stuck_dist "38.0"

seta tdm_drag_force_max "100000"

seta tdm_drag_limit_force "1"

seta tdm_collision_damage_scale_horiz "0.5"

seta tdm_collision_damage_scale_vert "1"

seta tdm_frob_fadetime "100"

seta tdm_frob_width "10.0"

seta tdm_frob_distance_default "63"

seta pm_lean_toggle "0"

seta pm_lean_door_bounds_exp "8.0"

seta pm_lean_door_max "40"

seta pm_lean_door_increments "10"

seta pm_lean_to_valid_increments "25"

seta pm_lean_forward_stretch "15"

seta pm_lean_forward_height "0.4"

seta pm_lean_forward_time "400.0"

seta pm_lean_forward_angle "2"

seta pm_lean_stretch "2"

seta pm_lean_height "0.4"

seta pm_lean_time "400.0"

seta pm_lean_angle "15.0"

seta tdm_reattach_delay "100"

seta tdm_crouch_toggle_hold_time "400"

seta tdm_toggle_crouch "1"

seta tdm_footfall_sounds_movetype_specific "1"

seta pm_mantle_minflatness "0.707"

seta pm_mantle_height "0.2"

seta pm_mantle_reach "0.5"

seta pm_weightmod "1"

seta pm_push_max_mass "200"

seta pm_push_heavy_threshold "0.15"

seta pm_push_accel_time "1000"

seta pm_push_start_delay "1000"

seta pm_push_maximpulse "300"

seta pm_pushmod "0.15"

seta pm_max_swimspeed_mod "1.4"

seta pm_crouchmod "0.54"

seta pm_creepmod "0.44"

seta pm_runmod "2.12"

seta tdm_savegame_compress "1"

seta tdm_force_savegame_load "1"

seta tdm_mainmenu_confirmquit "0"

seta tdm_debug_aastype "aas32"

seta tdm_allow_http_access "1"

seta tdm_proxy_pass ""

seta tdm_proxy_user ""

seta tdm_proxy ""

seta tdm_fm_restart_delay "0"

seta tdm_default_relations_def "atdm:team_relations_default"

seta tdm_show_trainer_messages "1"

seta tdm_menu_music "0"

seta tdm_wideScreenMode "1"

seta tdm_ai_show_aasfuncobstacle_state "0"

seta tdm_show_health "0"

seta tdm_ai_debug_greetings "0"

seta tdm_ai_debug_transition_barks "0"

seta tdm_ai_opt_nolipsync "0"

seta tdm_ai_opt_update_enemypos_interleave "48"

seta tdm_ai_opt_interleavethinkframes "0"

seta tdm_ai_opt_interleavethinkskipPVS "0"

seta tdm_ai_opt_interleavethinkmaxdist "0"

seta tdm_ai_opt_interleavethinkmindist "0"

seta tdm_ai_search_type "4"

seta tdm_ai_visdist_show "0.0"

seta tdm_ai_search_show "0.0"

seta tdm_showko "0"

seta tdm_showsprop_radius "0"

seta tdm_showsprop "0"

seta tdm_spr_debug "0"

seta tdm_sndprop_disable "0"

seta tdm_ai_acuity_susp "1.2"

seta tdm_ai_acuity_L5 "1.5"

seta tdm_ai_acuity_L4 "1.3"

seta tdm_ai_acuity_L3 "1.1"

seta tdm_ai_show_conversationstate "0"

seta tdm_ai_show_enemy_visibility "0"

seta tdm_ai_sight_scale "1000.0"

seta tdm_ai_sight_thresh "1.0"

seta tdm_ai_showelevator "0"

seta tdm_ai_showdoor "0"

seta tdm_ai_debug_blocked "0"

seta tdm_ai_showAASarea "0"

seta tdm_ai_showgoalpos "0"

seta tdm_ai_showdest "0"

seta tdm_ai_showalert "1"

seta tdm_ai_showtasks "0"

seta tdm_ai_showanimstate "0"

seta tdm_ai_showko "0"

seta tdm_ai_showfov "0"

seta tdm_ai_debug "0"

seta tdm_ai_bumpobject_impulse "250"

seta tdm_ai_tact "20.0"

seta tdm_ai_sight_combat_cutoff "20.0"

seta tdm_ai_sightmin "15.0"

seta tdm_ai_sightmax "40.0"

seta tdm_ai_sight_mag "1.0"

seta tdm_ai_sight_prob "0.7"

seta tdm_ai_showname "0"

seta tdm_ai_showbark "0"

seta tdm_ai_sndvol "0.0"

seta tdm_player_wait_until_ready "1"

seta m_strafeSmooth "4"

seta m_smooth "1"

seta m_strafeScale "6.25"

seta m_yaw "0.022"

seta m_pitch "0.022"

seta sensitivity "5"

seta in_toggleZoom "0"

seta in_toggleCrouch "0"

seta in_toggleRun "0"

seta in_alwaysRun "0"

seta in_freeLook "1"

seta in_anglespeedkey "1.5"

seta in_pitchspeed "140"

seta in_yawspeed "140"

seta gui_configServerRate "0"

seta com_savegame_preview_format "jpg"

seta com_numQuickSaves "2"

seta com_guid ""

seta com_fixedTic "1"

seta com_preloadDemos "0"

seta com_compressDemos "1"

seta com_product_lang_ext "1"

seta logFile "0"

seta com_showFPS "1"

seta com_purgeAll "0"

 

 

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