Jump to content
The Dark Mod Forums

Public access to development versions


stgatilov
 Share

Recommended Posts

  • 3 weeks later...

Am I missing updated scripts and other files that are included with the official dev build?

I wanted to check, but I couldn't find a link to download dev builds. They aren't linked in the first post and each dev build announcement does not have a link. Dev build links aren't at https://www.thedarkmod.com/download-sourcecode/ either.

Where can I download them?

Cheers

Link to comment
Share on other sites

1 minute ago, Daft Mugi said:

Am I missing updated scripts and other files that are included with the official dev build?

I wanted to check, but I couldn't find a link to download dev builds. They aren't linked in the first post and each dev build announcement does not have a link. Dev build links aren't at https://www.thedarkmod.com/download-sourcecode/ either.

Where can I download them?

Cheers

You need the assets.

These would be acquired by using tdm_installer.

That said, the latest SVN release has assets that are not yet available in the installer so a team member would need to send you copies unless you can wait until the next Dev Build release

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...)

Link to comment
Share on other sites

  • 2 weeks later...
3 hours ago, wesp5 said:

Wasn't the goal to make blackjacking easier?

The main goal was to make it more reliable. I already commited the change as it is easely revertable. To be honest, after all the fuzz people made due to this I expected that some people would actually test the change, so I can decide on whether to add it and in which way or whether to reset it to the original implementation. But after almost two months there hasn't been much feedback at all.

Personally I don't care. In the above linked thread there is a description on how to revert the change if people don't want it.

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

Link to comment
Share on other sites

I agree the feedback hasn't been great, which is a bit of a shame.  However, reading that other thread it's not obvious what's changed (at least on the surface).  As far as I can tell there are 2 things:

  1. The new indicator animation
  2. Changes in the way the actual knockout works (a new 'trace' method instead the previous 'collision' method).  That's about all I understand about that.

Also, it doesn't appear there has been any changes to the rules, correct?

So, the implication is that perhaps (unintentionally?) something in change #2 has made things 'more difficult'.  If that's the case, the people that have noticed it might want to try to narrow down what's changed and provide better feedback to @Obsttorte.  I think the animation is a nice feature and it would be a shame to bin it after all that effort.

Maybe we need a more organized beta test - just get a few people to commit to playing through an FM with and without the new feature to try an narrow down any issues?  I'd be happy to help.

Link to comment
Share on other sites

1 hour ago, Obsttorte said:

But after almost two months there hasn't been much feedback at all.

I wasn't even aware that the change was out already, you need to have done some more advertisment ;). After all I don't normally test every development build anymore because I would need to adjust my patch over and over again...

Edited by wesp5
Link to comment
Share on other sites

4 hours ago, Frost_Salamander said:
  • The new indicator animation
  • Changes in the way the actual knockout works (a new 'trace' method instead the previous 'collision' method).  That's about all I understand about that.

That pretty much sums it up. The ruleset stayed the same, as there was no consensus to change it.

3 hours ago, wesp5 said:

I wasn't even aware that the change was out already, you need to have done some more advertisment ;). After all I don't normally test every development build anymore because I would need to adjust my patch over and over again...

You got a point. The comment was more aimed at the person involved in the discussion the whole implementation originated from. They asked for a change, I said I could provide it, they noticed it, I started the above mentioned thread, they were gone. 🤣 Typical TDM workflow, I guess.

Nevertheless, I am not much into advertising a change I don't care about. I made it because it was asked for and I had some time.

4 hours ago, Frost_Salamander said:

So, the implication is that perhaps (unintentionally?) something in change #2 has made things 'more difficult'.

The only aspect that I could think of is the fact, that there is some time passing after you start the blackjack attack before the hit calculation takes place. This means that you may get indicated that a blackjack would succeed by the raised bj, but during the attack the ai may have moved in a way that causes the blackjack attempt to fail. This was explicitely stated by me, though. The indicator is no 100% success guarantee if things change. It only indicates that under the current situation the bj would succeed, so if nothing changes.

It's like with crosshairs that change color when aiming at an ai. This tells you that you would hit, if the ai does not move. Dunno if this is still a thing in modern shooters, though. Haven't played one in ages.

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

Link to comment
Share on other sites

  • 2 weeks later...

I've got a lighting problem with the latest version (think I was seeing it with earlier drops too).  What's particularly strange is that it doesn't show in captured screenshots!

The simplest way to reproduce: open Crown of Penitence (it just happened to be the first place I spotted it so obviously), start a new game, and crack the door open just a trifle.  The whole room is immediately fully lit (presumably by the torch on the other side of the door).  I took a screenshot with F12, but it doesn't show the effect, so I won't drop that here.

I reverted to 2.10 and the issue went away, so this is a regression.

My graphics card is a bit archaic, so maybe the drivers are wonky.  My system specs are:

  • Fedora release 36 with stock drivers
  • Radeon HD 6950 graphics card (AMD Cayman Pro)
Edited by Araneidae
(petty typo)
Link to comment
Share on other sites

1 hour ago, Araneidae said:

I've got a lighting problem with the latest version (think I was seeing it with earlier drops too).  What's particularly strange is that it doesn't show in captured screenshots!

The simplest way to reproduce: open Crown of Penitence (it just happened to be the first place I spotted it so obviously), start a new game, and crack the door open just a trifle.  The whole room is immediately fully light (presumably by the torch on the other side of the door).  I took a screenshot with F12, but it doesn't show the effect, so I won't drop that here.

I reverted to 2.10 and the issue went away, so this is a regression.

My graphics card is a bit archaic, so maybe the drivers are wonky.  My system specs are:

  • Fedora release 36 with stock drivers
  • Radeon HD 6950 graphics card (AMD Cayman Pro)

Try setting:

r_softShadowsMipmaps 0

or

r_shadows 2

or extract your glprogs folder from tdm_base01.pk4 and add the new shader:

 

 

  • Like 1

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...)

Link to comment
Share on other sites

1 hour ago, nbohr1more said:

Try setting:

r_softShadowsMipmaps 0

or

r_shadows 2

or extract your glprogs folder from tdm_base01.pk4 and add the new shader:

Either of the two settings works.  Which should I prefer?

Won't try the new shader now, but can do later on if it would be helpful.

  • Thanks 1
Link to comment
Share on other sites

r_softShadowsMipmaps 0 is probably preferred since it will have better performance.

r_shadows 2 will look nicer in most cases ( contact hardening soft shadows )

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...)

Link to comment
Share on other sites

  • 2 weeks later...

@stgatilov r10141 introduced some strange (collision/trace?) bugs.

I first noticed that it was difficult to go down a ladder in Hazard Pay. At the second level (in the attached screenshot), it's really hard to go down or up.

]getviewpos                                                                                              
2482 1723 84.25   53.3 5.1 0.0

I've also noticed some clipping through walls and getting stuck in the floor while playing another mission, but I didn't take notes about those.

r10140 is fine.

hazard-pay-ladder.webp

Edited by Daft Mugi
  • Like 1
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share


  • Recent Status Updates

    • stgatilov

      Bumped into an interesting piece of wisdom called Hyrum's Law:
      With a sufficient number of users of an API, it does not matter what you promise in the contract: all observable behaviors of your system will be depended on by somebody.
      · 2 replies
    • The Black Arrow

      I love playing The Dark Mod when it's cold in my place. Bonus points when it's a bit (or even very) dark and it's raining, too.
      · 1 reply
    • The Black Arrow

      I've been having stutters in Vulkan, apparently it's Nvidia Drivers' fault, so I reverted to 512 according to this: https://www.nvidia.com/en-us/geforce/forums/geforce-graphics-cards/5/505679/regular-microstutter-in-vulkan-applications-after-/?topicPage=40

      And no, that did NOT fix it. What's going on? My GPU is an RTX 2070, by the way.
      · 4 replies
    • datiswous

      I just figured out how to make subtitles work in TDM (srt) for ingame cutscenes and how to automatically generate the srt file in Kdenlive's speech recognition (I just had to edit it a bit).
      Kdenlive is a free and open source multiplatform pretty advanced video editor.
      Test case is the first builder gost scene in Requiem saying:
      1 00:00:00,180 --> 00:00:02,140 the builder be with you this night 2 00:00:02,600 --> 00:00:04,840 there will be secrets all around you 3 00:00:05,040 --> 00:00:06,439 so have a keen eye The following page gives you the basic info:
      https://wiki.thedarkmod.com/index.php?title=Subtitles
      These 2 tutorials give you the info for creating the srt files:
      If you run into the problem the Kdenlive cannot find your Python PATH, then here is a solution:
      https://www.mail-archive.com/kde-bugs-dist@kde.org/msg672183.html
      Edit: During the installation of Python, in the installer, if you select more options, you can specify to set the PATH. I tried this on another Windows computer and this fixed the issue. Much easier solution.
       
      This is all the code for the testcase:
       
      Maybe I will create a seperate (text,images based) tutorial on the wiki.
      · 8 replies
    • nbohr1more

      Anyone have a copy of the old training_demo.pk4 "timedemo benchmark"? I cannot find it in my old files collection.
      · 4 replies
×
×
  • Create New...