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Beta testing 2.10


stgatilov

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7 hours ago, AluminumHaste said:

Man, volumetrics can look so good in certain situations, though the effect might be too strong still with dust at 0.001

Yeah, it'd be great if the volumetric dust property numbers were amplified to more natural values like a default of 1 instead of 0.002, then divide that internally by 500 if necessary.

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On 1/15/2022 at 9:46 PM, AluminumHaste said:

Man, volumetrics can look so good in certain situations, though the effect might be too strong still with dust at 0.001

The coefficient was tweaked for "outdoors light getting into dark room" situation.
I don't think the location in your video would have any noticeable volumetrics in the real life, no wonder that default setting is too strong for it.

Quote

EDIT: Wow Youtube really butchered the quality, wtf.

The image is heavily dithered, I suppose compressors have problems with it.

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I'm using 2.10 beta 4, and the 1-9 keys work just fine for selecting weapons.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

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Oh, I see. No, I don't see any reason to change it either. Unless there's a bunch of missions where the inventory scrolls to many pages it shouldn't be an issue.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

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The good thing of having weapons also in the inventory system is, in my opinion, that at the start of a new mission I can easily check what I have instead of having to press each number button and wait if Garret throws out an arrow :D

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"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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I second that request; my level is afflicted with it.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

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beta 2.10-4 crashed during mission download:

Spoiler
$ thedarkmod 
TDM 2.10/64 #9798 (1435:9798) linux-x86_64 Jan 11 2022 14:22:07
/proc/cpuinfo CPU frequency: 3251.53 MHz
3252 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX
found interface lo - loopback
found interface eno1 - 10.0.0.216/255.255.255.0
Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX
TDM using AVX for SIMD processing.
no 'darkmod' directory in exe path /home/michael/Darkmod, skipping
WARNING: using hardcoded default base path
WARNING:Fan missions directory does not exist
Found 0 new missions and 0 packages.
------ Initializing File System ------
Repacking /home/michael/Darkmod/tdm_base01.pk4...
copy /home/michael/Darkmod/tdm_base01.pk4.tmp to /home/michael/Darkmod/tdm_base01.pk4
Current search path:
  /home/michael/Darkmod/
  /home/michael/Darkmod/z_tdm_loot_stealth_stats.pk4 (4 files)
  /home/michael/Darkmod/tdm_textures_wood01.pk4 (376 files)
  /home/michael/Darkmod/tdm_textures_window01.pk4 (391 files)
  /home/michael/Darkmod/tdm_textures_stone_sculpted01.pk4 (463 files)
  /home/michael/Darkmod/tdm_textures_stone_natural01.pk4 (133 files)
  /home/michael/Darkmod/tdm_textures_stone_flat01.pk4 (302 files)
  /home/michael/Darkmod/tdm_textures_stone_cobblestones01.pk4 (226 files)
  /home/michael/Darkmod/tdm_textures_stone_brick01.pk4 (520 files)
  /home/michael/Darkmod/tdm_textures_sfx01.pk4 (69 files)
  /home/michael/Darkmod/tdm_textures_roof01.pk4 (72 files)
  /home/michael/Darkmod/tdm_textures_plaster01.pk4 (142 files)
  /home/michael/Darkmod/tdm_textures_paint_paper01.pk4 (63 files)
  /home/michael/Darkmod/tdm_textures_other01.pk4 (127 files)
  /home/michael/Darkmod/tdm_textures_nature01.pk4 (287 files)
  /home/michael/Darkmod/tdm_textures_metal01.pk4 (497 files)
  /home/michael/Darkmod/tdm_textures_glass01.pk4 (51 files)
  /home/michael/Darkmod/tdm_textures_fabric01.pk4 (43 files)
  /home/michael/Darkmod/tdm_textures_door01.pk4 (177 files)
  /home/michael/Darkmod/tdm_textures_decals01.pk4 (465 files)
  /home/michael/Darkmod/tdm_textures_carpet01.pk4 (92 files)
  /home/michael/Darkmod/tdm_textures_base01.pk4 (421 files)
  /home/michael/Darkmod/tdm_standalone.pk4 (4 files)
  /home/michael/Darkmod/tdm_sound_vocals_decls01.pk4 (32 files)
  /home/michael/Darkmod/tdm_sound_vocals07.pk4 (1111 files)
  /home/michael/Darkmod/tdm_sound_vocals06.pk4 (696 files)
  /home/michael/Darkmod/tdm_sound_vocals05.pk4 (119 files)
  /home/michael/Darkmod/tdm_sound_vocals04.pk4 (2869 files)
  /home/michael/Darkmod/tdm_sound_vocals03.pk4 (743 files)
  /home/michael/Darkmod/tdm_sound_vocals02.pk4 (1299 files)
  /home/michael/Darkmod/tdm_sound_vocals01.pk4 (82 files)
  /home/michael/Darkmod/tdm_sound_sfx02.pk4 (605 files)
  /home/michael/Darkmod/tdm_sound_sfx01.pk4 (971 files)
  /home/michael/Darkmod/tdm_sound_ambient_decls01.pk4 (8 files)
  /home/michael/Darkmod/tdm_sound_ambient03.pk4 (24 files)
  /home/michael/Darkmod/tdm_sound_ambient02.pk4 (163 files)
  /home/michael/Darkmod/tdm_sound_ambient01.pk4 (220 files)
  /home/michael/Darkmod/tdm_prefabs01.pk4 (978 files)
  /home/michael/Darkmod/tdm_player01.pk4 (125 files)
  /home/michael/Darkmod/tdm_models_decls01.pk4 (103 files)
  /home/michael/Darkmod/tdm_models02.pk4 (2059 files)
  /home/michael/Darkmod/tdm_models01.pk4 (3179 files)
  /home/michael/Darkmod/tdm_gui_credits01.pk4 (49 files)
  /home/michael/Darkmod/tdm_gui01.pk4 (727 files)
  /home/michael/Darkmod/tdm_fonts01.pk4 (696 files)
  /home/michael/Darkmod/tdm_env01.pk4 (152 files)
  /home/michael/Darkmod/tdm_defs01.pk4 (189 files)
  /home/michael/Darkmod/tdm_base01.pk4 (209 files)
  /home/michael/Darkmod/tdm_ai_steambots01.pk4 (31 files)
  /home/michael/Darkmod/tdm_ai_monsters_spiders01.pk4 (80 files)
  /home/michael/Darkmod/tdm_ai_humanoid_undead01.pk4 (55 files)
  /home/michael/Darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files)
  /home/michael/Darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files)
  /home/michael/Darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files)
  /home/michael/Darkmod/tdm_ai_humanoid_mages01.pk4 (8 files)
  /home/michael/Darkmod/tdm_ai_humanoid_heads01.pk4 (100 files)
  /home/michael/Darkmod/tdm_ai_humanoid_guards01.pk4 (378 files)
  /home/michael/Darkmod/tdm_ai_humanoid_females01.pk4 (172 files)
  /home/michael/Darkmod/tdm_ai_humanoid_builders01.pk4 (91 files)
  /home/michael/Darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files)
  /home/michael/Darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files)
  /home/michael/Darkmod/tdm_ai_base01.pk4 (9 files)
  /home/michael/Darkmod/tdm_ai_animals01.pk4 (82 files)
File System Initialized.
--------------------------------------
Couldn't open journal files
/proc/cpuinfo CPU processors: 4
/proc/cpuinfo CPU logical cores: 4
----- Initializing Decls -----
------------------------------
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1317 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
Couldn't exec editor.cfg - file does not exist.
execing default.cfg
Gamepad modifier button assigned to 6
execing DarkmodKeybinds.cfg
execing DarkmodPadbinds.cfg
Gamepad modifier button assigned to 6
execing autoexec.cfg
Unknown command '#'
----- Initializing OpenAL -----
Setup OpenAL device and context
OpenAL: found device 'ALSA Default' [ACTIVE]
OpenAL: found device 'HDA Intel PCH, ALC892 Analog (CARD=PCH,DEV=0)'
OpenAL: found device 'HDA Intel PCH, ALC892 Digital (CARD=PCH,DEV=1)'
OpenAL: found device 'HDA ATI HDMI, HDMI 0 (CARD=HDMI,DEV=3)'
OpenAL: device 'ALSA Default' opened successfully
OpenAL: HRTF is available
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.21.1
OpenAL: found EFX extension
OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT)
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
Initializing OpenGL display
Borderless fullscreen - using current video mode for monitor 0: 1920 x 1200
...initializing QGL

------- Input Initialization -------
------------------------------------
OpenGL vendor: X.Org
OpenGL renderer: AMD CAYMAN (DRM 2.50.0 / 5.15.13-200.fc35.x86_64, LLVM 13.0.0)
OpenGL version: 4.3 (Core Profile) Mesa 21.3.3 core
Checking required OpenGL features...
v - using GL_VERSION_3_3
v - using GL_EXT_texture_compression_s3tc
Checking optional OpenGL extensions...
v - using GL_EXT_texture_filter_anisotropic
    maxTextureAnisotropy: 16.000000
v - using GL_ARB_stencil_texturing
X - GL_EXT_depth_bounds_test not found
v - using GL_ARB_buffer_storage
v - using GL_ARB_texture_storage
v - using GL_ARB_multi_draw_indirect
v - using GL_ARB_vertex_attrib_binding
X - GL_ARB_bindless_texture not found
X - GL_ARB_compatibility not found
v - using GL_KHR_debug
Max active texture units in fragment shader: 16
Max combined texture units: 96
Max anti-aliasing samples: 8
Max geometry output vertices: 1024
Max geometry output components: 16384
Max vertex attribs: 16
---------- R_ReloadGLSLPrograms_f -----------
Linking GLSL program cubeMap ...
Linking GLSL program bumpyEnvironment ...
Linking GLSL program depthAlpha ...
Linking GLSL program fog ...
Linking GLSL program oldStage ...
Linking GLSL program blend ...
Linking GLSL program stencilshadow ...
Linking GLSL program shadowMapA ...
Linking GLSL program shadowMapN ...
Linking GLSL program shadowMapNG ...
Linking GLSL program ambientInteraction ...
Linking GLSL program interactionStencil ...
Linking GLSL program interactionShadowMaps ...
Linking GLSL program interactionMultiLight ...
Linking GLSL program frob ...
Linking GLSL program soft_particle ...
Linking GLSL program tonemap ...
Linking GLSL program gaussian_blur ...
Linking GLSL program volumetric ...
---------------------------------
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.10/64, linux-x86_64, code revision 9798
Build date: Jan 11 2022
Initializing event system
...862 event definitions
Initializing class hierarchy
...172 classes, 1710208 bytes for event callbacks
Initializing scripts
---------- Compile stats ----------

Memory usage:
     Strings: 48, 7640 bytes
  Statements: 20943, 837720 bytes
   Functions: 1304, 169616 bytes
   Variables: 97660 bytes
    Mem used: 2078896 bytes
 Static data: 3989840 bytes
   Allocated: 5068408 bytes
 Thread size: 7904 bytes

Maximum object size: 884
Largest object type name: weapon_arrow
...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new missions and 0 packages.
Found 0 mods in the FM folder.
Parsed 0 mission declarations, no mission database file present.
-------- Initializing Session --------
session initialized
--------------------------------------
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.
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:Fan missions directory does not exist
1 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: 64796
Async thread started
Couldn't exec autocommands.cfg - file does not exist.
r_customWidth|Height = 1920x1200 => widescreenmode = 4, r_aspectRatio = 2
Found 0 new missions and 0 packages.
Found 0 mods in the FM folder.
Found 0 new missions and 0 packages.
Found 0 mods in the FM folder.
free(): invalid size
signal caught: Aborted
si_code -6
Trying to exit gracefully..
Shutting down sound hardware
idRenderSystem::Shutdown()
...shutting down QGL
I18NLocal: Shutdown.
------------ Game Shutdown -----------
ModelGenerator memory: No LOD entries.
Shutdown event system
free(): invalid next size (fast)
double fault Aborted, bailing out
shutdown terminal support
About to exit with code 6

 

I think around 8 missions were successfully downloaded before the crash.

Edit: I seem to have confused the system my deleting the tdm directory.  I re-ran tdm_installer, it automatically reinstalled 2.09, so I ran it a second time to get 2.10-beta4, will see how it behaves ... and I get the missions I've just downloaded shown as available for update in the Downloadable Missions list.

As this was the reason for deleting fms in the first place, think I'll do a fresh install of TDM.

Edit: Completely fresh install of 2.10-beta4 (copied tdm_installer to a fresh empty directory, let it do its thing), downloaded half a dozen missions, tried to download a few more ... and bang! again:

Spoiler
signal caught: Segmentation fault
si_code 1
Trying to exit gracefully..
Shutting down sound hardware
idRenderSystem::Shutdown()
...shutting down QGL
I18NLocal: Shutdown.
------------ Game Shutdown -----------
ModelGenerator memory: No LOD entries.
Shutdown event system
free(): invalid next size (fast)
double fault Aborted, bailing out
shutdown terminal support
About to exit with code 6

 

Have to say, I've never had good experiences with the in-game downloader

Edited by Araneidae
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I've been running the Tracy profiler earlier today to analyse some performance issues with a contest WIP (do we have a Wiki article for that? Only found something old by Tels) and noticed that it produces almost no output if Frontend Acceleration is enabled under experimental video settings - the file size is also only 1% as large as with that setting disabled.

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A few people have reported that the new secrets_messages entity isn't playing nice with the stealth statistics addon or the flameglare mod; see this thread

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

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On 1/20/2022 at 8:44 PM, AluminumHaste said:

Can you guys include the fix for the AMD driver issue with light seams showing?

I think we have fixed it on SVN, but not yet released as beta.

On 1/21/2022 at 11:29 PM, Araneidae said:

beta 2.10-4 crashed during mission download:
I think around 8 missions were successfully downloaded before the crash.

I have said several times that downloading all FMs is good only for stressing our mirrors. I'm sure you will not even start most of these missions before you have to download them all again for some reason. This button should not exist 😥

Speaking of the crash, we can try the "fun"🤬 of crash dumps on Linux...

On 1/22/2022 at 4:59 PM, Dragofer said:

I've been running the Tracy profiler earlier today to analyse some performance issues with a contest WIP (do we have a Wiki article for that? Only found something old by Tels)

The reference wiki page contains no useful information. I don't think anyone (except for the author) will ever run command line profiler and get any useful information out of it.

I thought about writing a wiki article about Tracy profiler with TDM, and main parts (like GPU, backend, frontend, game modeling, various cvars/options affecting them, bottleneck, etc.), but have not done it yet.

Quote

and noticed that it produces almost no output if Frontend Acceleration is enabled under experimental video settings - the file size is also only 1% as large as with that setting disabled.

I profile with frontend acceleration most of the time, and Tracy shows stuff properly.
Here is one such example.

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1 hour ago, stgatilov said:

I profile with frontend acceleration most of the time, and Tracy shows stuff properly.
Here is one such example.

Ok, it's normalised now - will have to see whether I run into that bug again at some point. Btw, these are the instructions I wrote out for myself and the other people involved in the FM:

You can get the Tracy app from this page: https://github.com/wolfpld/tracy/releases/tag/v0.7.8
The link is at the bottom of the page under Assets: Tracy-0.7.8.7z
- Extract that 7z somewhere and open Tracy.exe
- Start TDM, enter "com_enableTracing 1" into the console and then load the mission.
- Switch to the Tracy app and click on "Connect", then after a few seconds click on "Stop".
- In the top left, click on the Wifi symbol, then on "Save trace" to save it on your PC. Just leave the compression settings at default, so LZ4.
- Upload the .trace file to i.e. Google Drive so we can analyse what your PC spends its time on in TDM.

 

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2 hours ago, stgatilov said:
On 1/21/2022 at 4:29 PM, Araneidae said:

beta 2.10-4 crashed during mission download:
I think around 8 missions were successfully downloaded before the crash.

I have said several times that downloading all FMs is good only for stressing our mirrors. I'm sure you will not even start most of these missions before you have to download them all again for some reason. This button should not exist 😥

Actually, I hadn't noticed the "Select All" button, I was just manually selecting for download.

I have a large pool of downloaded missions ... but I can't just drop them into my fms directory because the downloader won't recognises them as already downloaded.  I see that I have a "downloaded_version" entry in missions.tdminfo, but to my dismay there's no checksum or anything like that to validate.

I'd really rather not re-download 900MB of missions.  Is there any way to check which of my missions are correctly up to date and just manually copy them across?

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By the way, I'm still seeing major alerts not showing up in the display provided by tdm_loot_stealth_stats.pk4.  Playing The Accountant 1, spotted by guard, starts searching with sword out -- but my stealth score is still zeros across the board.  This is with 2.10-beta4.

Think I've already verified that the displayed stealth score is accurate the last time this happened, by playing the game through to get the final score, this was clearly a remote detect by a hostile NPC, and this is a completely different mission from my previous report, so I don't think any of the explanations there apply.

So, I think this may be a bug.

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3 hours ago, Araneidae said:

By the way, I'm still seeing major alerts not showing up in the display provided by tdm_loot_stealth_stats.pk4. 

It's most likely a longstanding bug that's only coincidentally been revealed by the stealth score addon. Normally the beta phase in the dev cycle is reserved for fixing features that were added or changed for that version, unless it's something small. Fixing the stealth score bug seems like it could be a real project, and grayman would have been the one best suited to do it given his great familiarity with the AI code.

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@Dragofer, I expect you're right.  Not sure what to do with my reports then, it's a bit tricky to reproduce.  It seems to happen when the alert stimulus is very brief, I either bump up against a guard or am briefly glimpsed; I guess there's then a disconnect between the guard's own alert status and the global alert status.  Last time I tested this I checked with `tdm_ai_showalert 1` and indeed the guard was on high alert, and the global status was zero.

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