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Beta testing 2.11


stgatilov

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8 hours ago, Dragofer said:

I'm not able to reproduce this on 2.11beta1, the map loads fine for me. Do you maybe have some leftover script addons or files that could be conflicting with tdm_secrets.script or tdm_main.script?

One possible culprit would be my old stealth statistic message addon for TDM 2.07, which overwrites tdm_main.script.

Hmm, yes that seems to be 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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2 hours ago, nbohr1more said:

The only new performance impacting cvars are listed here:

r_modelBvh* --- configures all BVH-related optimizations. r_modelBvhBuild is the "kill switch".

r_softShadowsMipmaps --- enables the new bandwidth optimization for soft stencil shadows.

For at least one AMD user, setting r_useDebugGroups 0 improved performance so that will be the default in the next build.

To my knowledge, the multidraw options don't help much if you don't also have bindless textures ( removed in 2.11 due to AMD driver bugs ).

Otherwise look here for options:

https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks

I would suggest that:

tdm_lg_interleave 6

tdm_lg_interleave_min 3

or some variant thereof might help. The trick is to try and tune it so that it roughly matches your game modelling tics

and refresh rate. Usually values between 2 and 7 ( whatever feels the smoothest )

Just be aware that it may cause lag in the changes to light level shown in the lightgem.

Also, if you enable Frontend Acceleration and want to handoff work to more cores, try experimenting with:

jobs_numThreads

 

 

Thanks. Played with those settings and the ones on the wiki page. Strangely enough nothing else improved performance noticeably except for "r_useEntityScissors 1": This gives me almost +10 FPS in places which was quite a beloved surprise! Any reason not to be using this by default?

What about r_shadowMapSinglePass and r_shadowMapCullFront? I've those on for ages with shadow maps in use, they work flawlessly for me with visible improvements. Note that "r_shadowMapSinglePass 2" still causes an instant crash... let me know if you'd like me to try debugging that, though last time I asked about it I believe I was told it's no longer being maintained due to driver limitations which is unfortunate.

I understand "r_useAnonreclaimer 1" should also be faster so I'll autoexec it too. No difference at least with my map's portal setup, but also not seeing any issues with so at least it's seemingly safe to try.

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8 hours ago, MirceaKitsune said:

Thanks. Played with those settings and the ones on the wiki page. Strangely enough nothing else improved performance noticeably except for "r_useEntityScissors 1": This gives me almost +10 FPS in places which was quite a beloved surprise! Any reason not to be using this by default?

This can potentially cause performance degradation if there are too many entities in a scene. We probably don't have up to date cost vs benefits metrics on this one so please test elsewhere and report your comparison findings.

Edit: r_useEntityScissors is broken:

https://bugs.thedarkmod.com/view.php?id=6099

 

8 hours ago, MirceaKitsune said:

What about r_shadowMapSinglePass and r_shadowMapCullFront? I've those on for ages with shadow maps in use, they work flawlessly for me with visible improvements. Note that "r_shadowMapSinglePass 2" still causes an instant crash... let me know if you'd like me to try debugging that, though last time I asked about it I believe I was told it's no longer being maintained due to driver limitations which is unfortunate.

These should still work but there may be some performance regressions due to scissor changes in 2.11. You are not seeing any benefits from either?

8 hours ago, MirceaKitsune said:

I understand "r_useAnonreclaimer 1" should also be faster so I'll autoexec it too. No difference at least with my map's portal setup, but also not seeing any issues with so at least it's seemingly safe to try.

This theoretically would improve cache coherency for multi-core rendering. @stgatilov evaluated it compared to our own design and considers the benefit to be dubious since we already have better VBO and SIMD accelerated portal optimizations that vanilla Doom 3 and BFG lack.

  • Thanks 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...)

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On some occasions I've been unable to start TDM with an FM loaded (i.e. Noble Affairs or Seeking Lady Leicester) due to a blue-window error with a message about some decl file contained in the FM like "Flanders.mtr is loaded twice". It only seems to happen occasionally, and I'm on 2.11b01 right now.

I suppose this is a consequence of the new logic for resolving conflicts between core/FM and packed/unpacked decls?

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On 12/2/2022 at 8:23 PM, stgatilov said:

The in-game downloader now supports "sort by release date" ordering.

Just noticed this. Pretty nice. I think the button to switch between the 2 modusses is a bit too small/hidden (maybe add some color, or a button decoration?). Also, can this feature also be added to the list of downloaded missions? I guess maybe you want to first see what works best.

Edit: I guess curently it can't be used on the list of downloaded mission, because it would add an internet requirement on that view which otherwise isn't needed.

Edited by datiswous
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1 hour ago, datiswous said:

Just noticed this. Pretty nice. I think the button to switch between the 2 modusses is a bit too small/hidden (maybe add some color, or a button decoration?). Also, can this feature also be added to the list of downloaded missions? I guess maybe you want to first see what works best.

The same button doesn't exist for the mission selection list though, only the downloads screen. Is it possible to have the same sorting options for both lists?

Another thing I'd have loved is a favorites / pin feature: Something to put FM's you really liked at the top so you can find them more easily and play them again. A 1/2/3 star rating system would be great, but even a simple flag to pin favorites at the top would be lovely if it's not too hard to do.

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11 minutes ago, MirceaKitsune said:

Another thing I'd have loved is a favorites / pin feature: Something to put FM's you really liked at the top so you can find them more easily and play them again.

As a trick until something like that is implemented, you can change the title in the FM's darkmod.txt file. The list is sorted alphabetically, so adding "-" or "0", "1", etc. will put it at the top.

For example, I changed the Training Mission darkmod.txt title to:

Title: -- Training Mission --

That puts it at the top of the list.

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8 hours ago, Dragofer said:

On some occasions I've been unable to start TDM with an FM loaded (i.e. Noble Affairs or Seeking Lady Leicester) due to a blue-window error with a message about some decl file contained in the FM like "Flanders.mtr is loaded twice". It only seems to happen occasionally, and I'm on 2.11b01 right now.

I suppose this is a consequence of the new logic for resolving conflicts between core/FM and packed/unpacked decls?

I suppose it is.

But I need something more specific, like exact message.

Also, I don't understand how it can happen "on some occations".
I thought this part of code is deterministic: if you get it, it won't go away until e.g. you change a file.

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10 hours ago, Dragofer said:

On some occasions I've been unable to start TDM with an FM loaded (i.e. Noble Affairs or Seeking Lady Leicester) due to a blue-window error with a message about some decl file contained in the FM like "Flanders.mtr is loaded twice". It only seems to happen occasionally, and I'm on 2.11b01 right now.

I suppose this is a consequence of the new logic for resolving conflicts between core/FM and packed/unpacked decls?

Found the cause: if the same decl file exists twice - in a packed and unpacked state - TDM won't start. I had unpacked nobleaffairs.pk4 and didn't remove the .pk4. And I was working on Seeking Lady Leicester until I packed it into a .pk4 for a bug report and I could no longer start TDM afterwards ("happens occasionally"). Removing the .pk4 fixes both cases.
 

Spoiler

image.thumb.png.37ecaf380001a2e70c37ab8783791576.png

TDM 2.11/64 #10215 (1435:10215M) win-x86_64 Dec 13 2022 09:56:51
2808 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX & AVX2 & FMA3
Winsock Initialized
Found interface: {6A5A4A31-F2EA-42A1-A9DA-78FA0E3E2576} Realtek PCIe GbE Family Controller - 0.0.0.0 NULL netmask - skipped
Found interface: {49355B32-B9DA-4AD9-830C-D8E339AEAEA6} Bluetooth Device (Personal Area Network) - 0.0.0.0 NULL netmask - skipped
Found interface: {74E4A9D4-9F7B-4AAB-9BEC-8D181EA7B038} Wintun Userspace Tunnel - 0.0.0.0 NULL netmask - skipped
Found interface: {9020DA5A-6C67-4FC7-8067-DC7E732A12B2} TAP-Windows Adapter V9 - 0.0.0.0 NULL netmask - skipped
Found interface: {FE23C381-270F-46CE-BE84-2E65F273DA19} Realtek RTL8821AU Wireless LAN 802.11ac USB 2.0 Network Adapter - 192.168.0.197/255.255.255.0
Found interface: {195C9D81-F68C-4A97-B8CA-A2A02A607C87} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {F6EE1C6C-75BF-4784-A59D-329488562D54} Microsoft Wi-Fi Direct Virtual Adapter #2 - 0.0.0.0 NULL netmask - skipped
Sys_InitNetworking: adding loopback interface
Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX AVX2 FMA3
TDM using AVX2 for SIMD processing.
Found 0 new missions and 0 packages.
------ Initializing File System ------
Current search path:
  [M] D:\Personal\darkmod/fms/nobleaffairs
  [M] D:\Personal\darkmod\fms\nobleaffairs\nobleaffairs.pk4 (2118 files - 0xaec9f38d)
  [C] D:\Personal\darkmod/
  [C] D:\Personal\darkmod\z_tdm_loot_stealth_stats.pk4 (4 files - 0xc34daa37)
  [C] D:\Personal\darkmod\wellitexturepack01_treasurehorde.pk4 (22 files - 0xa30e9868)
  [C] D:\Personal\darkmod\tdm_textures_wood01.pk4 (382 files - 0x54c704d0)
  [C] D:\Personal\darkmod\tdm_textures_window01.pk4 (399 files - 0x50a48869)
  [C] D:\Personal\darkmod\tdm_textures_stone_sculpted01.pk4 (464 files - 0x3bd63c7c)
  [C] D:\Personal\darkmod\tdm_textures_stone_natural01.pk4 (141 files - 0x4d0836ff)
  [C] D:\Personal\darkmod\tdm_textures_stone_flat01.pk4 (302 files - 0x671a22d2)
  [C] D:\Personal\darkmod\tdm_textures_stone_cobblestones01.pk4 (226 files - 0x4fde3163)
  [C] D:\Personal\darkmod\tdm_textures_stone_brick01.pk4 (527 files - 0x1d087cf8)
  [C] D:\Personal\darkmod\tdm_textures_sfx01.pk4 (69 files - 0x2c673886)
  [C] D:\Personal\darkmod\tdm_textures_roof01.pk4 (69 files - 0x24547b7)
  [C] D:\Personal\darkmod\tdm_textures_plaster01.pk4 (142 files - 0x9747529e)
  [C] D:\Personal\darkmod\tdm_textures_paint_paper01.pk4 (63 files - 0x4bc9c590)
  [C] D:\Personal\darkmod\tdm_textures_other01.pk4 (127 files - 0x36932451)
  [C] D:\Personal\darkmod\tdm_textures_nature01.pk4 (286 files - 0x19240606)
  [C] D:\Personal\darkmod\tdm_textures_metal01.pk4 (505 files - 0x4c8ac90e)
  [C] D:\Personal\darkmod\tdm_textures_glass01.pk4 (51 files - 0x3f3721e)
  [C] D:\Personal\darkmod\tdm_textures_fabric01.pk4 (43 files - 0x649daf73)
  [C] D:\Personal\darkmod\tdm_textures_door01.pk4 (177 files - 0xb0130166)
  [C] D:\Personal\darkmod\tdm_textures_decals01.pk4 (468 files - 0xd3a3aa90)
  [C] D:\Personal\darkmod\tdm_textures_carpet01.pk4 (92 files - 0xee524595)
  [C] D:\Personal\darkmod\tdm_textures_base01.pk4 (433 files - 0xc49b4d0b)
  [C] D:\Personal\darkmod\tdm_standalone.pk4 (4 files - 0xb3f36d20)
  [C] D:\Personal\darkmod\tdm_sound_vocals_decls01.pk4 (32 files - 0x53cda0aa)
  [C] D:\Personal\darkmod\tdm_sound_vocals07.pk4 (1111 files - 0xa13ec4c2)
  [C] D:\Personal\darkmod\tdm_sound_vocals06.pk4 (696 files - 0x44c85e78)
  [C] D:\Personal\darkmod\tdm_sound_vocals05.pk4 (119 files - 0x6cf23214)
  [C] D:\Personal\darkmod\tdm_sound_vocals04.pk4 (2869 files - 0xd7ec1256)
  [C] D:\Personal\darkmod\tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1)
  [C] D:\Personal\darkmod\tdm_sound_vocals02.pk4 (1299 files - 0x5092940e)
  [C] D:\Personal\darkmod\tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2)
  [C] D:\Personal\darkmod\tdm_sound_sfx02.pk4 (605 files - 0x31673482)
  [C] D:\Personal\darkmod\tdm_sound_sfx01.pk4 (978 files - 0xa458ad0a)
  [C] D:\Personal\darkmod\tdm_sound_ambient_decls01.pk4 (8 files - 0x6b7751c5)
  [C] D:\Personal\darkmod\tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec)
  [C] D:\Personal\darkmod\tdm_sound_ambient02.pk4 (163 files - 0x84efad22)
  [C] D:\Personal\darkmod\tdm_sound_ambient01.pk4 (220 files - 0xee228c81)
  [C] D:\Personal\darkmod\tdm_prefabs01.pk4 (1012 files - 0x7981569)
  [C] D:\Personal\darkmod\tdm_player01.pk4 (127 files - 0xd983fc45)
  [C] D:\Personal\darkmod\tdm_models_decls01.pk4 (101 files - 0xd05bfab6)
  [C] D:\Personal\darkmod\tdm_models02.pk4 (2076 files - 0x62604579)
  [C] D:\Personal\darkmod\tdm_models01.pk4 (3208 files - 0xb58ab4a6)
  [C] D:\Personal\darkmod\tdm_gui_credits01.pk4 (49 files - 0xbff51863)
  [C] D:\Personal\darkmod\tdm_gui01.pk4 (729 files - 0x7b7f2370)
  [C] D:\Personal\darkmod\tdm_fonts01.pk4 (696 files - 0x7c5027bf)
  [C] D:\Personal\darkmod\tdm_env01.pk4 (152 files - 0x52cd5f93)
  [C] D:\Personal\darkmod\tdm_defs01.pk4 (191 files - 0xa5414ab1)
  [C] D:\Personal\darkmod\tdm_base01.pk4 (215 files - 0xe6366300)
  [C] D:\Personal\darkmod\tdm_ai_steambots01.pk4 (31 files - 0x156e1bf2)
  [C] D:\Personal\darkmod\tdm_ai_monsters_spiders01.pk4 (80 files - 0x15c3ef89)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_undead01.pk4 (55 files - 0x3809f62e)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0x648bf4fa)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_pagans01.pk4 (10 files - 0xf7022cde)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_nobles01.pk4 (51 files - 0xf22930d0)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_mages01.pk4 (8 files - 0x3cf178e6)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_heads01.pk4 (100 files - 0x2bb669ce)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_guards01.pk4 (379 files - 0xd3602f0)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_females01.pk4 (172 files - 0xb38a8e6e)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_builders01.pk4 (91 files - 0x9fc3434)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_beasts02.pk4 (229 files - 0xddd43d70)
  [C] D:\Personal\darkmod\tdm_ai_humanoid_beasts01.pk4 (23 files - 0xdc3edecd)
  [C] D:\Personal\darkmod\tdm_ai_base01.pk4 (9 files - 0x16e00a70)
  [C] D:\Personal\darkmod\tdm_ai_animals01.pk4 (82 files - 0x340f9db9)
  [C] D:\Personal\darkmod\lampions.pk4 (12 files - 0x3444cea9)
File System Initialized.
--------------------------------------
Couldn't open journal files
----- Initializing Decls -----
WARNING:file materials/dragofer.mtr, line 17: material 'textures/darkmod/sfx/moon_haze_01_sort' previously defined at materials/barge.mtr:47
WARNING:file materials/dragofer.mtr, line 40: material 'tdm_machine01_dark' previously defined at materials/barge.mtr:1
WARNING:file materials/epifire.mtr, line 610: material 'audiograph_player_001' previously defined at materials/epifire.mtr:57
WARNING:file materials/goldwell_custom.mtr, line 1860: material 'animated_drops' previously defined at materials/arcturus.mtr:1
WARNING:file materials/goldwell_custom.mtr, line 2977: material 'textures/goldwell_custom/smashed_glass' previously defined at materials/goldwell_custom.mtr:2691
WARNING:file materials/goldwell_custom.mtr, line 3067: material 'textures/darkmod/decals/signs/sign_warning_for_beating_trans' previously defined at materials/goldwell_custom.mtr:876
WARNING:file materials/goldwell_custom.mtr, line 3100: material 'textures/darkmod/decals/signs/sign_dangerous_neighborhood_trans' previously defined at materials/goldwell_custom.mtr:909
WARNING:file materials/goldwell_custom.mtr, line 3133: material 'textures/darkmod/decals/signs/sign_gold_here_trans' previously defined at materials/goldwell_custom.mtr:942
WARNING:file materials/goldwell_custom.mtr, line 3166: material 'textures/darkmod/decals/signs/sign_leave_quickly_trans' previously defined at materials/goldwell_custom.mtr:975
WARNING:file materials/goldwell_custom.mtr, line 3199: material 'textures/darkmod/decals/signs/sign_police_here_trans' previously defined at materials/goldwell_custom.mtr:1008
WARNING:file materials/northdale_epi.mtr, line 45: material 'wall_fountain_001' previously defined at materials/epifire.mtr:1
WARNING:file materials/pleasejustwork.mtr, line 81: material 'textures/gw_custom/mosaic_glass_birds' previously defined at materials/goldwell_custom.mtr:419
WARNING:file materials/volta_builder.mtr, line 1609: material 'charge_post_001' previously defined at materials/epifire.mtr:215
WARNING:file materials/volta_builder.mtr, line 1625: material 'lamppost_strip_effect_001' previously defined at materials/epifire.mtr:240
WARNING:file materials/volta_noble.mtr, line 42: material 'textures/darkmod/volta/builder/metal_beam_square' previously defined at materials/volta_builder.mtr:478
WARNING:file materials/volta_noble.mtr, line 85: material 'textures/darkmod/volta/builder/metal_beam_rail' previously defined at materials/volta_builder.mtr:435
WARNING:file materials/volta_noble.mtr, line 120: material 'textures/darkmod/volta/builder/floors/old_small_grainy_edit' previously defined at materials/volta_builder.mtr:285
WARNING:file materials/volta_noble.mtr, line 152: material 'textures/darkmod/volta/builder/brass_grate_edit' previously defined at materials/volta_builder.mtr:1649
WARNING:file materials/volta_sky.mtr, line 9: material 'textures/darkmod/volta/sky/volta_moon' previously defined at materials/volta_city.mtr:1
WARNING:file materials/volta_warehouse.mtr, line 60: material 'textures/darkmod/volta/volta_warehouse/red_brick01' previously defined at materials/volta_noble.mtr:175
WARNING:file materials/volta_warehouse.mtr, line 84: material 'textures/darkmod/volta/volta_warehouse/red_brick02' previously defined at materials/volta_noble.mtr:224
WARNING:file materials/volta_warehouse.mtr, line 133: material 'textures/darkmod/volta/volta_warehouse/red_brick01_trim' previously defined at materials/volta_noble.mtr:199
WARNING:file materials/volta_warehouse.mtr, line 473: material 'textures/darkmod/volta/volta_warehouse/mud' previously defined at materials/volta_noble.mtr:152
WARNING:file materials/volta_warehouse.mtr, line 854: material 'textures/darkmod/volta/volta_warehouse/stone_messy_edit' previously defined at materials/volta_noble.mtr:251
WARNING:file materials/volta_warehouse.mtr, line 892: material 'textures/darkmod/volta/volta_warehouse/volta_old_worn_semiplastered' previously defined at materials/volta_noble.mtr:273
WARNING:file skins/dragofer_air.skin, line 29: skin 'bulls_eye_unlit' previously defined at skins/barge.skin:13
WARNING:file skins/dragofer_air.skin, line 38: skin 'bulls_eye_lit' previously defined at skins/barge.skin:19
WARNING:file skins/dragofer_stock_reskins.skin, line 52: skin 'machine01_dark' previously defined at skins/barge.skin:1
WARNING:file skins/dragofer_weathered_ships.skin, line 45: skin 'bulls_eye_unlit' previously defined at skins/barge.skin:13
WARNING:file skins/dragofer_weathered_ships.skin, line 54: skin 'bulls_eye_lit' previously defined at skins/barge.skin:19
WARNING:file skins/gw_custom.skin, line 548: newline inside string
WARNING:file skins/gw_custom.skin, line 549: Expecting '{' but found ' '
WARNING:file skins/gw_custom.skin, line 549: Expecting '{' but found '-'
WARNING:file skins/gw_custom.skin, line 549: newline inside string
WARNING:file skins/gw_custom.skin, line 549: Type without definition at end of file
WARNING:file skins/new_skins.skin, line 6: skin 'cust_empty_hp_bottle' previously defined at skins/gw_custom.skin:95
WARNING:file skins/new_skins.skin, line 32: skin 'crystal_trans' previously defined at skins/gw_custom.skin:214
WARNING:file skins/new_skins.skin, line 47: skin 'mage_head_trans' previously defined at skins/gw_custom.skin:240
WARNING:file skins/new_skins.skin, line 66: skin 'mage_body_trans' previously defined at skins/gw_custom.skin:222
------------------------------
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.
execing default.cfg
Gamepad modifier button assigned to 6
execing Darkmod.cfg
execing DarkmodKeybinds.cfg
log file 'qconsole.log' opened on Tue Dec 13 19:32:58 2022

execing DarkmodPadbinds.cfg
Gamepad modifier button assigned to 6
Couldn't exec autoexec.cfg - file does not exist.
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.
----- Initializing OpenAL -----
Setup OpenAL device and context
OpenAL: found device 'OpenAL Soft on Speakers (Realtek High Definition Audio)' [ACTIVE]
OpenAL: found device 'OpenAL Soft on 4 - VA2456 Series (AMD High Definition Audio Device)'
OpenAL: device 'OpenAL Soft on Speakers (Realtek High Definition Audio)' 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 -----
Initializing OpenGL subsystem
...getting default gamma ramp: success
...registered window class
...registered fake window class
...created window @ 0,313 (1298x767)
Initializing OpenGL driver
...getting DC: succeeded
...PIXELFORMAT 11 selected
...creating GL context: core-fc 
...making context current: succeeded
...initializing QGL

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
OpenGL vendor: ATI Technologies Inc.
OpenGL renderer: AMD Radeon(TM) RX460
OpenGL version: 3.3.14800 Core Profile Forward-Compatible Context 22.5.1 30.0.15021.11005 core
Checking required OpenGL features...
v - using GL_VERSION_3_3
v - using GL_EXT_texture_compression_s3tc
v - using WGL_VERSION_1_0
v - using WGL_ARB_pixel_format
Checking optional OpenGL extensions...
v - using GL_EXT_texture_filter_anisotropic
    maxTextureAnisotropy: 16.000000
v - using GL_ARB_stencil_texturing
v - using GL_EXT_depth_bounds_test
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_compatibility not found
v - using GL_KHR_debug
v - using WGL_EXT_swap_control
Max active texture units in fragment shader: 32
Max combined texture units: 160
Max anti-aliasing samples: 8
Max geometry output vertices: 1023
Max geometry output components: 4095
Max vertex attribs: 29
---------- 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 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 testImageCube ...
---------------------------------
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.11/64, win-x86_64, code revision 10215
Build date: Dec 13 2022
WARNING:file def/volta_ai_creatures.def, line 27: model 'volta_ai_willow' previously defined at def/ai_creatures.def:1
WARNING:file def/volta_ai_creatures.def, line 85: entityDef 'willowWisp_spirit' previously defined at def/ai_creatures.def:27
WARNING:file def/volta_ai_creatures.def, line 121: entityDef 'willow_mover' previously defined at def/ai_creatures.def:85
WARNING:file def/volta_ai_creatures.def, line 159: entityDef 'willow_light' previously defined at def/ai_creatures.def:121
--------- Game Map Shutdown ----------
--------- Game Map Shutdown done -----
ERROR:Decl file 'particles/volta_bubbleslarge.prt' is loaded twice
--------------------------------------
Error during initialization. Decl file 'particles/volta_bubbleslarge.prt' is loaded twice
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...restoring hardware gamma: success
...shutting down QGL
Spoiler

image.png.e104e4c1bfb73adc03cc27b8b50c1d2c.png

 

2 hours ago, stgatilov said:

Also, I don't understand how it can happen "on some occations".

I think it's becoming clear that when reporting bugs, "it happens occasionally" just means you haven't figured out the reproduction steps yet.

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Ah I had a similar issue, but didn't get the blue screen, maybe only Windows shows this (blue screen ;) )? Couldn't start tdm until I restored the default unpacked mission state. Couldn't say at the time if this was a beta feature, so didn't report it.

Edited by datiswous
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1 hour ago, datiswous said:

Couldn't say at the time if this was a beta feature, so didn't report it.

Yeah Id just assume that the unpacked decl would override the packed decl, as per the regular rules for decl priority.

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5 hours ago, Daft Mugi said:

As a trick until something like that is implemented, you can change the title in the FM's darkmod.txt file. The list is sorted alphabetically, so adding "-" or "0", "1", etc. will put it at the top.

Yeah, I use that trick in the Unofficial Patch to move all the official campaign and training maps to the top :)!

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On 12/13/2022 at 7:40 PM, Dragofer said:

Yeah Id just assume that the unpacked decl would override the packed decl, as per the regular rules for decl priority.

There is no such "regular" rule.
Up to 2.11, there was no rule about duplicate decls at all.

There is such common rule for the files.
If you unpack your FM and keep filenames same, then unpacked files override files inside pk4 and you should get no duplication.
But if change filenames, then the game sees same decl in two unrelated files, which is a duplicate. We only have rule for mission > core override, but decls inside pk4 and inside ordinary files are essentially the same thing.

I can probably change it to warning if that would make life easier.

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2 hours ago, stgatilov said:

If you unpack your FM and keep filenames same, then unpacked files override files inside pk4 and you should get no duplication.

I think this is what went wrong: the same file exists both packed and unpacked in the FM folder, but instead of the unpacked file overriding the packed file you get the blue screen error "File x was loaded twice" that stops TDM from starting.

2 hours ago, stgatilov said:

There is no such "regular" rule.
Up to 2.11, there was no rule about duplicate decls at all.

If my understanding is correct, these are the new mechanics in 2.11?

  • FM decls/files always override Core decls/files of the same name, regardless of packing state (FM/Core)
  • Unpacked files override packed files of the same name on the same level (FM/FM or Core/Core)
  • Among packed files, the file in the .pk4 that's loaded last wins (.pk4 name lexicographically last i.e. z)
  • The decl in the file with the earliest filename wins (filename lexicographically first i.e. a), the file's packing state or .pk4 name don't matter.
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45 minutes ago, Dragofer said:

FM decls/files always override Core decls/files of the same name, regardless of packing state (FM/Core)

This is the new part in 2.11.

Quote

Unpacked files override packed files of the same name on the same level (FM/FM or Core/Core)

This was always the case.
The engine composes a virtual filesystem with a list of search paths. In fact, even if I wanted to load the file which is overridden, I simply could not do that: the two files have same path, and using it always yields the same file.

Quote

Among packed files, the file in the .pk4 that's loaded last wins (.pk4 name lexicographically last i.e. z)

Yes, it was always the case.
And then FM takes precedence over core, and among them ordinary directories take precedence over pk4 (if I recall correctly).

Quote

The decl in the file with the earliest filename wins (filename lexicographically first i.e. a), the file's packing state or .pk4 name don't matter.

This was the case in 2.10.
Right now you just get an error if there is such kind of conflict.

Frankly speaking, why do you even want to silently have same decl in several files?
How are you going to debug this? 😲 Just guessing that your decl does not work as intended because probably it is duplicated somewhere and running a search over all files in directories / pk4 files?

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1 hour ago, stgatilov said:

Unpacked files override packed files of the same name on the same level (FM/FM or Core/Core)

My problem is with this: if you have 2 files of the same name, and 1 is packed and 1 is unpacked, since 2.11 TDM won't start because "File x was loaded twice". It looks to me like an error in the 2.11 code changes to the file loading system.

1 hour ago, stgatilov said:

Frankly speaking, why do you even want to silently have same decl in several files?
How are you going to debug this? 😲 Just guessing that your decl does not work as intended because probably it is duplicated somewhere and running a search over all files in directories / pk4 files?

I think there's a misunderstanding. FM/FM and Core/Core overrides are definitely a problem and should post console warnings because (a) you never need multiple copies of the same decl inside core or inside an FM and (b) you don't know which one wins unless you're familiar with the ruleset above.

What I think is benign is FMs overriding Core decls or files, either done intentionally or when a custom asset becomes a core asset. This should not generate error messages, and adding new decls to core should not have any effect on FMs.

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On 12/6/2022 at 8:45 AM, AluminumHaste said:

@stgatilov

I used the cvar_restart command to set everything to defaults and still get the black boxes with everything at defaults.

iHWImgJ.jpg

 

Without some type of GLSL variable debugging, how are we gonna find where this is coming from?

Is this still happening in the latest SVN ? If so, more GLSL debugging should be visible with r_debugGLSL now as I recall.

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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9 minutes ago, nbohr1more said:

Is this still happening in the latest SVN ? If so, more GLSL debugging should be visible with r_debugGLSL now as I recall.

Yeah still happening,  I'll try and check tonight. I think it just said invalid value or something like that in the console, which, duh.

I always assumed I'd taste like boot leather.

 

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2 hours ago, nbohr1more said:

Is this still happening in the latest SVN ? If so, more GLSL debugging should be visible with r_debugGLSL now as I recall.

Nothing shows up in console. Even recompiled as debug version instead of release, didn't make a difference.

Turned on all debug cvars.

r_debugGLSL = "1"

r_useDebugGroups = "1"

r_glDebugOutput = "1" or "2"

r_glDebugContext = "1"

 

 

I always assumed I'd taste like boot leather.

 

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@AluminumHaste, didn't you allow me connection with TeamViewer to resolve this problem previous time?
Maybe we could repeat this?

The idea is to run TDM under RenderDoc, capture one frame.
Then take one block, verify that it is NaN, get its center, and trace back where this NaN started.
Then review and tweak that shader until the problem is gone...

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