nbohr1more Posted February 10, 2023 Author Report Posted February 10, 2023 34 minutes ago, Wallace said: Haven't tried the update yet... but can anyone give me a ballpark figure as to how much their FPS and/or load times has improved? (if at all) The big improvement to load times was in 2.10. About a quarter of the time to load missions ( or lower ) compared to 2.09 ( which also had a few load time improvements). FPS improvement might be around 2x with Anti-Aliasing at 4x or higher. There were beta missions that saw a massive 150 to 200% improvement in performance but in both cases the authors fixed their performance issues through changes in map design or scripting. The project is now more resilient against some pathological performance issues if the map authors don't address them but no in-the-field map has any dramatic issues like these. We are future-proofed for bigger missions though. One mission "Scroll of Remembrance" still has very poor performance and the optimizations between 2.10 and 2.11 have had no effect. Likely the only way to address it is having the author or another team member examine visportals and other options to close off rendering. 4 Quote 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...)
Wallace Posted February 10, 2023 Report Posted February 10, 2023 (edited) Thanks for the detailed reply nbo! Edited February 10, 2023 by Wallace Quote
i30817 Posted February 12, 2023 Report Posted February 12, 2023 (edited) I think you should consider to have a setting in the GUI for 'toggle run' instead of just 'always run'. I added it myself after a bit of googling since i'm one of those weird people that prefers to not keep a button pressed to stay quiet but like to just crawl everywhere 'running' anyway (also added a key for highlighting loot, keys and frobs, since life is short). The incantation is "toggle in_alwaysRun 0 1;" Strangely this isn't in the wiki page for 'useful console commands'. My other request is a way to 'modulate' the distance of highlighting loot or -especially- frobs because it's overwhelming. Also wondering why weapons and arrows are often not counted as frobs or loot. Oh well. Edited February 12, 2023 by i30817 Quote
Daft Mugi Posted February 12, 2023 Report Posted February 12, 2023 (edited) What's the plan for the def/tdm_shopitems.def file in TDM 2.11? Will each affected mission get updated, or will TDM core assets get updated? So far, "William Steele 1: In the North" and "Full Moon Fever" have been reported. Which other missions are affected? Edited February 13, 2023 by Daft Mugi 2 Quote
wesp5 Posted February 12, 2023 Report Posted February 12, 2023 (edited) I already fixed this in the Unofficial Patch thanks to your feedback. Or are there more of these issues? It looked to me like only one name was accidentally cut short... Edited February 12, 2023 by wesp5 1 Quote
Daft Mugi Posted February 12, 2023 Report Posted February 12, 2023 27 minutes ago, wesp5 said: I already fixed this in the Unofficial Patch thanks to your feedback. Or are there more of these issues? It looked to me like only one name was accidentally cut short... Perhaps the change in TDM 2.11 provides more flexibility for mission authors? I'm not sure. But missions made for TDM 2.10 and prior will need to be updated if they rely on "map_of_icon.tga". That's my understanding anyway. I imagine a mod that reverts that change might break future missions made for TDM 2.11 that take advantage of the change. So, it's probably better to target each affected mission individually. I asked what the plan was, because I haven't seen a clear way to resolve this yet. Quote
nbohr1more Posted February 12, 2023 Author Report Posted February 12, 2023 Re map_of.tga vs map_of_icon.tga ? The whole thing started because of an attempt to clear-up errors caused by a core file referencing a missing image. Some mission authors must have used this same path correctly so the attempt to fix this must have broken that and then the revert also broke something? @Dragofer ? Quote 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...)
wesp5 Posted February 13, 2023 Report Posted February 13, 2023 (edited) 10 hours ago, nbohr1more said: Re map_of.tga vs map_of_icon.tga ? The whole thing started because of an attempt to clear-up errors caused by a core file referencing a missing image. Some mission authors must have used this same path correctly so the attempt to fix this must have broken that and then the revert also broke something? @Dragofer ? An easy way to fix this should be providing the tga under both names. Right now I can't even find it, because it's not in the gui archive where it should be, or is this not really part of the core game? In that case maybe it should be added... Edited February 13, 2023 by wesp5 Quote
Daft Mugi Posted February 13, 2023 Report Posted February 13, 2023 7 hours ago, wesp5 said: An easy way to fix this should be providing the tga under both names. Right now I can't even find it, because it's not in the gui archive where it should be, or is this not really part of the core game? In that case maybe it should be added... A FM has the "map_of_icon.tga" file, not core. If you look at the file contents of FM pk4 files, you'll see that some missions have several different "map_ofX" files. It looks like the default was "map_of_icon.tga" and if the FM author wanted to override that or have more maps, they would define it in their FM. For example, "Behind Closed Doors" uses a "map_of_icon.tga" file. However, it is not affected by this, because it defines the "atdm:map_of" "inv_icon" as "guis/assets/game_maps/map_of_icon.tga" in its "def/custom.def" file. TDM 2.10 defines "atdm:map_of" as: entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of_icon.tga" "gui" "guis/map_of.gui" } TDM 2.11 defines "atdm:map_of" as: entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of" "gui" "guis/map_of.gui" } As another example, Iris has two "map_of" maps that are not affected, because it overrode "atdm:map_of" and defined "atdm:map_ofhollowbrook". entityDef atdm:map_of { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "Map" // SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_of_icon.tga" "gui" "guis/map_of.gui" } entityDef atdm:map_ofhollowbrook { "inherit" "atdm:map_base" "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "Map" // SHOWS IN PLAYER'S INVENTORY. "inv_icon" "guis/assets/game_maps/map_ofhollowbrook_icon.tga" "gui" "guis/map_ofhollowbrook.gui" } So, it looks like any FM that has not overridden the default "atdm:map_of" will show a black square as its map when using TDM 2.11. Hope that helps with understanding this! 2 Quote
Daft Mugi Posted February 13, 2023 Report Posted February 13, 2023 "Alberic's Curse" is also showing a black square as its map. 1 Quote
stgatilov Posted February 13, 2023 Report Posted February 13, 2023 I think I have the same issue with map icon on AT1: Lucy mission. Just took the map on the table in starting room, and its inventory icon is black. I have a feeling this is major breakage and we'll have to release a hotfix at some moment Anyway, I think @Dragofer should look into this, since he was the one to mess with these two files during 2.11 development, and then doing the last tweak to them during beta 4 Quote
Xolvix Posted February 15, 2023 Report Posted February 15, 2023 (edited) On 2/14/2023 at 8:37 AM, stgatilov said: I think I have the same issue with map icon on AT1: Lucy mission. Just took the map on the table in starting room, and its inventory icon is black. I have a feeling this is major breakage and we'll have to release a hotfix at some moment Anyway, I think @Dragofer should look into this, since he was the one to mess with these two files during 2.11 development, and then doing the last tweak to them during beta Wow, I literally started playing this mission for the first time only a few days ago and can confirm the black inventory icon. Since I hadn't played it before updating to TDM 2.11, I just assumed it was a problem with the FM. A hotfix sounds like a good idea. Edited February 15, 2023 by Xolvix Quote A word of warning, Agent Denton. This was a simulated experience; real LAMs will not be so forgiving.
Daft Mugi Posted February 15, 2023 Report Posted February 15, 2023 A player on Discord reported that the download success message still refers to the "New Mission" page instead of the "Missions List" page. Patch: https://gist.github.com/daftmugi/58e0fe4eb653a2d610c7668fb7a33266 If there's a hotfix, it's probably a good idea to fix this as well. Quote
stgatilov Posted February 16, 2023 Report Posted February 16, 2023 On 2/15/2023 at 2:38 AM, Daft Mugi said: A player on Discord reported that the download success message still refers to the "New Mission" page instead of the "Missions List" page. Patch: https://gist.github.com/daftmugi/58e0fe4eb653a2d610c7668fb7a33266 Applied in svn rev 16776. Thanks! 3 Quote
Sneaker Posted February 17, 2023 Report Posted February 17, 2023 Congrats on the 2.11 release all! I'll have some time this weekend to check things out. Thanks! 4 Quote
SeriousToni Posted February 19, 2023 Report Posted February 19, 2023 I don't know if this has been reported before but: in my options menu I can choose between a 16 bit and a 32 bit renderer. However the context help says that I should choose between a 32 and 64 bit renderer. 64 to make bloom work. And no matter if I select 16 or 32 the bloom settings never become greyed out anyway. Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager
Araneidae Posted March 2, 2023 Report Posted March 2, 2023 (edited) A crash playing mission wwtw (Who watches the watcher?) 2.11 very early on: Spoiler ... STARTING CREAKING PIPES_3 Linking GLSL program tiled_mipmap_first ... Linking GLSL program tiled_mipmap_subsequent ... The ambient 'snd_inside_hum' (hum_subtle04_loop) for location 'old_apartments' is now playing. WARNING:file /fms/wwtw/wwtw.pk4/guis/mainmenu_briefing.gui, line 203: wrong number of arguments for script command set: 4 instead of [2..2], maybe missing semicolon? WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/wwtw/wwtw.pk4/guis/mainmenu_briefing.gui:109 WARNING:resetTime target window 'BriefingAnimation' not found at /fms/wwtw/wwtw.pk4/guis/mainmenu_briefing.gui:110 WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/wwtw/wwtw.pk4/guis/mainmenu_briefing.gui:134 WARNING:unknown destination 'BriefingAnimation::notime' of set command at /fms/wwtw/wwtw.pk4/guis/mainmenu_briefing.gui:135 Could not find item in player inventory: #str_02397 Could not find item in player inventory: #str_02397 WARNING:Already have an attachment at hand_r, skipping frame command. Trying to load image models/darkmod/props/textures/compass/compass from frontend, deferring... Trying to load image models/darkmod/props/textures/compass/compass from frontend, deferring... Quicksave_0 *** longjmp causes uninitialized stack frame ***: terminated signal caught: Aborted si_code -6 Trying to exit gracefully.. --------- Game Map Shutdown ---------- ModelGenerator memory: 85 LOD entries with 0 users using 1360 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 Went downstairs from the starting area, wondering how to get out, picked up a board ... and bang! An invalid longjmp sounds pretty unhealthy. Will try again, and update this post accordingly. Edit: Sorry, could not repeat. Edited March 2, 2023 by Araneidae 1 Quote
nbohr1more Posted March 2, 2023 Author Report Posted March 2, 2023 10 minutes ago, Araneidae said: A crash playing mission wwtw (Who watches the watcher?) 2.11 very early on: Hide contents ... STARTING CREAKING PIPES_3 Linking GLSL program tiled_mipmap_first ... Linking GLSL program tiled_mipmap_subsequent ... The ambient 'snd_inside_hum' (hum_subtle04_loop) for location 'old_apartments' is now playing. WARNING:file /fms/wwtw/wwtw.pk4/guis/mainmenu_briefing.gui, line 203: wrong number of arguments for script command set: 4 instead of [2..2], maybe missing semicolon? WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/wwtw/wwtw.pk4/guis/mainmenu_briefing.gui:109 WARNING:resetTime target window 'BriefingAnimation' not found at /fms/wwtw/wwtw.pk4/guis/mainmenu_briefing.gui:110 WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/wwtw/wwtw.pk4/guis/mainmenu_briefing.gui:134 WARNING:unknown destination 'BriefingAnimation::notime' of set command at /fms/wwtw/wwtw.pk4/guis/mainmenu_briefing.gui:135 Could not find item in player inventory: #str_02397 Could not find item in player inventory: #str_02397 WARNING:Already have an attachment at hand_r, skipping frame command. Trying to load image models/darkmod/props/textures/compass/compass from frontend, deferring... Trying to load image models/darkmod/props/textures/compass/compass from frontend, deferring... Quicksave_0 *** longjmp causes uninitialized stack frame ***: terminated signal caught: Aborted si_code -6 Trying to exit gracefully.. --------- Game Map Shutdown ---------- ModelGenerator memory: 85 LOD entries with 0 users using 1360 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 Went downstairs from the starting area, wondering how to get out, picked up a board ... and bang! An invalid longjmp sounds pretty unhealthy. Will try again, and update this post accordingly. Looks like the only place we use longjmp is for jpeg loading. @stgatilov I recall you updated Libjpg in SVN recently, perhaps a new Dev Build will resolve this one? Quote 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...)
datiswous Posted March 14, 2023 Report Posted March 14, 2023 (edited) This might have been mentioned before but the auto-frobbing feature should only work for loot. Currently it also works for weapons laying next to each other (for example in map2 of A house of locked secrets), but if you do that then the hud items don't appear when you use them, making them impossible to use. Example: Sword does not appear when active: Edited March 14, 2023 by datiswous 1 Quote
Daft Mugi Posted March 14, 2023 Report Posted March 14, 2023 1 hour ago, datiswous said: This might have been mentioned before but the auto-frobbing feature should only work for loot. Currently it also works for weapons laying next to each other (for example in map2 of A house of locked secrets), but if you do that then the hud items don't appear when you use them, making them impossible to use. Recently added to the bug tracker: https://bugs.thedarkmod.com/view.php?id=6270 1 1 Quote
Woodsie69 Posted March 26, 2023 Report Posted March 26, 2023 I have a question regarding the "look through keyhole" feature in TDM 2.11. I have almost finished "Seeking Lady Leicester" and tried out this feature on multiple keyholes. What I get is darkness, sometimes outside architecture and sometimes a keyhole shaped look at the door around the keyhole. Is it only working if the author(s) implement it in FM's? Install is running on Linux Mint 21.1 Cinnamon Quote
nbohr1more Posted March 26, 2023 Author Report Posted March 26, 2023 26 minutes ago, Woodsie69 said: I have a question regarding the "look through keyhole" feature in TDM 2.11. I have almost finished "Seeking Lady Leicester" and tried out this feature on multiple keyholes. What I get is darkness, sometimes outside architecture and sometimes a keyhole shaped look at the door around the keyhole. Is it only working if the author(s) implement it in FM's? Install is running on Linux Mint 21.1 Cinnamon I believe the keyhole peek feature only works in Windows at the moment. The black screen is an improvement as previous versions would hard crash to desktop if you attempted to peek with Linux. Quote 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...)
Woodsie69 Posted March 26, 2023 Report Posted March 26, 2023 7 minutes ago, nbohr1more said: I believe the keyhole peek feature only works in Windows at the moment. The black screen is an improvement as previous versions would hard crash to desktop if you attempted to peek with Linux. @nbohr1more Thank you for your reply. Glad it's not a bug at my end then. Quote
Amadeus Posted March 26, 2023 Report Posted March 26, 2023 3 hours ago, nbohr1more said: I believe the keyhole peek feature only works in Windows at the moment. The black screen is an improvement as previous versions would hard crash to desktop if you attempted to peek with Linux. I just filed one bugtracker related to the func_peek entity, should I file one for func_peek on Linux too, or is it already done? Quote FMs: A Good Neighbor, Eye on the Prize Co-FMs: Seeking Lady Leicester, Written in Stone, The Painter's Wife
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