Popular Post stgatilov Posted March 7, 2022 Popular Post Report Share Posted March 7, 2022 Changelog of 2.11 development: beta211-08 (rev 16770-10264) * Fixed crash when minimizing TDM on Windows (post). * Added HD carpets (thread). * Fixed player getting delayed and lower damage on high fall ending with mantle (6231). * Removed wrong LOD stage in atdm:env_ragdoll_commoner_female. * Reverted addition of default "map of" inventory item. * Made it easier for modders to substitute invgrid parchment background (6241). beta211-07 (rev 16758-10258) * Fixed extinguished candles stim-lighting each other on game start (6223). * Added menu settings for sheathe toggle, and changed default (6232 thread). * Saint Lucia mission improvements (thread). * Fixed GUI warnings in New Job. * Renamed "New Missions" to "Missions List" in main menu (6230). * Fixed initial difficulty highlight on Objectives screen (6229). * Fixed Objectives title slightly cut off on low text scale (6234). * Added mansion01 window assets (6235). * Fixed normal map of turquoise_uneven (6222). * Allow user to tweak pm_noclipspeed (6237). beta211-06 (rev 16739-10248) * Saint Lucia mission improvements (thread). * Fixed rare crash during melee combat (6225). * Fixed func_peek crash on Linux (5553). * Fixed bottle crash in "Pearls and Swine" (6227). * Fixed textures of cheapbeermug (post). * Fixed warnings in book_ornate_gothic readables (post). * Fixed minor issue in broad phase of collision detection. beta211-05 (rev 16727-10239) * Fixed rare NaN blocks from volumetric lights on AMD driver (post). * Fixed rare thin holes in geometry on low "render scale". * Fixed major performance regression in "r_shadowMapSinglePass 1" mode. * Added subtitles to New Job mission (5914). * Fixed subtitles hidden during CameraView type of cutscene (6197). * Fixed last character of subtitles occasionally clipped away (5914). * Fixed missed alert count if player hides into darkness during guard's combat startup (6211). * Added blueprint assets by Dram. * Fixed UV map in bwindow01_frame model (6217). * Allow female guards to sleep on floor (6208). * Dmap messages about PlanarGraph and EarCut now include 3D world position. * Some minor rounding changes in text placement in GUI. * Restored value of pm_bobup from 2.10. beta211-04 (rev 16714-10226) * Fixed wrong lightgem values briefly after game load/start (6088). * Fixed alert counter for civilians immediate alert (5286). * Some main menu text made translatable (2960). * New assets: Precursor "ancient" loot by Kingsal, galleon wreck, gothic cabinet, grandfather clock with new clock scriptobject, pagan menir (standing stone statue), pair of large marble lion statues, feather duster prop * Make sure all newly created door entities have the right rotate value set (5051) * Fix missing normalmap for audiograph, fixed shadowmesh for armchair_victorian_02.ase * Various small asset fixes (missing faces in LOD stage of boiler02_med.lwo, mangled stairs in galleon.lwo, gaps in spade models, normals on desk2 and desk3 models, UV issues on various other models) (3771). * Improved resolution for shield_goldarms texture (4894). * Added "looping" keyword to looping clock ticking sounds. * Exclude female pagan materials from release builds. beta211-03 (rev 16689-10219) * Avoid copying of large array on AMD, fixing a terrible performance regression (thread). * Enabled Frontend Acceleration = r_useParallelAddModels by default. * Fixed error when same decl file exists packed and unpacked with different case (post). * Don't crash TDM if automation port is occupied: warn, retry, and disable instead (thread). * New Job: the mission is no longer unfinishable if you guess the safe combination without visiting the Lord's room + visportal fixes. * Ambient world prefab: expanded light radius from 1K to 10K. * Added currency pack, cobblestone pack, furniture pack and tiling treasure hoard texture * Added wall mounted locks, improved sofa and leather ottoman * Added star wallpaper * Block CMake build without setting build type (post), fixed CMake + MSVC build. beta211-02 (rev 16670-10208) * Fixed bugs with counting number of alerts (5286, 6186). * Fixed bugs in in-game and savegame screenshots (link). * Disable GL debug groups to fix performance on some AMD drivers. * Added a lot of new assets from Epifire's missions (6188). * Added and refactored locks/safes by Obsttorte, Epifire, Dragofer. * Added book skins by Wellingtoncrab. * Fixed missing wastebasket material in Hazard Pay (link). * Support r_skipAmbient and r_skipInteractions in new backend. * Added spawnarg call_used_action_script on frobable movers. * Fixed definitions of ambient lights with normal-dependent color (6090). * Fixed KOBoxSize not being restored for the sake of blackjack. beta211-01 (rev 16656-10189) * Many improvements in new volumetric lights implementation + added cvars (5850, thread). * r_softShadowsMipmaps: fixed render scale, fixed screenshots. * Faster shadow volume generation with BVH, more cvars and tweaking (5886). * Optimized stencil shadows: turbo shadow vertices are static on GPU. * Improved solidness / visibility logic on models (6175). * Added spawnargs allow_idle_anims and allow_random_headturning. * Avoid sound amplification due to negative sound loss spawnarg (5913). * Fixed weird glitch on game load (6149). * Removed one frame of latency from "com_smp 0" mode (5875). dev16650-10157 * Volumetric lights reimplemented: dither pattern removed, performance improved (5850). * Added audiograph entity and assets. * Fixed shader compilation with r_softShadowsMipmaps on some Linux AMD GPUs (post). * Fixed bug in new frobstage_xxx material macros (5427). * Massive frobstages refactoring in materials: new macros are used now (5427). * Trace model: limits increased and refactoring (5887). * Massive cleaning of prefabs, automaton station script fix (6013). * Fixed rotten_paper_nancy_hand GUI in world view. * Perfume bottle model uses smooth shading, lampion skin fixes. * Some cleanup: idRenderMatrix memory alignment, face planes in SEED model clone, Elbrus FFmpeg compile fix, old shaders disabled. dev16629-10139 * Added implicit generation of frobstages and simple customization macros (5427, thread). * Added support for OBJ models (thread). * Fixed chandelier_gas4 model (6125), improved wooden chest prefab sounds (4206). * Optimized silhouette preprocessing during model loading. dev16625-10132 * "Light from above" behavior applies only to lights of ambient_world type (6090). * Major changes in normal-dependent ambient shading (6090). * Optimized FixGlobalTJunctions in dmap, restored vertex grid snapping (6085). * Updated "Tears of Saint Lucia" mission with EFX and other fixes (thread). * Replaced algorithm for assigning shadow maps resolution. * Fixed a brief wrong frame with X-ray (6109). * Added getCurInvItemCount script function (6096). * Fixed old rendering backend. * Slightly better culling due to fixed depth bounds computation. * Added textures/darkmod/window/metal_irregularpanes_moonlit_bright (6119). dev16617-10107 * Major changes in ambient/interaction shaders for more consistency (5828, thread). * Major changes in blackjack knockout behavior (4289 thread). * Optimized stencil shadows with antialiasing by using scissors (5851). * Stencil shadow shadows tile-based culling optimization (6076 thread). * Added wiki article (link) about Tracy timeline profiler; thread names fix, print version. * More asset changes to fix warnings, added "load all assets" test maps (6019). * Added teleportArea command, which allows to find area by number (6083). * Refactored ambient interaction shader, deleted unused ambientRimColor (5828). * Fixed overflow crash in idAASBuild::GetFaceForPortal. * Enabled GL debug groups by default, fixed borderless FBO mismatch warnings. * Added transparent grate textures (6089). * Fixed textures/common/mirror. Known issues: * ambientCubicMap broken yet, will be restored in future (6090). * Visual look has changed, mostly with stronger specular. dev16599-10071 * Fixed startup error on: Night to Remember, Cole Hurst 1 Eaton (5845). * Shadow maps refactoring: now volumetrics work if stencil shadows are selected (5880, post). * Fixed SSAO on new AMD driver (post). * Ensured that mission decls silently override same-named core decls (5766). * Fixed order of operations in expressions in materials and GUI scripts (6026). * GUI scripts: do not block autoupdate for window registers referenced in scripts; fixed vector component indexing, allow expressions on the right side of Set command (6028, thread). * Major refactor of objectives GUI: checkboxes no longer empty on failure screen (5852). * Added pm_mantle_tilt_mod cvar to tone down mantle movements. * Fixed noclip while shouldering a body (5244). * Fixed textures/skies/cubeSky material (5218). * Fixed items frobability in cabinet prefabs (6025). * Hundreds of fixes for core asset issues that were detected by a new systematic procedure. There should be far fewer broken assets and console warnings. Ongoing process (6019). * testmap command no longer sets developer mode, saving us from some warnings. * Started refactoring of interaction shaders (5828). dev16574-10036 * Add Dragofer's fully mapped ship prefabs, vintage lamps set, barouche carriage and camgoyle sentry turret with power source (4687) * Added BVH-based interaction culling for large meshes (5886, thread). * Added warnings for wrong GUI code, fixed them in core GUI (5869, thread). * Fixed leaning against non-axis-aligned door (5899). * Fixed skin of non-rotating security camera (6004). * Tweaked inlining and optimization, new debug builds Fast/Editable. * Disabled multiple rendercopies for warping materials (post). * Created materials for previously unreferenced textures, now available for use (5563, 5178) * Fixed 50 skin-related, auto-detected bugs that were generating console warnings (6019) * Female mage legs are now textured (5994) * Adjusted LOD offsets for atdm:nature_pine to avoid popping (3987) * Wooden torches now have burning/burnt tops (1293) * tdm_grass_clump and tdm_wildgrass particles no longer render fullbright (5689) * Added inclusion guards to all core script files (4427) * small_round_furnace_openable.pfb fixed with regards to model gaps and door origin (6018) * Fixed underwater_bubblesbubbles particle (5198) * Fixed burnt log end cap texture alignment (4896) * Added unlit and moonlit versions of textures/darkmod/window/ornate/round_spokes01 (5857) * Added specularmap to rivet_strip01 textures (5999) * Restored plain_robes skin for mages, pagan_orb_effect particle, fix windows in tudor building4 etc. (5690) * Fixed models that made use of missing materials (4390) * Diffusemap for wallpaper_ornamental_01_red now matches its normalmap (4798) * Hardwood materials now use wooden footstep sounds (4988) * Fixed skins for 6-candle chandeliers and nails (5900, 5217) * All fence_spike_01_tall models are now solid (6010) * Fixed typo in shouldered manbeast name (5877) dev16519-9985 * Now AIs think once per frame on low FPS when several game tics are modelled (5992). * More responsive crouch toggle (5973, thread). * Added "absence_alert_increase" as correct implementation of "absence_alert" (5987). * Allow drawing up to 4 postprocessing surfaces, as long as draw order is right (thread). * Missions can be sorted by date in in-game mission downloader. * Added getAnimRate/setAnimRate script events (540). * Fixed lean-peeking sound not always stopping when player goes away from door (5899). * Fixed wrong sounds of func_fracture after save/load (5363). * Fixed scorch and smear01 decals (5970). * Fixed fx/sparks effect, set "triggered 1" for newly added effects (5034). * Fixed startup image/sound warnings on some AIs (5993). * Fixed joints warnings on zombies (5466). * Fixed "screw" skin not showing in DR on appropriate models (5217). * Fixed for frobability in kitchen_cupboard_openable.pfb (5989). * Added editor images for panel_halfcircle_walnut and panel_vase_polished_walnut. * Bumped maximum number of edges to 1 million for stencil shadows, added overflow warning. * Fixed debug cvars tdm_ai_opt_forceopt and tdm_ai_opt_forcedormant 5992). * Tiny optimization: memcpy is now using streaming stores only at vertex cache. * Removed support of bindless textures (5891). * Extracted tdm_package and removed tdm_update source code (5076). dev16498-9944 * Updated Tracy library, hopefully fixed running on Windows 7 (post). * Fixed crash on loading save done while elemental is dying (5845). * Implemented multiloot on holding frob button (5984). * Crouched state does not affect player speed on ladder/rope (5961). * Crouch-toggle takes effect on keydown rather than release (5973). * Added setviewpos to screenshot filename (5819). * Show estimate for total number of pickpockets on end-mission screen (5678). * In-game downloader: show asterisk/sharp at the beginning (5842). * Trigger entities now work on AI which stands still (5319). * Added setObjectiveNotification, which allows to change objective silently (5967). * Added script functions to add/remove frob peers (5976). * AIs notice destroyed fracture entities (5978). * Enabled frobhelper by default (post). * Fixed some architecture skins by Nort. * Fix graffiti materials (5930). * Now default quicksave/quickload are F5/F9 (post). * Minor optimizations: SSE in idRenderMatrix, cache "drunk" spawnarg. * Looped bind does not cause crash, although behavior is undefined (post). Known problems: * Night to Remember, Cole Hurst 1 Eaton: cannot start missions due to hard error. * Painter's Wife: killing elemental should cause hard error (mission fixed). dev16487-9919 * Fixed saving/loading JPEG crash on Linux (5881). * Fixed wrong sound on strafe right (5554). * Major refactoring and optimization on LOD system, LOD entities no longer "think" (5944). * Improved time distribution of stims and LOD checks for more solid performance. * Optimized creation/destruction of script threads. * Optimized idClip = broad phase collision detection (5954). * Reduced size of Linux executable back from 24 MB to 18 MB by removing globals. * Now in-game downloader prints URL of download to game console. Known problems: * Won't boot on Windows 7 dev16485-9903 * Optimized iteration over active entities by switching from linked list to array. * Fixed bow sometimes not working on savegame load (5928). * Allow headbob cvar changes to persist between sessions (post). * Player speed modifiers (like pm_runmod) are no longer archived (post). * Applied Clang build fixes by @Partmedia (post). * Fixed "testVideo withAudio" command. * Fixed unbounded brush AAS warning by trying to process each edge of brush once (5648). * Use double precision for winding splits in dmap and collision. * Reworked FFmpeg player to not use deprecated functions, fixed protocol warning (5881). * Fixed 2GB overflow in printMemInfo. Known problems: * Won't boot on Windows 7 * JPEG saving and loading crashes on Linux. Setting r_screenshot_format to "png" may help... dev16481-9881 * Updated Visual C++ from 2017 to 2022, build game and idlib as on VC project (5820). * Updated all third-party libraries (5881). * Render scale does not affect main menu GUI. * Optimized compass rendering: don't copy depth buffer. * Fixed debug polygons not showing up. * Don't draw debug lines in subviews. * Don't open game console by tilde if com_allowConsole is 0 on Linux (post). * Moving GUI slider with mouse now results in discrete increments. * Restored code for 16-bit colors (via r_fboColorBits cvar only). * Game console bottom line gets thinner on smaller console font. * Added tuneDown command to quickly ender very low graphics mode. * Added r_fboScaling cvar which allows to change Render scale filtering to nearest. * Avoid purging/reloading all images on Alt+Tabbing in Windows. Known problems: * Won't boot on Windows 7 Changelog of earlier versions can be found here. 7 1 Quote Link to comment Share on other sites More sharing options...
madtaffer Posted March 19, 2022 Report Share Posted March 19, 2022 What are target goals for 2.11? Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted March 19, 2022 Report Share Posted March 19, 2022 16 minutes ago, madtaffer said: What are target goals for 2.11? Vulkan 2 Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
Oktokolo Posted March 20, 2022 Report Share Posted March 20, 2022 On 3/19/2022 at 5:38 PM, AluminumHaste said: Vulkan Full PBR and global illumination next? 1 2 Quote Link to comment Share on other sites More sharing options...
HMart Posted March 20, 2022 Report Share Posted March 20, 2022 On 3/19/2022 at 4:38 PM, AluminumHaste said: Vulkan 1 hour ago, Oktokolo said: Full PBR and global illumination next? We can dream... 1 Quote Link to comment Share on other sites More sharing options...
thebigh Posted March 20, 2022 Report Share Posted March 20, 2022 Dreeeaam the impossible dreeeaaaam! Quote { 0 | 🞵 } = funk_tastic My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call Link to comment Share on other sites More sharing options...
madtaffer Posted March 20, 2022 Report Share Posted March 20, 2022 1 hour ago, Oktokolo said: global illumination next? Dark mod version of Lumen. 1 1 Quote Link to comment Share on other sites More sharing options...
MirceaKitsune Posted March 20, 2022 Report Share Posted March 20, 2022 I remember how I spent a month trying to implement bounce light estimation, couldn't keep the lights from leaking through walls though. We concluded this will require a deep engine change to do anywhere near right. Still dreaming for that day 2 Quote Link to comment Share on other sites More sharing options...
stgatilov Posted March 27, 2022 Author Report Share Posted March 27, 2022 dev16481-9881 is available. There are two reasons for this dev build: major update of compiler and third parties releasing all the changes which happened during 2.10 beta but did not get into release 4 Quote Link to comment Share on other sites More sharing options...
datiswous Posted March 30, 2022 Report Share Posted March 30, 2022 (edited) On 3/7/2022 at 1:01 PM, stgatilov said: Don't open game console by tilde if com_allowConsole is 1 on Linux Is there a way to keep com_allowConsole 1 on restart? Currently on every restart, I have to open the console to set it to 1. Btw. the description is wrong. It should be: Don't open game console by tilde if com_allowConsole is 0 on Linux . Default it is set on 0 on Linux On 3/18/2022 at 9:47 AM, stgatilov said: set ID_CONSOLE_LOCK to 1 in the source and compiled a release build. That fixed it for me. When com_allowConsole is set to 0, tilde works as expected -- tilde puts away weapon and Ctrl+Alt+~ toggles the console. Also, when com_allowConsole is set to 1, tilde toggles the console as expected. Edited March 30, 2022 by datiswous Quote Link to comment Share on other sites More sharing options...
wesp5 Posted March 31, 2022 Report Share Posted March 31, 2022 On 3/27/2022 at 8:41 AM, stgatilov said: releasing all the changes which happened during 2.10 beta but did not get into release Which were? Quote Link to comment Share on other sites More sharing options...
stgatilov Posted March 31, 2022 Author Report Share Posted March 31, 2022 11 hours ago, datiswous said: Is there a way to keep com_allowConsole 1 on restart? Currently on every restart, I have to open the console to set it to 1. You need to pass +set com_allowConsole 1 as command line parameter. You can create shortcut of batch/shell file for that. 1 hour ago, wesp5 said: Which were? Changelog is at the top of this thread, as usual. 1 1 Quote Link to comment Share on other sites More sharing options...
HMart Posted April 14, 2022 Report Share Posted April 14, 2022 hey stgatilov, I'm trying to compile TDM source, but it seems the source compilation guide here is out of date, it still recommends VS2017 when the source now requires VS 2022 and after installing the latest VS, I get a bunch of unresolved external symbol errors for OpenAL mostly, I assume I need to update OpenAL soft? I'm still a little green about this type of errors, when they happen, they are the ones that stump me the most. Severity Code Description Project File Line Suppression State Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(helpers.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(alfstream.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(ambdec.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(chorus.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(fshifter.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(modulator.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(vmorpher.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(threads.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(alconfig.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(cpu_caps.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(convolution.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(winmm.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(wave.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(hrtf.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(panning.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(event.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(null.cpp.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(wasapi.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(dsound.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(alc.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(logging.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(voice.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(auxeffectslot.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\pugixml.lib(pugixml.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(buffer.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(source.obj) 1 Error LNK2001 unresolved external symbol __GSHandlerCheck_EH4 DarkModTools L:\darkmod_src\OpenAL32.lib(state.obj) 1 Error LNK2019 unresolved external symbol __imp___std_init_once_begin_initialize referenced in function alcOpenDevice DarkModTools L:\darkmod_src\OpenAL32.lib(alc.obj) 1 Error LNK2019 unresolved external symbol __imp___std_init_once_complete referenced in function alcOpenDevice DarkModTools L:\darkmod_src\OpenAL32.lib(alc.obj) 1 Error LNK2001 unresolved external symbol __std_reverse_copy_trivially_copyable_1 DarkModTools L:\darkmod_src\OpenAL32.lib(hrtf.obj) 1 Error LNK2019 unresolved external symbol __std_reverse_copy_trivially_copyable_8 referenced in function "class std::unique_ptr<struct HrtfStore,struct std::default_delete<struct HrtfStore> > __cdecl `anonymous namespace'::LoadHrtf02(class std::basic_istream<char,struct std::char_traits<char> > &,char const *)" (?LoadHrtf02@?A0xe8b25d95@@YA?AV?$unique_ptr@UHrtfStore@@U?$default_delete@UHrtfStore@@@std@@@std@@AEAV?$basic_istream@DU?$char_traits@D@std@@@3@PEBD@Z) DarkModTools L:\darkmod_src\OpenAL32.lib(hrtf.obj) 1 Error LNK2019 unresolved external symbol __std_reverse_copy_trivially_copyable_4 referenced in function "void __cdecl MixDirectHrtfBase<&void __cdecl `anonymous namespace'::ApplyCoeffs(class std::array<float,2> * __restrict,unsigned __int64,class std::array<class std::array<float,2>,128> const &,float,float)>(class std::array<float,1024> &,class std::array<float,1024> &,class al::span<class std::array<float,1024> const ,-1>,class std::array<float,2> * __restrict,float *,struct HrtfChannelState *,unsigned __int64,unsigned __int64)" (??$MixDirectHrtfBase@$1?ApplyCoeffs@?A0xd07b7227@@YAXPEIAV?$array@M$01@std@@_KAEBV?$array@V?$array@M$01@std@@$0IA@@4@MM@Z@@YAXAEAV?$array@M$0EAA@@std@@0V?$span@$$CBV?$array@M$0EAA@@std@@$0?0@al@@PEIAV?$array@M$01@1@PEAMPEAUHrtfChannelState@@_K5@Z) DarkModTools L:\darkmod_src\OpenAL32.lib(mixer_c.obj) 1 Error LNK2001 unresolved external symbol __std_reverse_copy_trivially_copyable_4 DarkModTools L:\darkmod_src\OpenAL32.lib(mixer_sse.obj) 1 Error LNK1120 6 unresolved externals DarkModTools L:\darkmod\TheDarkModx64.exe 1 Quote Link to comment Share on other sites More sharing options...
stgatilov Posted April 15, 2022 Author Report Share Posted April 15, 2022 22 hours ago, HMart said: hey stgatilov, I'm trying to compile TDM source, but it seems the source compilation guide here is out of date, it still recommends VS2017 when the source now requires VS 2022 Fixed that. Quote and after installing the latest VS, I get a bunch of unresolved external symbol errors for OpenAL mostly, I assume I need to update OpenAL soft? I'm still a little green about this type of errors, when they happen, they are the ones that stump me the most. Emm... it means that static libs for OpenAL and pugixml use some symbols which your VC/CRT installation does not provide, or something like that. I'd say that's not something for non-professional C++ programmer to debug This might happen because of wrong VS version. If you have some VC projects/solutions open, close all of them. Use SVN client to ensure that TDM source repository is perfectly clean, i.e. there are no local changes in any files (especially in .sln and .vcxproj files) Make sure to open the solution in 2022 version of Visual Studio (especially if you have not deleted version 2017 yet). Try to rebuild whole solution. 3 Quote Link to comment Share on other sites More sharing options...
HMart Posted April 15, 2022 Report Share Posted April 15, 2022 (edited) Thanks for the pointers stgatilov, btw not sure if correct but in the mean time I did solved the OpenAL errors by updating in the "ThirdParty\artefacts\" the OpenAL library and include files, to the latest OpenAL soft version, after that I got only a single unresolved external symbol error with pugixml. But I will start over with a clean install, so the solution is the one that comes by default and not something I hacked around, cheers. Update: Cleaned the solution like you said, rebuild with VS2022 worked. I most have broken it when I tried to compile with VS 2017 and when it failed, tried to retarget it (like suggested by VS...). And yes I still have 2017 installed, hell I still have VS 2010 that I used to try compile HPL engine from Frictional Games, VS 2015 that I use to edit Dewm3 engine, VS 2017, VS 2019 and now VS 2022 all in the same computer, based on how bad Microsoft has become, I don't know how they all can coexist so well and everything works. Edited April 15, 2022 by HMart Quote Link to comment Share on other sites More sharing options...
HMart Posted April 15, 2022 Report Share Posted April 15, 2022 (edited) Holly sh I saw something strange right now, when I started the game with my own compiled exe. When using the original TDM exactable, all sliders in the menu miss the small red gismo, that you use to see where the slide value is at, when using my compiled exe the gismos are there!? What could be causing that? TDM original My compiled exe Edited April 15, 2022 by HMart Quote Link to comment Share on other sites More sharing options...
duzenko Posted April 15, 2022 Report Share Posted April 15, 2022 7 minutes ago, HMart said: Holly sh I saw something strange right now, when I started the game with my own compiled exe. When using the original TDM exactable, all sliders in the menu miss the small red gismo, that you use to see where the slide value is at, when using my compiled exe the gismos are there!? What could be causing that? Off the top of my head the versions of compiled and original are different Quote Link to comment Share on other sites More sharing options...
HMart Posted April 15, 2022 Report Share Posted April 15, 2022 Yes you are right, I should have thought of that, I got the latest source from here https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ so is not exactly original compiled TDM 2.10, so probably something you guys did in this new version solved that bug, nice to know. Quote Link to comment Share on other sites More sharing options...
waxhead Posted April 17, 2022 Report Share Posted April 17, 2022 Please consider adding the ability to navigate the main menu with keyboard. 1 Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted April 17, 2022 Report Share Posted April 17, 2022 Since we're asking for ridiculous things; please consider writing a vulkan renderer. Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
stgatilov Posted April 19, 2022 Author Report Share Posted April 19, 2022 On 4/17/2022 at 9:05 PM, waxhead said: Please consider adding the ability to navigate the main menu with keyboard. I doubt D3 Gui system supports that, so that would be too much of effort for such a minor improvement. Quote Link to comment Share on other sites More sharing options...
stgatilov Posted April 21, 2022 Author Report Share Posted April 21, 2022 dev16485-9903 is now available. 2 Quote Link to comment Share on other sites More sharing options...
thebigh Posted April 21, 2022 Report Share Posted April 21, 2022 I'm now getting errors looking like this when I try to save a game: WARNING:LibJPEG: JPEG parameter struct mismatch: library thinks size is 584, caller expects 568 Segmentation fault (core dumped) The save game itself gets written and loads without issue, but it has no preview thumbnail. I'm on Linux Mint 20.2, but the issue does not occur on my Windoze machine. I did not have this problem in dev16481-9881. My libjpeg-dev version is the latest available, 8c-2ubuntu8. Quote { 0 | 🞵 } = funk_tastic My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call Link to comment Share on other sites More sharing options...
lowenz Posted April 21, 2022 Report Share Posted April 21, 2022 (edited) On 4/17/2022 at 5:01 PM, AluminumHaste said: Since we're asking for ridiculous things; please consider writing a vulkan renderer. Well, zink is ready to use nowdays From Mesa 22.1 on Windows too. Edited April 21, 2022 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to comment Share on other sites More sharing options...
datiswous Posted April 21, 2022 Report Share Posted April 21, 2022 Mabe better to not clutter this thread with feature requests and discussion about that? Just keep this about dev-testing. 2 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.