Jump to content
The Dark Mod Forums

Recommended Posts

  • 2 weeks later...
  • Replies 144
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Dreeeaam the impossible dreeeaaaam!

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                The Wizard's Treasure                             A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Posted

dev16481-9881 is available.

There are two reasons for this dev build:

  1. major update of compiler and third parties
  2. releasing all the changes which happened during 2.10 beta but did not get into release

 

  • Like 4
Posted (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 by datiswous
Posted
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.

  • Like 1
  • Thanks 1
  • 2 weeks later...
Posted

hey stgatilov, I'm trying to compile TDM source, but it seems the source compilation guide here  is out of date, it still recommends VS2017 when the source now requires VS 2022 and after installing the latest VS, I get a bunch of unresolved external symbol errors for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. :P   

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	

 

Posted
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. :P  

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.

  1. If you have some VC projects/solutions open, close all of them.
  2. 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)
  3. Make sure to open the solution in 2022 version of Visual Studio (especially if you have not deleted version 2017 yet).
  4. Try to rebuild whole solution.
  • Like 3
Posted (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. :D

 

Edited by HMart
Posted (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

A.gif.e11ad28f22b1cdf9152bafe32dc8bcf3.gif

My compiled exe

b.gif.265a0c9d43b04f12bb28bf65851cf1db.gif

Edited by HMart
Posted
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

Posted
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.

Posted

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.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                The Wizard's Treasure                             A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Posted (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 :D

From Mesa 22.1 on Windows too.

Edited by lowenz

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • datiswous

      I posted about it before, but I think the default tdm logo video looks outdated. For a (i.m.o.) better looking version, you can download the pk4 attached to this post and plonk it in your tdm root folder. Every mission that starts with the tdm logo then starts with the better looking one. Try for example mission COS1 Pearls and Swine.
      tdm_logo_video.pk4
      · 2 replies
    • JackFarmer

      Kill the bots! (see the "Who is online" bar)
      · 0 replies
    • STiFU

      I finished DOOM - The Dark Ages the other day. It is a decent shooter, but not as great as its predecessors, especially because of the soundtrack.
      · 5 replies
    • JackFarmer

      What do you know about a 40 degree day?
      @demagogue
      · 4 replies
    • jivo

      I just uploaded a new version of the Visible Player Hands mod. It's been updated for TDM 2.13 and has new animations. Check out the post if you're interested!
      · 0 replies
×
×
  • Create New...