nbohr1more Posted February 12 Report Share Posted February 12 You made new saves under the latest build right? 2 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...) Link to comment Share on other sites More sharing options...
JackFarmer Posted February 12 Report Share Posted February 12 22 minutes ago, nbohr1more said: You made new saves under the latest build right? Yes, made a "standard" save game with a name and made quick saves in the latest beta. Quote Link to comment Share on other sites More sharing options...
Baal Posted February 15 Report Share Posted February 15 (edited) Volta 2 crashes to desktop on mission completion before the "mission complete" screen appears. Edit: Spoiler It only happens when I put Belero on the elevator instead of shouldering him. Edited February 15 by Baal Quote Link to comment Share on other sites More sharing options...
Baal Posted February 15 Report Share Posted February 15 In the same mission , under the certain circumstances, when using a health potion another item is used immediately after (like a spore bomb or mine). I can provide a savefile. Quote Link to comment Share on other sites More sharing options...
JackFarmer Posted February 15 Report Share Posted February 15 On 2/12/2024 at 6:45 PM, nbohr1more said: You made new saves under the latest build right? Yes, however, did more tests now. The problem already starts with the first beta build. When downgrading to 2.11, everything works fine. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted February 15 Report Share Posted February 15 2 minutes ago, JackFarmer said: Yes, however, did more tests now. The problem already starts with the first beta build. When downgrading to 2.11, everything works fine. Thank you! Does is also happen in the first 2.12 Dev build dev16778-10275 ? If not, can you bisect to the first dev build where it happens? 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...) Link to comment Share on other sites More sharing options...
JackFarmer Posted February 16 Report Share Posted February 16 (edited) 15 hours ago, nbohr1more said: Thank you! Does is also happen in the first 2.12 Dev build dev16778-10275 ? If not, can you bisect to the first dev build where it happens? The problem does not show up with all related dev builds. However, I cannot test with the last build (16854-10518), which I simply cannot start and get the report EDIT: As per our friend dragofer's suggestion, I made a blank script file in this build and removed the turrets from the WIP for a test. Then I can start the game and the mission and can save/load without problems. Summary: 16842-10488: no problems 16854-10518: cannot test (see above) 16854-10518 (modified scriptfile, no turrets) : no problems beta 1: problem appears Edited February 16 by JackFarmer Quote Link to comment Share on other sites More sharing options...
Dragofer Posted February 16 Report Share Posted February 16 2 hours ago, JackFarmer said: The problem does not show up with all related dev builds. However, I cannot test with the last build (16854-10518), which I simply cannot start and get the report Summary: 16842-10488: no problems 16854-10518: cannot test (see above) beta 1: problem appears You can work around this error by putting a completely empty file called tdm_turret_scriptbased.script in your script folder, and temporarily removing all turrets from the map. Would still be interesting to see whether 10518 is the first build where the problem appears, or beta1. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
JackFarmer Posted February 16 Report Share Posted February 16 1 hour ago, Dragofer said: You can work around this error by putting a completely empty file called tdm_turret_scriptbased.script in your script folder, and temporarily removing all turrets from the map. Would still be interesting to see whether 10518 is the first build where the problem appears, or beta1. Just added a test as per your suggestion in my post above. 1 Quote Link to comment Share on other sites More sharing options...
stgatilov Posted February 16 Author Report Share Posted February 16 On 2/15/2024 at 7:18 PM, Baal said: Volta 2 crashes to desktop on mission completion before the "mission complete" screen appears. Hide contents It only happens when I put Belero on the elevator instead of shouldering him. Maybe you can provide a savefile? Quote Link to comment Share on other sites More sharing options...
Baal Posted February 16 Report Share Posted February 16 I made an entry on the bugtracker with the a savefile attached. Quote Link to comment Share on other sites More sharing options...
JackFarmer Posted February 16 Report Share Posted February 16 13 hours ago, JackFarmer said: The problem does not show up with all related dev builds. However, I cannot test with the last build (16854-10518), which I simply cannot start and get the report EDIT: As per our friend dragofer's suggestion, I made a blank script file in this build and removed the turrets from the WIP for a test. Then I can start the game and the mission and can save/load without problems. Summary: 16842-10488: no problems 16854-10518: cannot test (see above) 16854-10518 (modified scriptfile, no turrets) : no problems beta 1: problem appears @nbohr1more@Dragofer Update to the post quoted above: only missions with turrets are concerned, all others work fine. Quote Link to comment Share on other sites More sharing options...
Daft Mugi Posted February 16 Report Share Posted February 16 On 2/15/2024 at 12:18 PM, Baal said: Volta 2 crashes to desktop on mission completion before the "mission complete" screen appears. I was able to reproduce this in 2.12 beta as well as 2.11. Start mission setviewpos -5727 974 292 24 -57 0 Wait for new objective setviewpos 3795 5676 -3164 18 160 0 Wait for objective complete Shoulder body setviewpos -1643 3574 -1903 4 180 0 Drop body on elevator platform Press elevator button Setting "logFile 2", I was able to capture some console messages before the crash. "MISSION COMPLETED" displays twice instead of once. I haven't had a chance to look further into this. WARNING:idClipModel::Handle: clip model 0 on 'bellero' (dc8) is not a collision or trace model WARNING:idClipModel::Handle: clip model 0 on 'bellero' (dc8) is not a collision or trace model WARNING:idClipModel::Handle: clip model 0 on 'bellero' (dc8) is not a collision or trace model MISSION COMPLETED MISSION COMPLETED ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1031 models kept. --------------------------------------------------- Regenerated world, staticAllocCount = 0. Getting threadname failed, reason: No such file or directory (2) --------- Game Map Shutdown ---------- ModelGenerator memory: 133 LOD entries with 0 users using 2128 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- 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 -------------------------------------- 1 Quote Link to comment Share on other sites More sharing options...
Daft Mugi Posted February 17 Report Share Posted February 17 I think I found another case of bug 6480 and post in Talbot 2: Return to the City. 274.26 -1039.08 184.71 -15.8 24.9 0.0 4 Quote Link to comment Share on other sites More sharing options...
JackFarmer Posted February 22 Report Share Posted February 22 On 2/16/2024 at 9:14 PM, JackFarmer said: @nbohr1more@Dragofer Update to the post quoted above: only missions with turrets are concerned, all others work fine. @nbohr1more Any updates here? Sorry for being a pain, but this is a critical problem preventing me from finishing my campaign beta preps. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted February 22 Report Share Posted February 22 6 minutes ago, JackFarmer said: @nbohr1more Any updates here? Sorry for being a pain, but this is a critical problem preventing me from finishing my campaign beta preps. This is being investigated. 2.12 has the needed save state features so the cause is still unclear. If the problem cannot be solved in a reasonable time-frame, we may need to revert to 2.11 turret features and suggest completing any needed additions via local changes to your mission (... pretty unlikely, as we are highly motivated to retain the 2.12 turret improvements). However this gets resolved, it is the last blocker issue for 2.12 to leave beta phase. 3 1 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...) Link to comment Share on other sites More sharing options...
nbohr1more Posted February 23 Report Share Posted February 23 Update: @JackFarmer The root cause of the turret crash has been found. It seems that it was given the same physics code as the security camera but does not have handling for cases where no clip model exists. Removing the physics code fixes the issue. That said, I guess we may look into adding it back so that the turret follows the same destruction features as the camera? 2 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...) Link to comment Share on other sites More sharing options...
Dragofer Posted February 23 Report Share Posted February 23 On 2/22/2024 at 5:01 PM, nbohr1more said: If the problem cannot be solved in a reasonable time-frame, we may need to revert to 2.11 turret features and suggest completing any needed additions via local changes to your mission (... pretty unlikely, as we are highly motivated to retain the 2.12 turret improvements). In fact, there are no 2.11 turret features since it's a completely new thing for 2.12. Unofficial script versions of the turret also rely on code changes that were made during turret development for 2.12. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
TheUnbeholden Posted February 24 Report Share Posted February 24 Awesome. We may actually see this released this month due to the fast testing for this version. I'm glad the major issues are resolved. Good work everyone. 1 Quote Link to comment Share on other sites More sharing options...
Popular Post stgatilov Posted February 24 Author Popular Post Report Share Posted February 24 beta212-07 is available. This one is considered release candidate, meaning that most likely it will be turned into official release soon. For this reason, here are the deprecated 32-bit binaries. It would be great if someone briefly checks the 32-bit Linux executable (cannot do it myself). 1 6 Quote Link to comment Share on other sites More sharing options...
Daft Mugi Posted February 24 Report Share Posted February 24 I fixed another case of clipping into the ceiling during a mantle that starts in the standing position and ends in the crouching position (a.k.a forced-crouch mantle). The fix is included in beta212-07. The fix changed a lot of code, so please let us know if you find any issues. 1 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted February 25 Report Share Posted February 25 Fresnel Mod has been updated: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3 1 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...) Link to comment Share on other sites More sharing options...
nbohr1more Posted February 26 Report Share Posted February 26 On 2/24/2024 at 12:57 PM, stgatilov said: beta212-07 is available. This one is considered release candidate, meaning that most likely it will be turned into official release soon. For this reason, here are the deprecated 32-bit binaries. It would be great if someone briefly checks the 32-bit Linux executable (cannot do it myself). I don't have a 32-bit OS but I am able to launch the 32-bit executable on Linux Mint 21.3. I think the story is similar to what I saw in 2.10. Lots of large maps produce AAS errors on launch but seem mostly functional. King of Diamonds seems to have lots of AI that are circling or having path finding issues. On a positive note, I was able to launch "The Painter's Wife", "Penny Dreadful 3", "Behind Closed Doors", " Shadows of Northdale 1", "Not an Ordinary Guest" basically all the largest maps and no loading errors were seen and all allowed in-game play. Oddly enough both Iris and The Painter's Wife have no AAS errors and no AI path-finding bugs even though they are the largest. 1 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...) Link to comment Share on other sites More sharing options...
Fiver Posted February 26 Report Share Posted February 26 I experience significant lower FPS in both TDM 2.12/64 #10644 (beta212-06) and TDM 2.12/64 #10651 (beta212-07) that I don't see when I run 2.11, and that I didn't notice in earlier 2.12 betas. In Training Mission, when starting the mission and looking straight forward, the FPS is now 23 (was 32 FPS in 2.11), and when going down the short stairs and looking up to the skylight, the FPS is now 9 (was 18 PFS in 2.11). The settings between the versions seem to be the same. 1 Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted February 26 Report Share Posted February 26 4 hours ago, Fiver said: I experience significant lower FPS in both TDM 2.12/64 #10644 (beta212-06) and TDM 2.12/64 #10651 (beta212-07) that I don't see when I run 2.11, and that I didn't notice in earlier 2.12 betas. In Training Mission, when starting the mission and looking straight forward, the FPS is now 23 (was 32 FPS in 2.11), and when going down the short stairs and looking up to the skylight, the FPS is now 9 (was 18 PFS in 2.11). The settings between the versions seem to be the same. Can you double-check and see if the performance loss also impacts beta 5. I believe that a volumetric light was added to the skylight. You can also try setting r_volumetricEnable 0 and see if performance returns to normal. 1 1 1 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...) Link to comment Share on other sites More sharing options...
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