Jump to content
The Dark Mod Forums

Recommended Posts

Posted

The latest SVN (rev 10439 linux) has choppy (or reduced framerate) when the book angle changes while reading a book. Perhaps earlier dev releases as well, but I haven't used those.

This is a bit hard to describe. Turning left and right normally seems fine. However, when turning left and right with the book on the screen, the book angle change is choppy. This can be tested with any book. The first book in the Training Mission works.

This issue is more pronounced with a lower "com_maxFPS" value, such as 30, and it's less pronounced with a higher "com_maxFPS" value, such as 120. I originally noticed this issue with "com_maxFPS" set to 60.

The 2.11 release does not have this problem. When the book angle changes, the view is very smooth. Even with "com_maxFPS" set to 30, the angle change is fairly smooth.

training_mission(2023-08-2412-08-59)(336.99-1861_5220.25).thumb.jpg.0abd49ce01db1a44f73730dfe0856553.jpg

  • Like 1
  • Replies 131
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Oh I see what you mean, yeah this has been going on a while, can't remember when I first saw it, meant to report it.

 

There's a low fps stutter feel when looking around with a book open. Seems to randomly hitch and the overlay is not matching up with the viewport updates.

 

https://www.youtube.com/watch?v=xys9va8JFAg

 

 

  • Like 1

I always assumed I'd taste like boot leather.

 

Posted
21 minutes ago, AluminumHaste said:

There's a low fps stutter feel when looking around with a book open. Seems to randomly hitch and the overlay is not matching up with the viewport updates.

It's probably updated on timer, nobody cared about book lagging behind a bit.

  • 1 month later...
Posted
21 hours ago, stgatilov said:

Ehm... not really, to be honest.

Why not? It's a regression that introduced an annoying stuttering. It seems to be graphics rendering related. The stuttering can be made worse or better by adjusting "com_maxFPS".

21 hours ago, stgatilov said:

If I get to books, I'd better look at book stuck issue: it completely breaks the game.

I don't see how that issue is related to this rendering performance issue.

Posted
29 minutes ago, Daft Mugi said:

Why not? It's a regression that introduced an annoying stuttering. It seems to be graphics rendering related. The stuttering can be made worse or better by adjusting "com_maxFPS".

I don't see how that issue is related to this rendering performance issue.

Are you being obtuse on purpose? You know exactly what he means. With his limited time to work on the project, he'd rather spend his time on game breaking bugs.

 

Of you want it fixed you can help by going back through the dev builds and finding where the regression was introduced.

I always assumed I'd taste like boot leather.

 

Posted
33 minutes ago, AluminumHaste said:

Are you being obtuse on purpose? You know exactly what he means. With his limited time to work on the project, he'd rather spend his time on game breaking bugs.

Hey, calm down please.

Posted
38 minutes ago, AluminumHaste said:

Are you being obtuse on purpose? You know exactly what he means. With his limited time to work on the project, he'd rather spend his time on game breaking bugs.

I didn't mean for my written words to have a harsh tone. This issue genuinely bothers me. I'm sensitive to the motion, so I'd appreciate a fix.

38 minutes ago, AluminumHaste said:

Of you want it fixed you can help by going back through the dev builds and finding where the regression was introduced.

My dev machine is down for repairs at the moment, unfortunately.

Posted
3 hours ago, Daft Mugi said:

I didn't mean for my written words to have a harsh tone. This issue genuinely bothers me. I'm sensitive to the motion, so I'd appreciate a fix.

My dev machine is down for repairs at the moment, unfortunately.

Alright, when you get it back startbby finding the first build that had this behaviour and I'll go though the commits.

I always assumed I'd taste like boot leather.

 

Posted
10 hours ago, Daft Mugi said:

My dev machine is down for repairs at the moment, unfortunately.

I plan to make dev build today evening.

If your machine is under repair, may I commit your 3 patches beforehand?
I mean: leaning, mantling, and weapon selection.
Or you want to do it yourself? Or are you waiting for more feedback?

  • Like 1
Posted
42 minutes ago, stgatilov said:

I plan to make dev build today evening.

If your machine is under repair, may I commit your 3 patches beforehand?
I mean: leaning, mantling, and weapon selection.
Or you want to do it yourself? Or are you waiting for more feedback?

I would like to commit my patches myself. I'll do it after I wake up.

Posted
9 hours ago, stgatilov said:

I plan to make dev build today evening.

If your machine is under repair, may I commit your 3 patches beforehand?
I mean: leaning, mantling, and weapon selection.
Or you want to do it yourself? Or are you waiting for more feedback?

I've committed those 3 patches to SVN.

  • Like 2
Posted

I raised a concern elsewhere and I would like to raise it again here since I now have more details.

Something is off with the Modpack in the last Development Builds. Once again, I don't expect support for Mods but this is something that might impact missions hence I bring it here for analysis.

With the Modpack enabled if "Uncap FPS" is set to "Off" two mods slow down considerably: Loot Animations and Blinking Items. None of these scripts do anything that I can detect and tag as special or irregular and missions could perfectly make use of similar scripts for other purposes. What puzzles me is that mods are ok when "Uncap FPS" is set to "On".

Everything is fine in the current TDM 2.11a regardless of the Uncap FPS setting. My Max FPS is always set to 60.

TDM_Modpack_Thumb.png

Posted
On 10/6/2023 at 11:23 AM, snatcher said:

With the Modpack enabled if "Uncap FPS" is set to "Off" two mods slow down considerably: Loot Animations and Blinking Items. None of these scripts do anything that I can detect and tag as special or irregular and missions could perfectly make use of similar scripts for other purposes. What puzzles me is that mods are ok when "Uncap FPS" is set to "On".

Everything is fine in the current TDM 2.11a regardless of the Uncap FPS setting. My Max FPS is always set to 60.

@stgatilov Could this be similar to the book animation lag/stutter issue?

  • 2 weeks later...
Posted

In the mission, Tears of St. Lucia, the boarded up door is missing nail textures.

At viewpos:

1954.81 3414.48 -377.75 24.1 -127.7 0.0

The model:

models/darkmod/architecture/doors/door_boarded_up01.lwo

stlucia(2023-10-2111-43-47)(1954.813414.48-377.75).thumb.jpg.c74a5453db64ebff40c16d7dd76ecf25.jpg

  • Like 1
  • 2 weeks later...
Posted

Must say: I like the new hold-to-frob system. A bit confusing at first but far more intuitive and welcoming once you learn it. When I noticed normal frobbing keeps picking up bodies instead of dragging them I thought the FM overrode the behavior with a script, then I remembered this change being mentioned.

However I believe I also found a bug that was surely introduced by it: You can now pick up and mantle the bodies of dead mice. Picking them up normally like a physical object makes sense, but now you mantle them with both hands and can't use anything else as if carrying a human AI's body... pretty sure the player could just put a dead mouse in their pocket it's not that large and heavy :P

On my map I just placed an atdm:env_ragdoll_rat somewhere and happened to frob it: With the new default (normal delay) it triggered the mantling I'm describing on single click.

Posted
16 minutes ago, MirceaKitsune said:

Must say: I like the new hold-to-frob system. A bit confusing at first but far more intuitive and welcoming once you learn it.

Great! Glad to hear that you're enjoying the change.

12 minutes ago, MirceaKitsune said:

However I believe I also found a bug that was surely introduced by it: You can now pick up and mantle the bodies of dead mice. Picking them up normally like a physical object makes sense, but now you mantle them with both hands and can't use anything else as if carrying a human AI's body... pretty sure the player could just put a dead mouse in their pocket it's not that large and heavy :P

Yeah, I expected this to be found at some point. Some rats have the "shoulderable" spawnarg set to "1", so those rats are meant to be shouldered by design -- perhaps. There's even a rat in Seeking Lady Leicester that has a given name for when the player shoulders it. 😄

If you find anything else that you think is a bug, please let us know.

Posted

Yes by default nearly all of the ragdoll entities you can find in Create Entity > Ragdolls > Bodies all have shoulderable set to 1 in their definitions - including rats and spiders. This probably was not intentional - but this means in a lot of missions if an author has placed a dead rat or spider these have always been shoulderable - its just rare anyone bothered to try.

 

-=  IRIS  =-    ♦    = SLL =

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

    • Goblin of Akenash

      Goblin-Secrets episode 2 is out now!
       
      · 3 replies
    • Airship-Ballet

      https://www.twitch.tv/airshipballet2 There was a mapping stream here, it's gone now.
      · 8 replies
    • peter_spy

      Stumbled upon a documentary on Enki Bilal, he is one of the most influential comic book artists of my adolescence. English auto-subtitles is rubbish, so you might need to brush up on your French
      · 3 replies
    • Goblin of Akenash

      Today I did a bit of an experiment! I wanted to see if I could get a dark radiant map into garry's mod, the quickest and dirtiest and not-workiest method is "OBJ2VMF" which converts .obj models into VMF files for hammer to then compile, the way its supposed to work is that you input a 6 sided cube and it turns it into a 6 brush room (not exactly ideal for this since that's not how TDM maps work, this honestly would have been a better idea with any thief game from 1 to the one from 2014 since they all work like that) so what ended up happening was that for every brush there was 6 brushes would be ontop of that almost inflating everything in the map like a balloon, map scale was also an issue that I couldn't fine-tune easily either so the scale is way off ontop of everything being inflated making the space inside the map very tiny! anyways heres the result of that and it looks almost nothing like footloose (plus I did add a bunch of random props in gmod for funsies and better visibility since the process involved replacing all the textures with dev ones that look very flat when in full-bright)

      https://streamable.com/ctmh58

      (streamable link will expire in 2 days but I'll have a spoken word version of this post along side the video and other fun images relating to the bsp inflation effect in the next "Goblin Secrets" video next month)
      · 0 replies
    • Frost_Salamander

      @taaaki Wiki seems broken. Main page works but click any link and:

      · 2 replies
×
×
  • Create New...