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Posted
19 hours ago, nbohr1more said:

do NOT have mipmaps.

What are mipmaps and what does the texture quality setting do? I mean, when you use a texture in your mission you don't have different quality versions of those textures.

Posted
1 hour ago, datiswous said:

What are mipmaps and what does the texture quality setting do? I mean, when you use a texture in your mission you don't have different quality versions of those textures.

https://en.wikipedia.org/wiki/Mipmap

Mipmaps are lower resolution versions of textures that are used by your graphics driver when objects are further away. Uncompressed textures typically don't include them because the default uncompressed formats don't support them ( not designed for 3D game engines ). DDS textures can include them in either uncompressed or DXT \ BC compressed formats and we typically do "generate mipmaps" when encoding DDS. How do uncompressed textures get their mipmaps ? We auto-generate them on mission load. ( That used to be painfully slow until stgatilov changed the mipmap generation code to use SIMD instructions and multi-core. )

What does the texture quality slider do?

For uncompressed textures, it downscales the images before uploading to the GPU. For compressed images, it simply omits loading higher mipmap levels. It works perfectly as long as you properly encode your DDS with mipmaps.

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Posted
20 minutes ago, wesp5 said:

Can anybody here confirm my crash on selecting missions after another or do I need to do a clean install?

I just tried and can't seem to reproduce it.

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TDM Community Github:Ā https://github.com/thedarkmodcommunity

My fan missions:

With Kerry000:Ā The Hare in the Snare, Part 1,Ā 

The Lieutenant Series:Ā In Plain SightĀ Ā High ExpectationsĀ Foreign AffairsĀ A Reciprocal Gambit

Posted

I was setting up the Win11 taskbar to pin beta5, and tried TDM "Windowed" mode to make the taskbar visible. But then I couldn't move the mouse cursor (with the main menu clockhand cursor shown) to the taskbar, or really outside the inner active area of the window. Makes the Windowed mode kinda useless.

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Posted
On 3/15/2025 at 1:31 PM, wesp5 said:

Also wasn't beta 2.13 supposed to include the fixed fonts? I can see the surplus pixel in the W character again very clearly!

The Stone 24pt fonts used in subtitles should be fully fixed, and I'm not seeing a problem with them on my end. Other fonts, not so much for 2.13. Can you be more specific about what font and circumstances?

Posted
3 hours ago, Frost_Salamander said:

I just tried and can't seem to reproduce it.

It happens for me on Windows but not Linux.

If I select a new mission and try to play it without quitting the game entirely first, it crashes at the end of the loading screen and needs to be shut down using task manager.

My missions: Ā  Ā  Ā  Ā  Ā  Stand-alone Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā Ā  Duncan Lynch seriesĀ  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā Ā 

Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Down and Out on Newford Road Ā  Ā Ā  Ā Ā Ā Ā Ā Ā Ā  the Factory Heist

Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā The Wizard's TreasureĀ  Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā  A House Call

Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā Ā The House of deLisle Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā 

Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā 

Posted

@nbohr1more, I just recently noticed that back in Oct you reported in https://www.ttlg.com/forums/showthread.php?t=152771

Quote

Ā 

Translation Packs!

Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. The meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archive of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too.

Ā 

I didn't see anything about this in the current "What's New in 2.13". Will this new functionality actually happen for 2.13, and if so what FMs can now be re-downloaded to get the enhanced translation packs? Particularly "early TDM missions [that] also have German, Italian, French, etc translations". Pointer to any new bugtracker/forum/wiki info about this appreciated.

Posted

Is this why the signs above the doors in The Builder's Influence are now suddenly all in Cyrillic?

My missions: Ā  Ā  Ā  Ā  Ā  Stand-alone Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā Ā  Duncan Lynch seriesĀ  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā Ā 

Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Down and Out on Newford Road Ā  Ā Ā  Ā Ā Ā Ā Ā Ā Ā  the Factory Heist

Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā The Wizard's TreasureĀ  Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā  A House Call

Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā Ā The House of deLisle Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā 

Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā 

Posted
1 hour ago, thebigh said:

Is this why the signs above the doors in The Builder's Influence are now suddenly all in Cyrillic?

Fixed but the downloader doesn't correct it. You'll need to delete the language pack file from your darkmod/fms/builders_influence folder and ( if you prefer ) install the newly fixed one.

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Posted
13 hours ago, Geep said:

The Stone 24pt fonts used in subtitles should be fully fixed, and I'm not seeing a problem with them on my end. Other fonts, not so much for 2.13. Can you be more specific about what font and circumstances?

It's the font used in the inventory description on the lower right corner of the screen. If you have something with a capital W there, e.g. the Whistle tool from my patch and Snatcher's modpack, it has a pixel stand out on the far left.

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Posted
10 hours ago, wesp5 said:

It's the font used in the inventory description on the lower right corner of the screen. If you have something with a capital W there, e.g. the Whistle tool from my patch and Snatcher's modpack, it has a pixel stand out on the far left.

That is the Stone font, but whether it draws on the 12pt, 24pt, or 48pt bitmaps depends on the size you tell it to show, based on how you set the "Icon Size" and "Weapons/Item Text Size" sliders on the Video/General/HUD Opacity page. Or corresponding cvars (see table in https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_Getting_System_CVars). That said, I slid the sliders throughout their ranges, looked at the 2 instances of W in the left corner and right corner text, and saw no stray dots appear. (I did see the W shift horizontally at one transition). What do you see when you try this?

Posted
1 hour ago, Geep said:

That said, I slid the sliders throughout their ranges, looked at the 2 instances of W in the left corner and right corner text, and saw no stray dots appear.

I can see the pixel left from the W of Holy Water with Icon size about 6 and Info text about 6 too. I also see a small pixel line left from Total loot at that size.

Posted
15 hours ago, wesp5 said:

I can see the pixel left from the W of Holy Water with Icon size about 6 and Info text about 6 too. I also see a small pixel line left from Total loot at that size.

Screenshot?

Posted
20 hours ago, wesp5 said:

I can see the pixel left from the W of Holy Water with Icon size about 6 and Info text about 6 too. I also see a small pixel line left from Total loot at that size.

Assuming you're talking about the sliders having a range of 0 to 10... A value of 6 for iconSize would be about 1.3 for the underlying cvar. A value of 6 for Weapons/Item Text Size would be about 1.05 for gui_small_TextSize. You multiply those and a factor of 0.16 in the GUI code to get the effective font textScale, which would be 0.22. So this would use the Stone 24pt font.

Since I'm not seeing it on my screen (which is not the world's highest rez), is anyone else?

Posted
2 hours ago, Geep said:

Since I'm not seeing it on my screen (which is not the world's highest rez), is anyone else?

Stone 24pt font UPPERCASE, yes:

font.png

This is the reason why I wondered in my post from January 24th.

The last version in which I didn't notice these artifact was inĀ Stone 24pt Font Upgrade, May 20, 2024 Interim Release. You released more versions afterwards and I guess you tried to decrease the spacing so that a capital letter is a tad closer to its right lowercase neighbor (Yo, Th, Wh, Ye) but in doing so the artifacts re-emerged on the left.

I don't know if there is a perfect solution or not but I personally find artifacts draw more attention (thus taking me out) than wide gaps.

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TDM_Modpack_Thumb.png

Posted
On 3/16/2025 at 4:14 PM, wesp5 said:

Can anybody here confirm my crash on selecting missions after another [...]

No.

On 3/16/2025 at 4:14 PM, wesp5 said:

[...] or do I need to do a clean install?

Yes, and let us know the result.

TDM_Modpack_Thumb.png

Posted
1 hour ago, snatcher said:

Yes, and let us know the result.

Is there a way to do a clean install without reinstalling all missions? Like can I just move the fms folder somewhere and then back again?

Posted

@wesp5, @snatcher, I can now see the artifacts. (My test program the other day was ignoring the beta5 fonts dats & dds... duh!) At least the Y and W ones, the T is perhaps there at the edge of perception. There are also other problems that have re-emerged.

I'll need to research this.

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Posted
10 hours ago, nbohr1more said:

Yes, that would work

Hm, but how do I make a clean install of the beta in the first place. I usually use the installer, can I just do this and delete the rest?

Posted

1) Move your FMS folder somewhere

2) Create a new darkmod folder somewhere

3) Copy the tdm_installer into the new darkmod folder

4) Run the installer

5) Copy the FMS folder into the new darkmod folder ( overwrite )

Alternately, yes you can delete everything in the existing darkmod folder and run the installer.

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