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dev17251-10920 on Windows

  • By Any Other Name: file maps\byanyothername.script, line 2075: endTime redeclared
  • The Heart of Saint Mattis: Press escape during the initial cutscene and the game freezes

Can anybody else confirm?

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Posted (edited)
1 hour ago, snatcher said:

dev17251-10920 on Windows

  • By Any Other Name: file maps\byanyothername.script, line 2075: endTime redeclared
  • The Heart of Saint Mattis: Press escape during the initial cutscene and the game freezes

Can anybody else confirm?

I can confirm both issues (without using my patch of course). With my patch I get this error in By Any Other Name instead: line 2895: Type mismatch on redeclaration of max. I have no idea what causes this problem, but at least...

... I took a quick look at my patch and it seems the endTime error is connected to the holywater script, which I had changed and thus avoided the issue. Renaming endTime in the base game to holywater_endTime should fix this!

Edited by wesp5
Posted
On 12/28/2024 at 5:33 AM, datiswous said:

Awesome.

Is it possible to add scrollwheel support to briefings/readables? Or is this something that was already possible?

For readables, the mouse wheel already turns pages. Or, do you mean make a readable a single long page with a scrollbar? If that's the case, it's hard to know until the code is looked at.

For custom briefings, if there's an editDef, it should work. The editDef needs to have focus to scroll with the mouse wheel, which can done via "setFocus" or the user clicking the editDef text. (I'm thinking of briefing text, such as the one for the Training Mission. The one with the heading "The Dark Mod Training Mission" followed by "This trainer gives you...")

The important properties are as follows:

editDef aTextBox
{
    text        "some really long text"
    forecolor   0,0,0,1
    hovercolor  0,0,0,1   // match forecolor
    wrap        1
    readonly    1
}
Posted (edited)

While I was updating my patch to 2.13, I noticed that the Invisibility Potion has now been restored in the core game so I can remove my one :)! I also found info about the Freefall Potion, but that doesn't seem to be ready yet. Is that correct?

Edited by wesp5
Posted

In Training Mission in dev build TDM 2.13/64 #10920, I see a significant drop in FPS (down to 11) at 331.95 -1360.32 210.25   69.8 178.1 0.0 (in the room "Keys & Lockpicks".

This is similar to to my post here   regarding TDM 2.12/64 #10644 (beta212-06).

In TDM 2.12/64 #10651, the FPS goes down but stays at or over 17 FPS. One difference is that in 2.12, though I see the light coming from the window, the pattern from the window is not outlined on the floor. In the 2.13 dev build, the pattern is outlined on the floor.

Host OS: Debian 11 Bullseye, Graphics: Mesa Intel UHD Graphics 620 (rev 07), Kernel driver: i915.

  • Thanks 1
Posted
33 minutes ago, Fiver said:

In Training Mission in dev build TDM 2.13/64 #10920, I see a significant drop in FPS (down to 11) at 331.95 -1360.32 210.25   69.8 178.1 0.0 (in the room "Keys & Lockpicks".

This is similar to to my post here   regarding TDM 2.12/64 #10644 (beta212-06).

In TDM 2.12/64 #10651, the FPS goes down but stays at or over 17 FPS. One difference is that in 2.12, though I see the light coming from the window, the pattern from the window is not outlined on the floor. In the 2.13 dev build, the pattern is outlined on the floor.

Host OS: Debian 11 Bullseye, Graphics: Mesa Intel UHD Graphics 620 (rev 07), Kernel driver: i915.

What is your LOD setting set to in the Advanced video menu?

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Posted
36 minutes ago, nbohr1more said:

What is your LOD setting set to in the Advanced video menu?

LOD in 2.13/64 #10920 is set to "Better".

LOD in 2.12/64 #10651 is set to "High" (which is one level higher).

Posted
10 hours ago, nbohr1more said:

The higher LOD values enable volumetric lights. Try setting it to normal ( default value )

My LOD setting is already lower in 2.13 than they were in 2.12. Setting it to lower than "Better" will make the wall behind the talking guards in A New Job to look very weird when approaching it.

Is there perhaps a console variable to disable volumetric lights?

Posted
1 hour ago, Fiver said:

My LOD setting is already lower in 2.13 than they were in 2.12. Setting it to lower than "Better" will make the wall behind the talking guards in A New Job to look very weird when approaching it.

Is there perhaps a console variable to disable volumetric lights?

r_volumetricEnable 0

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http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted
6 minutes ago, nbohr1more said:

r_volumetricEnable 0

Thanks!

In this 2024 post, when I experienced low FPS in the Training Mission's main room, you suggested "volumetric light was added to the skylight." Later your concluded here that "It looks like the shadow count in that scene has grown from 2K to over 15K." Could you take a look at the shadow count in this scene?

Anyway, I tried disabling volumetric lights in 2.13 (setting r_volumetricEnable 0). I can clearly see light in the air disappearing and there was a slight performance improvement from 10 FPS to about 17 FPS.

In 2.12, I can clearly see the light cone and crepuscular rays from the window, but changing values between 0 and 1  for r_volumetricEnable makes no noticeable difference either in FPS or visually. The FPS stays reasonably high in both cases.

Posted
On 12/31/2024 at 5:49 AM, wesp5 said:

While I was updating my patch to 2.13, I noticed that the Invisibility Potion has now been restored in the core game so I can remove my one :)! I also found info about the Freefall Potion, but that doesn't seem to be ready yet. Is that correct?

So 2.13 should have both the invisibility potion as well as the slowfall potion available for mappers to use. 

Posted
6 hours ago, Amadeus said:

So 2.13 should have both the invisibility potion as well as the slowfall potion available for mappers to use. 

I don't know. The invisibility potion works, at least with the rest of my patch assets, but the slowfall potion doesn't appear, so it might still be missing a and textures...

  • 2 months later...
Posted (edited)
On 12/10/2024 at 9:58 AM, MirceaKitsune said:

Found a new bug while playing The Last Offering: Some items will show a quantity of 0 when their amount is 1. Arrows seem to be fine but the mine and health potion did that for me. I'm sure it was introduced now as I've been playing for a while on the previous development snapshots and haven't seen it, plus the change log mentioned something about an item quantity spawnarg.

lastoffering(2024-12-1004-31-19)(69.311240.48-302.36).thumb.jpg.fd6a9ba985320810584dcd42dfe272cf.jpg

sorry to necrobump, i just encountered similar issue  when replaying leutenant 2 

by default I get 2 mines, 2 flashbombs and 2 health potions at the beginning, but if I drop the item and pick up again quickly then the quantity doubled to 4 (doubled) and never get past 5

i'm on TDM 2.13

Edited by taffernicus

2027/28 (Possibly prepping)

subpx.png.f5f46728702be3eaa0cd8d5101c2c14a.png

taffer sandwich and 1 layer cake , a nice bollen cake , four pulpy and squishy croquettes , baked potato and a cup of medium-roasted java preanger,bajawa,  panama or peruvian geisha or gayo coffee

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