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IDProjectCategoryView StatusLast Update
0005170The Dark ModCodingpublic22.03.2020 12:23
Reporterstgatilov Assigned Tostgatilov  
PrioritynormalSeverityminorReproducibilityalways
Status assignedResolutionopen 
Product VersionTDM 2.08 
Target VersionTDM 2.09 
Summary0005170: Fix console warnings
DescriptionAlmost every FM produces a lot of warnings on start.
This leads to situation when nobody looks at them simply because they are too many.
It should be cleaned up, even if this means repacking existing FMs.
TagsNo tags attached.

Activities

VanishedOne

VanishedOne

08.03.2020 16:08

developer   ~0012252

A lot of warnings arise from asset redeclarations (I get these even in near-empty devmaps just from having various asset packs in my darkmod directory). It's easy for that to arise when an FM packs assets that get added to the core mod later (or they were added to core already but the mapper is using an .mtr from before that time). However, sometimes the overrides are done deliberately either to restyle the FM's aesthetics (Dragofer does this a fair amount) or to fix bugs that exist in core at the FM's time of release, so I don't recommend simply removing same-named declarations from FM packages.

I suspect warnings are also generated when a model references material A, which doesn't exist, even if the model has a skin which replaces A with material B (e.g. the beggar's belt).

Does the scope of this include entities' generating a lot of warnings after map load? If so, my proposed fix to 0005050 may be of interest. (There also used to be an annoyance in which func_animate entities could produce warnings about not supporting anim overrides every time they went through their animation cycle, and I'd *thought* that was still there in 2.07, but I couldn't reproduce it a moment ago.)
VanishedOne

VanishedOne

13.03.2020 23:27

developer   ~0012272

Ah, I'm seeing it again today: script/tdm_util.script (32): Thread 'frameCommands': Function 'overrideAnim' not supported on entity 'func_animate_11' (where the entity is set to "model" "tdm_ai_proguard_use" and "start_anim" "idle_bottle_drunk1").

Another one is 'rigid body not at rest' -- I think this happens if a moveable isn't placed firmly on the surface below. However, placing moveables 0.125 units above the surface below can be a precaution to stop them falling through it.
Dragofer

Dragofer

22.03.2020 12:22

developer   ~0012291

Last edited: 22.03.2020 12:23

View 2 revisions

Getting rid of all those 'Couldn't load sound 'player_sounds_....' warnings at the start of each map would be great. They've been clogging up consoles since 1.08: https://wiki.thedarkmod.com/index.php?title=List_of_pre_2.0_warnings

Issue History

Date Modified Username Field Change
07.03.2020 16:33 stgatilov New Issue
07.03.2020 16:33 stgatilov Status new => assigned
07.03.2020 16:33 stgatilov Assigned To => stgatilov
08.03.2020 16:08 VanishedOne Note Added: 0012252
13.03.2020 23:27 VanishedOne Note Added: 0012272
21.03.2020 17:44 stgatilov Target Version => TDM 2.09
22.03.2020 12:22 Dragofer Note Added: 0012291
22.03.2020 12:23 Dragofer Note Edited: 0012291 View Revisions