View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005170||The Dark Mod||Coding||public||07.03.2020 16:33||08.08.2020 09:29|
|Product Version||TDM 2.08|
|Target Version||TDM 2.09|
|Summary||0005170: Fix console warnings|
|Description||Almost 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.
|Tags||No tags attached.|
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.)
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.
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
It would be nice to differentiate between these 2 warnings:
1. "Can't load A". Then it's found elsewhere, and all is good. I think searching for dds files, not finding them, and using found non-dds files is an example of this.
2. "Can't load B". Subsequent searches turn up nothing, and all is NOT good. The object is truly missing (or misspelled). IIRC,the loader is told whether the requesting code will accept a default object.
If the first warning could be suppressed, a lot of spam will go away. The loader would just silently keep track of progress, and only report a final bad result where the object really can't be found anywhere.
Fixed in svn rev 8918:
WARNING:Couldn't load sound 'sound' using default
Mark for FMs cleanup.
WARNING:Image name "0" is too short
is caused by this line at the beginning of guis/mainmenu_briefing.gui:
This is already fixed in assets, but old FMs still have the problem, since they (legitimately) override it.
|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|
|27.07.2020 02:09||grayman||Note Added: 0012683|
|08.08.2020 09:27||stgatilov||Note Added: 0012717|
|08.08.2020 09:29||stgatilov||Note Added: 0012718|