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apostrophe

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Posts posted by apostrophe

  1. Thanks.

    Put the tdm launcher in your tdm folder, if you didnt.

    And we dont need the output of the tdm launcher.

     

    How about this arguments:

    +gfxinfo +condump apostrophelog.txt +quit

    And copy the content from apostrophelog.txt in this topic in a spoiler-tag.

    These arguments starts tdm, create a text file and exit automaticly.

     

    And what happens on your screen, using:

    +set r_customHeight 600 +set r_customWidth 800 +set r_fullscreen 0

     

     

     

    TDM 2.05 #6755 win-x86 Feb 14 2017 09:33:34
    3214 MHz AMD CPU with MMX & 3DNow! & SSE & SSE2 & SSE3 & HTT
    4096 MB System Memory
    -1 MB Video Memory
    Winsock Initialized
    Found interface: {EC229B9F-E886-476D-B145-75B693930DBE} Realtek PCIe GBE Family
    Controller - 192.168.0.14/255.255.255.0
    Sys_InitNetworking: adding loopback interface
    Found AMD CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 3DNow!
    CMOV
    tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing.
    enabled Flush-To-Zero mode
    enabled Denormals-Are-Zero mode
    ------ Initializing File System ------
    Current search path:
    C:\Jogos\The Dark Mod/
    C:\Jogos\The Dark Mod\tdm_textures_wood01.pk4 (360 files)
    C:\Jogos\The Dark Mod\tdm_textures_window01.pk4 (374 files)
    C:\Jogos\The Dark Mod\tdm_textures_stone_sculpted01.pk4 (451 files)
    C:\Jogos\The Dark Mod\tdm_textures_stone_natural01.pk4 (129 files)
    C:\Jogos\The Dark Mod\tdm_textures_stone_flat01.pk4 (289 files)
    C:\Jogos\The Dark Mod\tdm_textures_stone_cobblestones01.pk4 (224 files)
    C:\Jogos\The Dark Mod\tdm_textures_stone_brick01.pk4 (513 files)
    C:\Jogos\The Dark Mod\tdm_textures_sfx01.pk4 (68 files)
    C:\Jogos\The Dark Mod\tdm_textures_roof01.pk4 (72 files)
    C:\Jogos\The Dark Mod\tdm_textures_plaster01.pk4 (142 files)
    C:\Jogos\The Dark Mod\tdm_textures_paint_paper01.pk4 (63 files)
    C:\Jogos\The Dark Mod\tdm_textures_other01.pk4 (122 files)
    C:\Jogos\The Dark Mod\tdm_textures_nature01.pk4 (275 files)
    C:\Jogos\The Dark Mod\tdm_textures_metal01.pk4 (494 files)
    C:\Jogos\The Dark Mod\tdm_textures_glass01.pk4 (51 files)
    C:\Jogos\The Dark Mod\tdm_textures_fabric01.pk4 (43 files)
    C:\Jogos\The Dark Mod\tdm_textures_door01.pk4 (174 files)
    C:\Jogos\The Dark Mod\tdm_textures_decals01.pk4 (420 files)
    C:\Jogos\The Dark Mod\tdm_textures_carpet01.pk4 (92 files)
    C:\Jogos\The Dark Mod\tdm_textures_base01.pk4 (388 files)
    C:\Jogos\The Dark Mod\tdm_standalone.pk4 (4 files)
    C:\Jogos\The Dark Mod\tdm_sound_vocals_decls01.pk4 (28 files)
    C:\Jogos\The Dark Mod\tdm_sound_vocals07.pk4 (1111 files)
    C:\Jogos\The Dark Mod\tdm_sound_vocals06.pk4 (696 files)
    C:\Jogos\The Dark Mod\tdm_sound_vocals05.pk4 (128 files)
    C:\Jogos\The Dark Mod\tdm_sound_vocals04.pk4 (2872 files)
    C:\Jogos\The Dark Mod\tdm_sound_vocals03.pk4 (743 files)
    C:\Jogos\The Dark Mod\tdm_sound_vocals02.pk4 (1299 files)
    C:\Jogos\The Dark Mod\tdm_sound_vocals01.pk4 (82 files)
    C:\Jogos\The Dark Mod\tdm_sound_sfx02.pk4 (605 files)
    C:\Jogos\The Dark Mod\tdm_sound_sfx01.pk4 (931 files)
    C:\Jogos\The Dark Mod\tdm_sound_ambient_decls01.pk4 (8 files)
    C:\Jogos\The Dark Mod\tdm_sound_ambient03.pk4 (24 files)
    C:\Jogos\The Dark Mod\tdm_sound_ambient02.pk4 (157 files)
    C:\Jogos\The Dark Mod\tdm_sound_ambient01.pk4 (216 files)
    C:\Jogos\The Dark Mod\tdm_prefabs01.pk4 (569 files)
    C:\Jogos\The Dark Mod\tdm_player01.pk4 (125 files)
    C:\Jogos\The Dark Mod\tdm_models_decls01.pk4 (98 files)
    C:\Jogos\The Dark Mod\tdm_models02.pk4 (1948 files)
    C:\Jogos\The Dark Mod\tdm_models01.pk4 (2555 files)
    C:\Jogos\The Dark Mod\tdm_gui_credits01.pk4 (49 files)
    C:\Jogos\The Dark Mod\tdm_gui01.pk4 (694 files)
    C:\Jogos\The Dark Mod\tdm_game02.pk4 (2 files)
    C:\Jogos\The Dark Mod\tdm_game01.pk4 (2 files)
    C:\Jogos\The Dark Mod\tdm_fonts01.pk4 (696 files)
    C:\Jogos\The Dark Mod\tdm_env01.pk4 (152 files)
    C:\Jogos\The Dark Mod\tdm_defs01.pk4 (174 files)
    C:\Jogos\The Dark Mod\tdm_base01.pk4 (172 files)
    C:\Jogos\The Dark Mod\tdm_ai_steambots01.pk4 (24 files)
    C:\Jogos\The Dark Mod\tdm_ai_monsters_spiders01.pk4 (82 files)
    C:\Jogos\The Dark Mod\tdm_ai_humanoid_undead01.pk4 (50 files)
    C:\Jogos\The Dark Mod\tdm_ai_humanoid_townsfolk01.pk4 (95 files)
    C:\Jogos\The Dark Mod\tdm_ai_humanoid_pagans01.pk4 (10 files)
    C:\Jogos\The Dark Mod\tdm_ai_humanoid_nobles01.pk4 (48 files)
    C:\Jogos\The Dark Mod\tdm_ai_humanoid_mages01.pk4 (8 files)
    C:\Jogos\The Dark Mod\tdm_ai_humanoid_heads01.pk4 (97 files)
    C:\Jogos\The Dark Mod\tdm_ai_humanoid_guards01.pk4 (376 files)
    C:\Jogos\The Dark Mod\tdm_ai_humanoid_females01.pk4 (169 files)
    C:\Jogos\The Dark Mod\tdm_ai_humanoid_builders01.pk4 (91 files)
    C:\Jogos\The Dark Mod\tdm_ai_base01.pk4 (8 files)
    C:\Jogos\The Dark Mod\tdm_ai_animals01.pk4 (80 files)
    File System Initialized.
    --------------------------------------
    ----- Initializing Decls -----
    WARNING:file materials/tdm_epi_shader.mtr, line 425: material 'transformer_gaug
    e' previously defined at materials/tdm_epi_shader.mtr:300
    WARNING:file materials/tdm_epifire_furniture.mtr, line 35: material 'leather_ch
    air_001' previously defined at materials/tdm_epi_shader.mtr:701
    WARNING:file materials/tdm_stone_natural.mtr, line 2065: material 'textures/dar
    kmod/stone/natural/rough_greyblue01' previously defined at materials/tdm_stone_
    flat.mtr:2139
    WARNING:file skins/tdm_gen_metal.skin, line 596: skin 'iron_flat' previously de
    fined at skins/tdm_gen_metal.skin:103
    WARNING:file sound/tdm_ai_commander.sndshd, line 1909: sound 'tdm_ai_commander_
    there_you_are' previously defined at sound/tdm_ai_commander.sndshd:1407
    ------------------------------
    ------- Initializing renderSystem --------
    using ARB renderSystem
    renderSystem initialized.
    --------------------------------------
    I18N: SetLanguage: 'english'.
    I18N: Found no character remapping for english.
    I18N: 1229 strings read from strings/english.lang
    I18N: 'strings/fm/english.lang' not found.
    WARNING:Couldn't load image: guis/assets/splash/launch
    Couldn't open journal files
    Couldn't exec editor.cfg - file does not exist.
    execing default.cfg
    Unknown command 'grayman'
    Unknown command './devel/release/default.cfg.'
    Unknown command 'a'
    Unknown command 'new'
    Unknown command 'NOT'
    Unknown command 'anyone'
    Unknown command 'use'
    Unknown command 'console'
    Unknown command 'next'
    Unknown command 'prev'
    Unknown command 'previous'
    Unknown command 'next'
    Unknown command 'crouch'
    Unknown command 'Lean'
    Unknown command 'lean'
    Unknown command 'Readables'
    Unknown command 'spyglass'
    Unknown command 'compass'
    Unknown command 'lantern'
    Unknown command 'maps'
    Unknown command 'objectives'
    Unknown command 'keys'
    Unknown command 'lockpicks'
    Unknown command 'lean'
    Unknown command 'Inventory'
    Unknown command 'Mantle'
    Unknown command 'creep'
    Unknown command 'frob'
    Unknown command 'inventory'
    Couldn't exec autoexec.cfg - file does not exist.
    I18N: SetLanguage: 'english'.
    I18N: Found no character remapping for english.
    I18N: 1229 strings read from strings/english.lang
    I18N: 'strings/fm/english.lang' not found.
    ----- Initializing Sound System ------
    sound system initialized.
    --------------------------------------
    ----- R_InitOpenGL -----
    Initializing OpenGL subsystem
    ...getting default gamma ramp: success
    ...registered window class
    ...registered fake window class
    ...initializing QGL
    ...calling LoadLibrary( 'opengl32' ): succeeded
    ...calling CDS: ok
    ...created window @ 0,0 (640x480)
    Initializing OpenGL driver
    ...getting DC: succeeded
    ...PIXELFORMAT 12 selected
    ...creating GL context: succeeded
    ...making context current: succeeded
    ------- Input Initialization -------
    Initializing DirectInput...
    mouse: DirectInput initialized.
    keyboard: DirectInput initialized.
    ------------------------------------
    sound: STEREO
    Checking portable OpenGL extensions...
    v - using GL_ARB_multitexture
    v - using GL_ARB_texture_env_combine
    v - using GL_ARB_texture_cube_map
    v - using GL_ARB_texture_env_dot3
    v - using GL_ARB_texture_env_add
    v - using GL_ARB_texture_non_power_of_two
    v - using GL_ARB_texture_compression
    v - using GL_EXT_texture_compression_s3tc
    v - using GL_EXT_texture_filter_anisotropic
    maxTextureAnisotropy: 16.000000
    v - using GL_EXT_texture_lod_bias
    v - using GL_EXT_texture3D
    v - using GL_EXT_stencil_wrap
    v - using glStencilOpSeparate
    v - using GL_NV_register_combiners
    X - GL_ATI_fragment_shader not found
    X - GL_ATI_text_fragment_shader not found
    v - using GL_ARB_vertex_buffer_object
    v - using GL_ARB_vertex_program
    v - using GL_ARB_fragment_program
    v - using EXT_depth_bounds_test
    v - using ARB_pixel_buffer_object
    ---------- R_NV20_Init ----------
    ---------------------------------
    ----------- R200_Init -----------
    Not available.
    ---------- R_ARB2_Init ----------
    Available.
    ---------------------------------
    ----- R_ReloadARBPrograms -----
    glprogs/test.vfp
    glprogs/test.vfp
    glprogs/interaction.vfp
    glprogs/interaction.vfp
    glprogs/bumpyEnvironment.vfp
    glprogs/bumpyEnvironment.vfp
    glprogs/ambientLight.vfp
    glprogs/ambientLight.vfp
    glprogs/shadow.vp
    glprogs/R200_interaction.vp
    glprogs/nv20_bumpAndLight.vp
    glprogs/nv20_diffuseColor.vp
    glprogs/nv20_specularColor.vp
    glprogs/nv20_diffuseAndSpecularColor.vp
    glprogs/environment.vfp
    glprogs/environment.vfp
    glprogs/test_direct.vfp
    glprogs/test_direct.vfp
    glprogs/interaction_direct.vfp
    glprogs/interaction_direct.vfp
    glprogs/soft_particle.vfp
    glprogs/soft_particle.vfp
    glprogs/cubic_light_point.vfp
    glprogs/cubic_light_point.vfp
    glprogs/cubic_light_proj.vfp
    glprogs/cubic_light_proj.vfp
    glprogs/test_cubic_light_point.vfp
    glprogs/test_cubic_light_point.vfp
    glprogs/test_cubic_light_proj.vfp
    glprogs/test_cubic_light_proj.vfp
    glprogs/ambient_cubic_light.vfp
    glprogs/ambient_cubic_light.vfp
    -------------------------------
    using ARB_vertex_buffer_object memory
    using ARB2 renderSystem
    Font fonts/english/stone in size 12 not found, using size 24 instead.
    gamex86 - No DLL found in EXE path
    gamex86 - Found DLL in pak file with timestamp of 1485519386 - C:\Jogos\The Dar
    k Mod\tdm_game01.pk4/gamex86.dll
    gamex86 - DLL in pak file is newer, extracting to darkmod path
    copy gamex86.dll to C:\Jogos\The Dark Mod\gamex86.dll
    gamex86 - Correction of file modification time successful
    Found AMD CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 3DNow!
    CMOV
    game using MMX & SSE & SSE2 & SSE3 for SIMD processing.
    enabled Flush-To-Zero mode
    enabled Denormals-Are-Zero mode
    --------- Initializing Game ----------
    The Dark Mod 2.05, code revision 6757
    Build date: Jan 15 2017
    WARNING:file materials/tdm_epi_shader.mtr, line 425: material 'transformer_gaug
    e' previously defined at materials/tdm_epi_shader.mtr:300
    WARNING:file materials/tdm_epifire_furniture.mtr, line 35: material 'leather_ch
    air_001' previously defined at materials/tdm_epi_shader.mtr:701
    WARNING:file materials/tdm_stone_natural.mtr, line 2065: material 'textures/dar
    kmod/stone/natural/rough_greyblue01' previously defined at materials/tdm_stone_
    flat.mtr:2139
    Initializing event system
    ...833 event definitions
    Initializing class hierarchy
    ...170 classes, 409836 bytes for event callbacks
    Initializing scripts
    Compiled 'tdm_ai_lanternbot::startAlarmWhistle': 132.6 ms
    ---------- Compile stats ----------
    Memory usage:
    Strings: 45, 5552 bytes
    Statements: 20098, 401960 bytes
    Functions: 1251, 127656 bytes
    Variables: 92436 bytes
    Mem used: 1118756 bytes
    Static data: 2277552 bytes
    Allocated: 2825316 bytes
    Thread size: 7068 bytes
    ...6 aas types
    game initialized.
    --------------------------------------
    Parsing material files
    Found 0 new mission packages.
    Found 3 mods in the FM folder.
    Parsed 0 mission declarations.
    -------- Initializing Session --------
    Font fonts/english/mason_glow in size 12 not found, using size 48 instead.
    Font fonts/english/mason_glow in size 24 not found, using size 48 instead.
    Font fonts/english/mason in size 12 not found, using size 48 instead.
    Font fonts/english/mason in size 24 not found, using size 48 instead.
    session initialized
    --------------------------------------
    --- Common Initialization Complete ---
    ------------- Warnings ---------------
    during The Dark Mod initialization...
    WARNING:Couldn't load image: guis/assets/splash/launch
    WARNING:file materials/tdm_epi_shader.mtr, line 425: material 'transformer_gaug
    e' previously defined at materials/tdm_epi_shader.mtr:300
    WARNING:file materials/tdm_epifire_furniture.mtr, line 35: material 'leather_ch
    air_001' previously defined at materials/tdm_epi_shader.mtr:701
    WARNING:file materials/tdm_stone_natural.mtr, line 2065: material 'textures/dar
    kmod/stone/natural/rough_greyblue01' previously defined at materials/tdm_stone_
    flat.mtr:2139
    WARNING:file skins/tdm_gen_metal.skin, line 596: skin 'iron_flat' previously de
    fined at skins/tdm_gen_metal.skin:103
    WARNING:file sound/tdm_ai_commander.sndshd, line 1909: sound 'tdm_ai_commander_
    there_you_are' previously defined at sound/tdm_ai_commander.sndshd:1407
    6 warnings
    Couldn't exec autocommands.cfg - file does not exist.
    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2
    GL_VERSION: 4.6.0 NVIDIA 390.77
    GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture G
    L_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_
    arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended
    GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_cl
    ip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_tex
    ture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compu
    te_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL
    _ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_fl
    oat GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_di
    rect_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_ind
    irect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_la
    youts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibil
    ity GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_
    uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewpo
    rt GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shade
    r GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_fra
    mebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_prog
    ram_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_A
    RB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_
    float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays
    GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subd
    ata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_AR
    B_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_q
    uery GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_sta
    tistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_s
    prite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_int
    erface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_b
    uffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_s
    hading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_
    per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_
    ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_A
    RB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_s
    hader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_sh
    ader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_
    ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_langu
    age_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_A
    RB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_AR
    B_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_text
    ure_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_t
    essellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_te
    xture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_ra
    nge GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_c
    ompression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_te
    xture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_tex
    ture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL
    _ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL
    _ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_powe
    r_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_re
    ctangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_
    ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle G
    L_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transfo
    rm_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_over
    flow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_a
    rray_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_a
    ttrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_s
    hader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_A
    RB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL
    _ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_b
    gra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate G
    L_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_comp
    iled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state
    _access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements G
    L_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_
    framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_fra
    mebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_prog
    ram_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_
    stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_
    EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_
    EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_sec
    ondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_E
    XT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_int
    eger_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_
    EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_ob
    ject GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_tex
    ture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map G
    L_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_
    EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_inte
    ger GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_E
    XT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_tex
    ture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_que
    ry GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_E
    XT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IB
    M_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL
    _KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_m
    utex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access
    _behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buff
    er_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indi
    rect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blen
    d_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equatio
    n_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_N
    V_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditio
    nal_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_con
    servative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image
    GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan
    _image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multi
    sample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance G
    L_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_o
    ption GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer
    _mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL
    _NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_
    query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended G
    L_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_expone
    nt GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_que
    ry GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buf
    fer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_d
    ata_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV
    _query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sa
    mple_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters
    GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16
    _vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage
    _buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_textur
    e_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_textur
    e_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_
    texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feed
    back GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex
    _array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_
    vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV
    _vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewp
    ort_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_i
    nfo GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_s
    hader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advan
    ced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture
    GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
    WGL_EXTENSIONS: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_con
    text_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness
    WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_re
    ad WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_forma
    t_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WG
    L_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_exte
    nsions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EX
    T_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop W
    GL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffe
    r WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture
    _rectangle
    GL_MAX_TEXTURE_SIZE: 32768
    GL_MAX_TEXTURE_UNITS_ARB: 4
    GL_MAX_TEXTURE_COORDS_ARB: 8
    GL_MAX_TEXTURE_IMAGE_UNITS_ARB: 32
    PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
    MODE: 3, 640 x 480 fullscreen hz:N/A
    CPU: AMD CPU with MMX & 3DNow! & SSE & SSE2 & SSE3 & HTT
    ARB path ENABLED
    NV10 path ENABLED
    NV20 path ENABLED
    R200 path disabled
    ARB2 path ENABLED (ACTIVE)
    -------
    glFinish not forced
    swapInterval not forced
    Two sided stencil available and enabled
    Vertex cache is fast
    Dumped console text to apostrophelog.txt.

    and success on the second argument!
    Now what, do I have to press alt+enter every time to play it?
  2. First, please update your video drivers to the latest version. (to, at this moment version 390.65)

    Then check if the problem still exists.

     

    If so, could you post an application log for us?

    First check if there is a darkmod-log-file in your tdm folder.

    if so, open the file with notepad and copy its content to this topic in a spoiler-tag.

    If not, please create one and please post its content in a spoiler-tag.

    (See wiki article: Debuggin _TDM systemerrors)

    Tip: use my tdm launcher to load TDM executable with the arguments)

     

    And how about running tdm temporary, windowed and/or low sreen resolution?

    see instruction in topic:

    running-tdm-results-in-black-screen - entry406879

    - edit -

    Using tdm arguments: +set r_customHeight 600 +set r_customWidth 800 +set r_fullscreen 1

    (or select the options in the tdm launcher)

     

     

    We got also a wiki, with some solutions:

    http://wiki.thedarkmod.com/index.php?title=FAQ#Troubleshooting

    http://wiki.thedarkmod.com/index.php?title=Installation

     

    With your launcher, put the +set r_customHeight 600 +set r_customWidth 800 +set r_fullscreen 1

     

    gray screen

     

    this log appears:

    Log created by TDM Launcher
    INFO - currentfm.txt not found
    Date - 20180129-21:46:52
    RUN - .\TheDarkMod.exe +set r_customHeight 600 +set r_customWidth 800 +set r_fullscreen 1
    Date - 20180129-21:46:52
    Done.
  3. Hmm. Sometimes Windows protects the Game folder. Does the problem happen

    if you move your darkmod folder to the root C:\ drive?

     

    What driver do you have installed for the Geforce 1060?

     

    Is there any entry in your currentfm.txt ?

     

    Please post your Darkmod.cfg and currentfm.txt.

    Problem persists if game is installed C:\ drive.

     

    Driver 372.54, and Directx 11.0

     

    There's no currentfm.txt in the game directory.

     

    From darkmod.ini:

    # The LogClass defines an entire complex of functions belonging
    # together because of their related functionality.
    # So if there is a problem with ie. Frobbing you only need to
    # switch on LogClass_FROBBING=1 to get debug logs for it.
    [Debug]
    LogFile=Darkmod.log
    LogError=0
    LogBegin=0
    LogEnd=0
    LogDebug=0
    LogWarning=0
    LogInfo=0
    LogClass_INIT=0
    LogClass_MISC=0
    LogClass_SYSTEM=0
    LogClass_FROBBING=0
    LogClass_AI=0
    LogClass_SOUND=0
    LogClass_FUNCTION=0
    LogClass_ENTITY=0
    LogClass_INVENTORY=0
    LogClass_LIGHT=0
    LogClass_WEAPON=0
    LogClass_MATH=0
    LogClass_STIM_RESPONSE=0
    LogClass_OBJECTIVES=0
    LogClass_DIFFICULTY=0
    LogClass_FRAME=0
    LogClass_LOCKPICK=0
    LogClass_CONVERSATION=0
    LogClass_MAINMENU=0
    LogClass_AAS=0
    LogClass_STATE=0
  4. Hello all.

     

    I've installed the game using the tdm_update_win, downloaded today, and upon launching the Dark Mod, a gray screen appears, and nothing else seems to function. Ctrl-alt-del'ing makes the program stop working, and I close it. I've tried running it on compatibility mode (windows XP), and as an administrator, and that does nothing.

     

    I'm in a Windows 7 64 bits, AMD Phenom II X4 955, NVIDIA Geforce GTX 1060 6gb. There's no mention of this gray screen on the FAQ. Please help, I'm itching to play it.

  5. I'd give 10 bucks, or 20 reais here, for it.

    Frequently, in mid game I think to myself, boy, and this is free. Maybe the boys deserve more than a mental or written thanks.

    Also, may attract more creativity from map-building-savvy players. Unless, you don't appreciate that.

  6. [Less than a month. Am I ressurrecting the thread?]

    I enjoyed this one. I had one hell of a tough time, but I liked it at the end.

     

    For starters, it was nice to interpret a private eye. A cleptomaniac private eye at that, but anyway. I began at Expert, as I do in Thief and am doing in Dark Mod. Could not ignore the Tension meter; did not know what it did, but anyway. So, for a curious start, I jumped on the table at the front yard, then on the barrel, trying to childishly mantle the wall. Door opened, a maid saw me

     

    (who might be or not the sister),

     

    she imediately panicked, and mission failed. "Ok". Restarted in Hard difficulty. I must have quick loaded it fifty times. This mission hits the mark as a day time intruder simulator.

     

    The storyline is unexpectadly thick. I'm new around here, but I've seen the author FieldMedic often. It seems he's a creative plot writer. But, back to the mission, I can see why some people criticize the length of the texts, they are big indeed. As for me, my only embarassement was that by the end, I wasn't so sure of the male characters. The father and the two brothers' names confused me. On I read and on I forgot who

     

    was it that ran away, who was it that hired me, who was it that was the distant jerk.

     

    But, of course, as any good FM go, the adjacent plot you find yourself involved is great.

     

    The map composition I found good. Succint. I think another vantage point, besides the barn, maybe on top the guard's rooms, would be good. But this is me, I like vantage and overhead points. But like people said above, you may be utterly confused to see the maze closed, if you are so inclined to venture there. The bright red painting of the house and barn , in my memory, highlights the time of the day, and the agrarian theme.

     

    creepy irrigation tunnels! the hype with the sighting of snow, a spider (which I did not see) and the last stand of the pagans, made it to be a hell of a tunnel to traverse. Incredible to see the working of the Winter curse down at the control station. But I gotta ask, near there, I heard footsteps, on snow. Who is it? The guard the captain refered to in his report?

     

     

    My biggest letdown, I think, was the state of mind I was when I

    plucked out the statue's eyes and was transported to that awesome winter circle of hell

    . Because of the alertness of those guards and servants in the maze, I skulked under those low hedges, I darted from green corner to green corner and was aware as a stressed cat to the sound of their steps on the other side of the walls. I really lament not being able to walk the level peacefully, with the ticket I had to do it. Also, how did we got to the conclusion of

    killing the wandering brother there to finish the curse? Seemed arbitrary and bloody.

    .

     

    I see this was a seasonal mission. Maybe the author did not have much time to tidy these spots, but anyway, it was good. (and funny, the mission enlarges in size while I write about it).

  7. Hi.

    In the wiki FM list I looked for a pagan/outdoor mission and this one was the first, so I went for it.

     

    Visually the monastery is incredible, with the lighting flooding select spots beautifully and the sparse torches lending it one of the most medieval feeling I've yet seen in Dark Mod ( I'm new in it). The incredibly dark halls were esquisite, as I would often stop and check for Hammer movement inside the shadows, which felt eeary and also absurd, for how can guards be willing to wander pitch black routes? A certain moment startled me: in that main hall, with the red and blue energy things, checking about those boxes to the left, I exposed myself a little bit to that torch, which I hadn't put out yet. I checked my six and saw a spectre, blue, hovering in my direction! In a matter of half a second, I made it to be a Hammer sprinting to me, bathed in the vitral stained glass. But of all levels in the ancient building, the first part, past the cell until grabbing your equipment was when I immersed the most.

    About the sound bugs people commented on, I was also attacked by one or two, mainly creeping around that dinner table; I don't recall if I stumbled on something, or if I stole some item, but a sort of impish grunt was spit out, somewhere around me. Creepier still was that damned small gargoyle statue, one eye lasering above the room. By the way, I did not have the ball to test it, but those yellow light wisps downstairs, do they kill you? The inconsistency about their noises repulsed me.

     

    But with all this, I've given up on it. I have the mysterious key and am looking up on the hole in the ceiling, with no box to climb it or anything like people mentioned above. I already ran 6 or 7 laps around the map, looking for a keyhole to match the keys I have, plus lock picks, to no vail. Maybe some goddamn guard got the key I'm looking on his pocket, but I ain't looking for, because it's too dark to. Tried also to place the hammer I found on the hands of that statue, nothing as well. Thinking back, all this hunting looks like a punishment for the protagonist thief's ways, a sort of limbo. Frustating letdown. And besides the invading weeds and bushes, don't know why it deserves the pagan/outdoor key word.

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