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wwwarrick

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  1. That is correct, the game requires 32 bit emulation on 64 bit systems to function properly. It is the same for windows machines.
  2. excellent, I got the workaround to, uh, work. I kept making the mistake of using the line in my darkmod.cfg +set s_alsa_pcm hw:CARD=Live,DEV=0which does nothing, so far as I could tell. What I had to do was look up the line s_alsa_pcm and edit it accordingly. Another problem is that I kept using the prefix "hw:card" instead of the actual device I had which was "forward:card." I played through a couple of missions without a problem, so all seems to be good.
  3. Okay, here are my outputs without any modprobing (probably from the modprobes I loaded earlier): # ls /dev | grep dsp adsp dsp # lsmod | grep _oss snd_pcm_oss 36181 0 snd_mixer_oss 17668 1 snd_pcm_oss snd_pcm 53461 3 snd_hda_codec,snd_hda_intel,snd_pcm_oss snd 42761 14 snd_timer,snd_seq_device,snd_seq,snd_pcm,snd_hwdep,snd_hda_codec,snd_hda_intel,snd_hda_codec_via,snd_mixer_oss,snd_pcm_oss I will give it another shot and see if I can get it to work. I think part of the problem is my darkmod.cfg file. I may have managed to botch both my backup and modified versions so that I now have no "original" config file. Is there a way to download an original copy of the darkmod.cfg file?
  4. Upon trying the first command, I get the error "FATAL: Module snd_seq_oss not found." Am I missing something? I checked to make sure I had all OSS related packages installed, but I certainly don't claim to be an expert on the matter. Also, what exactly does the modprobe command do? For the other two lines I don't get any output, so I don't know if it really did anything. I only have the console open upon loading the game... I have a really fresh install of Debian 7, so I don't think there is anything hiding in the background taking up my sound device. Is there a console command to check that assumption? I also installed every Pulseaudio package available for Debian, but have had no luck in getting dark mod to use it.
  5. Okay, so I installed all dependant and reccomended packages related to PulseAudio, as referenced in this Debian Wiki. However, I still get no sound at all unless I add the "aoss" before the ./thedarkmod.x86. I also reverted back to the original darkmod.cfg, but still no good. The darkmod.cfg I currently use has the lines added that taaaki reccommeded here: I haven't really devled into PulseAudio all that much yet, so I will play around with it and see if I can get something going there. According to my understanding darkmod is trying to use OSS, but using the 'aoss' is telling it to use alsa instead. Is that incorrect? Where does PulseAudio enter into the situation? Does it just replace OSS, or does it also replace alsa?
  6. Ah, I thought that may be the case, as I came up empty on a search for a "donate" button. Well, thank y'all for all the hard work!! I wish I were better at coding so I could offer help in that way...
  7. Would it be possible for larger projects like this to be helped along by a possible kickstarter fund? That way those like yourself will get more than a "thanks" for so much spare time spent on continuing this project. It would also help "push" along more popular integrations like this, as people can vote with their money. Then again, money tends to muddy the waters, so, I dunno, just a thought...
  8. I went ahead and did some googling around and found a good solution... so, if I just add "aoss" before loading the program, its all good! For example: aoss ./thedarkmod.x86 From what I read, here is what the problem seems to be. After Ubunto 10.0 they no longer added pre-configured support for OSS audio packages, as the company that produced it made OSS4.x a non open license program until a few years later. After that time, it was added back into the kernel (for Debian that was version 6 squeeze) but it was still not automatically configured. I have Debian 7 wheezy, and it seems that there is still something funny with it where the snd_pcm_oss and snd_mixer_oss are not properly configured. I will run through a few missions to see if the sound breaks again. If not, I would call this install complete and free of any further defects! Huzzah!
  9. Okay, game loaded with no sound at all. I waited to see if it was just a delay, but after a few minutes, I think it was probably just not there. Here are all the sound-related statements I could find in the terminal output. ----- Initializing Decls ----- WARNING:file sound/tdm_maps_saintlucia.sndshd, line 53: sound 'tdm_builder2_conv_1' previously defined at sound/tdm_ai_builder2.sndshd:2042 WARNING:file sound/tdm_maps_saintlucia.sndshd, line 63: sound 'tdm_builder2_conv_2' previously defined at sound/tdm_ai_builder2.sndshd:2061 WARNING:file sound/tdm_maps_saintlucia.sndshd, line 73: sound 'tdm_builder2_conv_3' previously defined at sound/tdm_ai_builder2.sndshd:2075 ----- Initializing Sound System ------ sound system initialized. ------ OSS Sound Initialization ------ WARNING:failed to open sound device '/dev/dsp': No such file or directory WARNING:sound subsystem disabled --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:failed to open sound device '/dev/dsp': No such file or directory WARNING:file sound/tdm_maps_saintlucia.sndshd, line 53: sound 'tdm_builder2_conv_1' previously defined at sound/tdm_ai_builder2.sndshd:2042 WARNING:file sound/tdm_maps_saintlucia.sndshd, line 63: sound 'tdm_builder2_conv_2' previously defined at sound/tdm_ai_builder2.sndshd:2061 WARNING:file sound/tdm_maps_saintlucia.sndshd, line 73: sound 'tdm_builder2_conv_3' previously defined at sound/tdm_ai_builder2.sndshd:2075 WARNING:sound subsystem disabled It looks like I did not have the alsa-oss package installed, so I went ahead and installed that, but I still have no sound at all. And I am still getting the same warning outputs. Is there another package that will add the needed /dev/dsp? Or should I just create said file path and just plop a .conf in there to satisfy it?
  10. I loaded up the training mission again and ran around and messed with about everything in the environment that I could to see if I could get it to crash again, but I couldn't. Soooo it may have just been a one-time thing. At least I hope so. Indeed I did. The two files that stalled were TDM_Models02.pk4 and TDM_Textures_Stone_Brick01.PK4. The mirror was the one with your name in it. I don't remember the full name, just that "taaaki" was in there both times. Also, the only issue I am having now is the sound lagging behind (like more than 20 seconds) the picture. I went through the info in the FAQ, but I can't find the dmargs.txt file that is referenced twice in relation to a fix, despite a root system wide 'find'. Is this perhaps a dated fix that no longer applies? It is a sporatic issue that doesn't want to go away once it starts. I have to close out, wait a bit, then reload the game. It always comes back, though, after a variable length of time. Its pretty much doing it from launch every time now. I load the game and wait 20 seconds before I can hear the main menu music start. As always, I greatly appreciate your time and help!
  11. Installation complete (had to restart a couple times as it stalled a couple times downloading certain packets)! I ran the training mission first to test things out. Everything ran well up to the point where I went to frob a picture in the object and handling room. Here is my error list from the terminal: Regenerated world, staticAllocCount = 0. shutdown terminal support About to exit with code 0 ModelGenerator memory: 6 LOD entries with 8 users using 2744 bytes, memory saved: 2910 bytes. Also, I had a chance to look at the warnings from originally loading the training level: WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default WARNING:Couldn't load image: textures/darkmod/nature/straw/straw02_loose_patch WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: belt WARNING:Couldn't load image: sleeve_frill WARNING:Couldn't load image: sleeve WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: models/md5/chars/nobles/noblewoman/wench_hands WARNING:Couldn't load image: _bloomimage WARNING:Couldn't load image: _cookedmath WARNING:Couldn't load gui: 'guis/chat.gui' WARNING:Couldn't load gui: 'guis/mpmsgmode.gui' WARNING:Couldn't load gui: 'guis/scoreboard.gui' WARNING:Couldn't load gui: 'guis/spectate.gui' WARNING:Couldn't load image: _bloomimage WARNING:Couldn't load image: _cookedmath WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: models/md5/chars/nobles/noblewoman/wench_hands WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: sleeve WARNING:Couldn't load image: sleeve_frill WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/nature/straw/straw02_loose_patch WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default WARNING:idFileSystem::OSPathToRelativePath failed on WARNING:unknown model type '_prelight_light_187.2' Not sure if any of those warning are anything serious, or perhaps from a bad packet... Please let me know if I need to modify something to fix all that, or if I should delete and re-download to fix. thanks!
  12. Crisis averted! I ended up using the detailed instructions from the NVIDIA Readme Link. I would have thought the Debian Wiki to be more up to date, but I thought wrong. I am now running driver version 331.79! Now I shall start from the beginning to get the game to run... Thank you for your help!
  13. okay... I think we need to start a separate thread with the intent of installing Nvidia drivers... I broke my new installation already. I am getting way too frustrated here.
  14. yeah, I followed the steps from the article. What I think happened is I just corrupted or otherwise damaged my gdm3 and x server stuff in trying to bypass them to install the driver. For some reason, it requires you to close out your x session to install the drivers, which is no easy task for my skill level. I ended up following an old how-to that had some file tree references that didn't match, so I had to do the best I could to find what they were trying to modify. Its all good, though, I have Debian Live on a USB stick. So, I am going to copy over my user created files to my backup hard drive and wipe my old install and start anew with Debian Wheezy, which should make things a lot easier. I had cobbled together my previous installation over the years to get specific things to run and I think I just stretched it too far. There were too many things just not matching up any more and trying to force in even the older nvidia drivers just didn't take. Its all part of the learning process I need to go through to figure out how to get around Linux without having someone help me every step of the way. Which distro do you run? Is there a distro that takes on gaming any easier than Debian? (Linux Steam may be in my future, too...)
  15. Okay, so while I fix up my Linux box, I tried playing TDM on my Windows 7 laptop. It installed well and ran great for about 30 minutes. However, for some reason, no matter what mission I play, it eventually crashes. I am not able to determine exactly why it crashes, and it may not even be the fault of the game, but I just want to rule that out. It also seems to crash more often after I have played the game for a while, continually reloading it (when all temps are up). For example, it will run initially for about 20-30 min, then crashes. Then I reload the game, then will crash again in about 5-10 min. Repeat. I am ruling out overheating simply on the basis that the system monitor never shows the CPU above 40% load. The video card, however, may be working harder, but I could not find a default windows system tracker for video card load %. The only thing I can think of is that there may be a conflict between the discrete graphics and on-board graphics cards installed on the laptop. Would it be beneficial to disable one of them? Will that upset windows at all? Please let me know if more details are needed, as I really don't have any error windows other than the "windows is closing this now because it won't respond" window. Thanks!! Here are some system specs: Dell Latitude E6540 OS: Windows 7 Pro SP1 Processor: Intel® Core™ i5-4300M CPU @ 2.60GHz, 2601 Mhz, 2 Core(s), 4 Logical Processor(s) Display(discrete card): AMD Radeon HD 8790M (2GB VRAM) Display(onboard): Name Intel® HD Graphics 4600 (2GB VRAM) RAM: 4GB PS - I ran TDM for over a year, problem free, on an older Dell laptop. However, it was a company laptop and it was property to a department that I don't belong to any more. So, they gave me this great new one, for all the good it does me now.
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