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Haplo

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Everything posted by Haplo

  1. Thanks for your reply. I'm using nVidia's own nvidia-settings application which does a good job for configuring the monitors. It is the game that changes the configuration on start up.
  2. Found the cause of the problem, but still no solution. When the two external monitors are active (DP-0 and DP-1) in extended mode, TDM starts on the laptop screen (DP-3, which had been off until that moment), makes it the primary display and turns the other two off. Even after quitting TDM this configuration stays. I hadn't noticed that before because my laptop was docked with the lid closed. Is there any way to tell the engine to start on the current primary display and not change the configuration?
  3. Hi guys, Sorry if this has been asked before; I couldn't find anything when I searched. I have two 19" monitors connected to my Linux laptop which has a nVidia card. When the secondary monitor is a duplicate of the primary, TDM runs fine at the native resolution (1280x1024), and I can see the game running duplicated on both monitors. But when the secondary monitor is set to be the extended desktop (at the right of the primary), TDM starts with blank screen, both monitors reporting "no signal". I can hear the music and mouse sound effects. Hitting the console key and tying exit shuts down the game, but the monitors don't recover. The only way is killing xserver or force-fully shutting the machine. Simply turning off the second monitor before starting the game doesn't help, same behaviour happens. This is quite inconvenient as I basically have to keep my second monitor disabled in order to be able to play TDM. Is there any way to have extended desktop and have TDM run on the primary monitor? Spec: TDM 2.03 (already made sure all the files validate and are up to date) Linux Mint 17.3 (64 bit), Cinnamon desktop Dell Precision M4500, 2 x Intel® Core i7 CPU Q 740 @ 1.73GHz, 4GB RAM NVIDIA Corporation GT215GLM [Quadro FX 1800M] (rev a2), running driver 340.96 Thanks in advance.
  4. Thanks and I'm glad you found it useful.
  5. I have a quicksave of the FM Lockdown that crashes right after it finishes loading. Its size is the same as good save games for that mission, around 33MB. The TDM version is 1.03 and I am on XP SP3. I hope you will find it useful: http://endings.lemon...ckSave.save.zip
  6. I have a quicksave which crashes right after the loading is complete, DarkMod v1.03. Any one interested in looking at it?
  7. If you are interested in how this was done, I have posted a tutorial here.
  8. Removing the inventory items one by one might have the undesirable effect of all the items quickly scrolling on the screen every time the character is changed. Depends on how fast it can be done in TDM. Does TDM have the concept of links? Similar to the Contains links between the player and objects? If so you could loop through all the links and reassign them to some invisible chest. In addition to all of these, there are many little details that need taking care of. For example, I could not set up a loot objective because there were two inventories and therefore two stacks of loot. Dark Engine did not add them up. I could not set up the objective using QVars, because there are no QVars that hold the amount of loot stolen. The QVar TOTAL_LOOT is only calculated at the end of the mission. (That is why in-game shops are SO much work in Dark Engine; you'd have to add a custom stim to each loot object and count them that way). The final stats window showed the wrong loot value too, because it showed the loot of the character you played with the last. Therefore, on detection of the mission ending, I had to quickly combine the two inventories. You probably noticed it just before the mission ended.
  9. This is how I did it in Among Two Storms. I know Dark Mod is considerably different, but it might provide some ideas. There are two thief AIs with their team set to Good, and aggressiveness set to 'Ignore until attacked'. This way they won't attack the player, and won't attack any enemies unless they are threatened. Frobbing the 'switch to character' item in the inventory sends a custom stim to the player, based on the character you want to switch to (GarrettStim and PalmerStim). The avatar has receptrons for both stims. They teleport a special marker to the player's current location, teleport out the AI that was representing the other character, and teleport the player to that AI's location. For the inventory swapping I used Telliamed's TrapContainer script. Two markers with this script were linked to the starting point (CD). A TurnOff would move all the items that had '~Contained' links to the player to the trap itself. A TurnOn would create 'Contained' between the player and all the items currently contained in the trap. Managing the inventories became a matter sending the correct TurnOn and TurnOff messaged to these scripts at the correct time. Hope this helps.
  10. Good call, I should have noticed that file. Nevertheless removing it did not solve the problem, the DLL still goes back to the old version.
  11. Hi I just updated my TDM to 1.01, here is what tdm_update says: TDM Updater v0.44 © 2009-2010 by tels & greebo. Part of The Dark Mod (http://w ww.thedarkmod.com). Analysing mirrors: done, found 6 servers. Fetching checksums from server... done. Comparing checksums: fms/training_mission/training_mission.pk4 is ok. tdm_ai_animals01.pk4 is ok. tdm_ai_base01.pk4 is ok. tdm_ai_humanoid_builders01.pk4 is ok. tdm_ai_humanoid_guards01.pk4 is ok. tdm_ai_humanoid_heads01.pk4 is ok. tdm_ai_humanoid_nobles01.pk4 is ok. tdm_ai_humanoid_pagans01.pk4 is ok. tdm_ai_humanoid_townsfolk01.pk4 is ok. tdm_ai_humanoid_undead01.pk4 is ok. tdm_ai_monsters_spiders01.pk4 is ok. tdm_base01.pk4 is ok. tdm_defs01.pk4 is ok. tdm_env01.pk4 is ok. tdm_fonts01.pk4 is ok. tdm_game01.pk4 is ok. tdm_game02.pk4 is ok. tdm_gui01.pk4 is ok. tdm_gui_credits01.pk4 is ok. tdm_models01.pk4 is ok. tdm_models02.pk4 is ok. tdm_models_decls01.pk4 is ok. tdm_player01.pk4 is ok. tdm_prefabs01.pk4 is ok. tdm_sound_ambient01.pk4 is ok. tdm_sound_ambient02.pk4 is ok. tdm_sound_ambient03.pk4 is ok. tdm_sound_ambient_decls01.pk4 is ok. tdm_sound_sfx01.pk4 is ok. tdm_sound_sfx02.pk4 is ok. tdm_sound_vocals01.pk4 is ok. tdm_sound_vocals02.pk4 is ok. tdm_sound_vocals03.pk4 is ok. tdm_sound_vocals04.pk4 is ok. tdm_sound_vocals05.pk4 is ok. tdm_sound_vocals_decls01.pk4 is ok. tdm_textures_base01.pk4 is ok. tdm_textures_carpet01.pk4 is ok. tdm_textures_decals01.pk4 is ok. tdm_textures_door01.pk4 is ok. tdm_textures_fabric01.pk4 is ok. tdm_textures_glass01.pk4 is ok. tdm_textures_metal01.pk4 is ok. tdm_textures_nature01.pk4 is ok. tdm_textures_paint_paper01.pk4 is ok. tdm_textures_plaster01.pk4 is ok. tdm_textures_roof01.pk4 is ok. tdm_textures_sfx01.pk4 is ok. tdm_textures_stone_brick01.pk4 is ok. tdm_textures_stone_cobblestones01.pk4 is ok. tdm_textures_stone_flat01.pk4 is ok. tdm_textures_stone_natural01.pk4 is ok. tdm_textures_stone_sculpted01.pk4 is ok. tdm_textures_window01.pk4 is ok. tdm_textures_wood01.pk4 is ok. AUTHORS.txt is ok. DoomConfig.cfg exists, skipping it. LICENSE.txt is ok. TDM_icon.ico is ok. config.spec is ok. darkmod.ini is ok. description.txt is ok. dmargs.txt exists, skipping it. tdmlauncher.exe is ok. tdmlauncher.linux is ok. tdm_update.linux is ok. tdm_update.exe is ok. done, need to download 0 files totaling 0 bytes. Applied 0 maintenance steps. Downloaded 5.73 KB. All done, your TDM installation is up-to-date. Enjoy! Press ENTER to end the program. But every time I started TDM, after the initial screen, the game shut down with: DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51 3166 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT 3328 MB System Memory 512 MB Video Memory Winsock Initialized Found interface: {4D152939-AA53-4746-8033-48F61F0EC886} Realtek RTL8168C(P)/8111C(P) PCI-E Gigabit Ethernet NIC - Packet Scheduler Miniport - 192.168.1.2/255.255.255.0 Sys_InitNetworking: adding loopback interface doom using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Loaded pk4 E:\Games\Doom 3\base\game00.pk4 with checksum 0xf07eb555 Loaded pk4 E:\Games\Doom 3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 E:\Games\Doom 3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 E:\Games\Doom 3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 E:\Games\Doom 3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 E:\Games\Doom 3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 E:\Games\Doom 3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 E:\Games\Doom 3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 E:\Games\Doom 3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 E:\Games\Doom 3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 E:\Games\Doom 3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 E:\Games\Doom 3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 E:\Games\Doom 3\base\pak008.pk4 with checksum 0x23ae5993 Loaded pk4 E:\Games\Doom 3\darkmod\Copy of tdm_game01.pk4 with checksum 0x3493e6bf Loaded pk4 E:\Games\Doom 3\darkmod\tdm_ai_animals01.pk4 with checksum 0xf830851d Loaded pk4 E:\Games\Doom 3\darkmod\tdm_ai_base01.pk4 with checksum 0x55ae36dc Loaded pk4 E:\Games\Doom 3\darkmod\tdm_ai_humanoid_builders01.pk4 with checksum 0xb149e975 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_ai_humanoid_guards01.pk4 with checksum 0xb911ade6 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_ai_humanoid_heads01.pk4 with checksum 0xa06d0fec Loaded pk4 E:\Games\Doom 3\darkmod\tdm_ai_humanoid_nobles01.pk4 with checksum 0x1892ec5b Loaded pk4 E:\Games\Doom 3\darkmod\tdm_ai_humanoid_pagans01.pk4 with checksum 0x4085aaf5 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_ai_humanoid_townsfolk01.pk4 with checksum 0x4473b158 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_ai_humanoid_undead01.pk4 with checksum 0x36564c6f Loaded pk4 E:\Games\Doom 3\darkmod\tdm_ai_monsters_spiders01.pk4 with checksum 0x3b624f34 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_base01.pk4 with checksum 0xbf0c0ace Loaded pk4 E:\Games\Doom 3\darkmod\tdm_defs01.pk4 with checksum 0x5ae8d41c Loaded pk4 E:\Games\Doom 3\darkmod\tdm_env01.pk4 with checksum 0xa12432f7 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_fonts01.pk4 with checksum 0xa22b6d81 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_game01.pk4 with checksum 0x674bded0 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_game01.pk4-new with checksum 0x8c8bb8d4 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_game02.pk4 with checksum 0x869427e6 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_gui01.pk4 with checksum 0x7ecf514e Loaded pk4 E:\Games\Doom 3\darkmod\tdm_gui_credits01.pk4 with checksum 0xd4134c90 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_models01.pk4 with checksum 0x9a7ece95 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_models02.pk4 with checksum 0x2e303735 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_models_decls01.pk4 with checksum 0x33af2595 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_player01.pk4 with checksum 0xdc3c461f Loaded pk4 E:\Games\Doom 3\darkmod\tdm_prefabs01.pk4 with checksum 0xc22912ca Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_ambient01.pk4 with checksum 0x50f3e062 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_ambient02.pk4 with checksum 0x564b4a5e Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_ambient03.pk4 with checksum 0xabfa1504 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_ambient_decls01.pk4 with checksum 0xa11ab9c7 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_sfx01.pk4 with checksum 0x8e93b557 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_sfx02.pk4 with checksum 0xa7b55e02 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_vocals01.pk4 with checksum 0x749a24b6 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_vocals02.pk4 with checksum 0x30b2f31e Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_vocals03.pk4 with checksum 0x26bc6719 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_vocals04.pk4 with checksum 0xae03e6f5 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_vocals05.pk4 with checksum 0x170964a3 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_sound_vocals_decls01.pk4 with checksum 0x6cd4db49 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_base01.pk4 with checksum 0xc8b7255 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_carpet01.pk4 with checksum 0x79649041 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_decals01.pk4 with checksum 0x4691c979 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_door01.pk4 with checksum 0x92b3e2b7 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_fabric01.pk4 with checksum 0xb77f0f2e Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_glass01.pk4 with checksum 0xc79118f3 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_metal01.pk4 with checksum 0x546f559 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_nature01.pk4 with checksum 0xc2c97f30 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_paint_paper01.pk4 with checksum 0x52754974 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_plaster01.pk4 with checksum 0x37922bcf Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_roof01.pk4 with checksum 0xb3327efd Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_sfx01.pk4 with checksum 0xe357649 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_stone_brick01.pk4 with checksum 0x9c9b2876 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_stone_cobblestones01.pk4 with checksum 0xa7d87bbb Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_stone_flat01.pk4 with checksum 0xb9c42b29 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_stone_natural01.pk4 with checksum 0xae52bc5e Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_stone_sculpted01.pk4 with checksum 0x739a476d Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_window01.pk4 with checksum 0x837b697 Loaded pk4 E:\Games\Doom 3\darkmod\tdm_textures_wood01.pk4 with checksum 0xb2492fe7 Loaded pk4 E:\Games\Doom 3\business\business.pk4 with checksum 0xe0cdea6e Current search path: E:\Games\Doom 3/business E:\Games\Doom 3\business\business.pk4 (38 files) E:\Games\Doom 3/darkmod E:\Games\Doom 3\darkmod\tdm_textures_wood01.pk4 (282 files) E:\Games\Doom 3\darkmod\tdm_textures_window01.pk4 (190 files) E:\Games\Doom 3\darkmod\tdm_textures_stone_sculpted01.pk4 (153 files) E:\Games\Doom 3\darkmod\tdm_textures_stone_natural01.pk4 (99 files) E:\Games\Doom 3\darkmod\tdm_textures_stone_flat01.pk4 (224 files) E:\Games\Doom 3\darkmod\tdm_textures_stone_cobblestones01.pk4 (163 files) E:\Games\Doom 3\darkmod\tdm_textures_stone_brick01.pk4 (256 files) E:\Games\Doom 3\darkmod\tdm_textures_sfx01.pk4 (29 files) E:\Games\Doom 3\darkmod\tdm_textures_roof01.pk4 (51 files) E:\Games\Doom 3\darkmod\tdm_textures_plaster01.pk4 (90 files) E:\Games\Doom 3\darkmod\tdm_textures_paint_paper01.pk4 (23 files) E:\Games\Doom 3\darkmod\tdm_textures_nature01.pk4 (174 files) E:\Games\Doom 3\darkmod\tdm_textures_metal01.pk4 (222 files) E:\Games\Doom 3\darkmod\tdm_textures_glass01.pk4 (10 files) E:\Games\Doom 3\darkmod\tdm_textures_fabric01.pk4 (36 files) E:\Games\Doom 3\darkmod\tdm_textures_door01.pk4 (150 files) E:\Games\Doom 3\darkmod\tdm_textures_decals01.pk4 (179 files) E:\Games\Doom 3\darkmod\tdm_textures_carpet01.pk4 (71 files) E:\Games\Doom 3\darkmod\tdm_textures_base01.pk4 (121 files) E:\Games\Doom 3\darkmod\tdm_sound_vocals_decls01.pk4 (13 files) E:\Games\Doom 3\darkmod\tdm_sound_vocals05.pk4 (62 files) E:\Games\Doom 3\darkmod\tdm_sound_vocals04.pk4 (1234 files) E:\Games\Doom 3\darkmod\tdm_sound_vocals03.pk4 (720 files) E:\Games\Doom 3\darkmod\tdm_sound_vocals02.pk4 (927 files) E:\Games\Doom 3\darkmod\tdm_sound_vocals01.pk4 (66 files) E:\Games\Doom 3\darkmod\tdm_sound_sfx02.pk4 (407 files) E:\Games\Doom 3\darkmod\tdm_sound_sfx01.pk4 (337 files) E:\Games\Doom 3\darkmod\tdm_sound_ambient_decls01.pk4 (8 files) E:\Games\Doom 3\darkmod\tdm_sound_ambient03.pk4 (22 files) E:\Games\Doom 3\darkmod\tdm_sound_ambient02.pk4 (145 files) E:\Games\Doom 3\darkmod\tdm_sound_ambient01.pk4 (146 files) E:\Games\Doom 3\darkmod\tdm_prefabs01.pk4 (341 files) E:\Games\Doom 3\darkmod\tdm_player01.pk4 (119 files) E:\Games\Doom 3\darkmod\tdm_models_decls01.pk4 (84 files) E:\Games\Doom 3\darkmod\tdm_models02.pk4 (1649 files) E:\Games\Doom 3\darkmod\tdm_models01.pk4 (1359 files) E:\Games\Doom 3\darkmod\tdm_gui_credits01.pk4 (49 files) E:\Games\Doom 3\darkmod\tdm_gui01.pk4 (646 files) E:\Games\Doom 3\darkmod\tdm_game02.pk4 (2 files) E:\Games\Doom 3\darkmod\tdm_game01.pk4-new (2 files) E:\Games\Doom 3\darkmod\tdm_game01.pk4 (2 files) E:\Games\Doom 3\darkmod\tdm_fonts01.pk4 (228 files) E:\Games\Doom 3\darkmod\tdm_env01.pk4 (78 files) E:\Games\Doom 3\darkmod\tdm_defs01.pk4 (123 files) E:\Games\Doom 3\darkmod\tdm_base01.pk4 (89 files) E:\Games\Doom 3\darkmod\tdm_ai_monsters_spiders01.pk4 (36 files) E:\Games\Doom 3\darkmod\tdm_ai_humanoid_undead01.pk4 (28 files) E:\Games\Doom 3\darkmod\tdm_ai_humanoid_townsfolk01.pk4 (35 files) E:\Games\Doom 3\darkmod\tdm_ai_humanoid_pagans01.pk4 (6 files) E:\Games\Doom 3\darkmod\tdm_ai_humanoid_nobles01.pk4 (35 files) E:\Games\Doom 3\darkmod\tdm_ai_humanoid_heads01.pk4 (46 files) E:\Games\Doom 3\darkmod\tdm_ai_humanoid_guards01.pk4 (297 files) E:\Games\Doom 3\darkmod\tdm_ai_humanoid_builders01.pk4 (73 files) E:\Games\Doom 3\darkmod\tdm_ai_base01.pk4 (7 files) E:\Games\Doom 3\darkmod\tdm_ai_animals01.pk4 (27 files) E:\Games\Doom 3\darkmod\Copy of tdm_game01.pk4 (2 files) E:\Games\Doom 3/base E:\Games\Doom 3\base\pak008.pk4 (3 files) E:\Games\Doom 3\base\pak007.pk4 (38 files) E:\Games\Doom 3\base\pak006.pk4 (48 files) E:\Games\Doom 3\base\pak005.pk4 (63 files) E:\Games\Doom 3\base\pak004.pk4 (5137 files) E:\Games\Doom 3\base\pak003.pk4 (4676 files) E:\Games\Doom 3\base\pak002.pk4 (6120 files) E:\Games\Doom 3\base\pak001.pk4 (8972 files) E:\Games\Doom 3\base\pak000.pk4 (2698 files) E:\Games\Doom 3\base\game03.pk4 (2 files) E:\Games\Doom 3\base\game02.pk4 (2 files) E:\Games\Doom 3\base\game01.pk4 (2 files) E:\Games\Doom 3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- 5201 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg execing autoexec.cfg 5201 strings read from strings/english.lang ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded ...calling CDS: ok ...created window @ 0,0 (1680x1050) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 10 selected ...creating GL context: succeeded ...making context current: succeeded ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ sound: STEREO ...using GL_ARB_multitexture ...using GL_ARB_texture_env_combine ...using GL_ARB_texture_cube_map ...using GL_ARB_texture_env_dot3 ...using GL_ARB_texture_env_add ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 ...using GL_1.4_texture_lod_bias X..GL_EXT_shared_texture_palette not found ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_NV_register_combiners ...using GL_EXT_stencil_two_side X..GL_ATI_fragment_shader not found X..GL_ATI_text_fragment_shader not found ...using GL_ARB_vertex_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program ...using EXT_depth_bounds_test ---------- 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/arbVP_glasswarp.txt: File not found glprogs/arbFP_glasswarp.txt: File not found ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem game using MMX & SSE & SSE2 & SSE3 for SIMD processing enabled Flush-To-Zero mode enabled Denormals-Are-Zero mode --------- Initializing Game ---------- The Dark Mod 1.00, code revision 3718 Build date: Jan 7 2010 Initializing event system ...759 event definitions Initializing class hierarchy ...183 classes, 400752 bytes for event callbacks Initializing scripts --------- Game Map Shutdown ---------- -------------------------------------- ******************** ERROR: Error: file script/tdm_events.script, line 41: Unknown event 'frobHilight' ******************** Error during initialization Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...shutting down QGL ...unloading OpenGL DLL I tried deleting currentfm.txt but it didn't help. Before the update everything was working fine. I noticed it said "The Dark Mod 1.00, code revision 3718 Build date: Jan 7 2010". I deleted all the gamex86.dll files that existed in the Doom3 folder and below, then manually extracted gamex86.dll and ran the game, but after the error the file was modified and its sized got reduced from 4079KB to 4038KB (which incidentally is the size of the DLL of v1.00). I do not have any other DLLs or tdm_game01.pk4 in anywhere in my Doom3 directory. I manually extracted the file again and made it read-only, and this time the game started fine. But after installing Dufford, the same error appears again, and it again says "The Dark Mod 1.00, code revision 3718 Build date: Jan 7 2010" .Although the DLL in the main directory was still 4079KB, a new DLL appeared in the Dufford directory which was 4038KB. I replaced it and made it read-only too, and all worked again, but I can't figure out where this old version comes from. Any ideas?
  12. I'm planning to use one (or two) ambient music tracks. I will not be using any textures or objects.
  13. Hello all, I am working on a Thief 2 mission (sequel to Unholy Vivid Innocence). There are a couple of ambient music tracks in TDM that I really like; I was wondering what are the terms of using TDM resources in T2 missions (proper credit will be given of course). Is it allowed? Thanks.
  14. In my case it does not even get to the load screen or the load bar. The game crashes immediately after pressing the quickload key.
  15. Here is where it happens in the code: http://www.koders.com/cpp/fid68EDF3AB8235EA9815252E4FCC925F6E50EF02AC.aspx?s=md5 line 1143 /* ================ idPVS::FreeCurrentPVS ================ */ void idPVS::FreeCurrentPVS( pvsHandle_t handle ) const { if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS || handle.h != currentPVS[handle.i].handle.h ) { gameLocal.Error( "idPVS::FreeCurrentPVS: invalid handle" ); } currentPVS[handle.i].handle.i = -1; } And since it might be helpful, I have listed the FMs that show this problem: - The Crown of Penitence - The Outpost - Thieves FMs that do not have this problem: - The Dark Mod Training Mission - The Chalice of Kings - Patently Dangerous Greebo, please let me know if I can provide you with any more information.
  16. This keeps getting more and more interesting. I tried TDM under Linux (Karmic64). I copied my savegames from Windows to Linux and loaded my Windows savegame. It loaded and played fine, but when I tried loading again/quitting the mission, I got this in the terminal (playing in Windowed mode): Trying to exit gracefully.. --------- Game Map Shutdown ---------- -------------------------------------- And the whole OS froze. I could only salvage the system by pressing Ctrl+Alt+F1 and killing the Doom3 process. I ran TDM again, loaded the same savegame, walked around a bit, and saved it to a new slot. Then I loaded this new savegame, and the exact same crash happened. Thinking maybe loading a Windows savegame is not a good idea, I started the mission from the beginning. Just like Windows, the first dozen or so saves/loads worked fine, but all of a sudden, loading threw me back to the desktop with: --------- Game Map Shutdown ---------- TODO: Sys_SetClipboardData --------- Game Map Shutdown ---------- WARNING: Door MetalChestLid_3 is not within a valid AAS area WARNING: idClipModel::FreeTraceModel: tried to free uncached trace model -------------------------------------- ******************** ERROR: idPVS::FreeCurrentPVS: invalid handle ******************** signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- -------------------------------------- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- -------------------------------------- Shutdown event system -------------------------------------- shutdown terminal support What does this tell you?
  17. Not much luck. Here is the stack trace with the full symbols: gamex86.dll!boost::detail::sp_counted_base::release() Line 100 + 0x9 bytes C++ gamex86.dll!boost::detail::shared_count::~shared_count() Line 208 C++ gamex86.dll!boost::shared_ptr<ai::MovementSubsystem>::~shared_ptr<ai::MovementSubsystem>() + 0x19 bytes C++ gamex86.dll!_CallSettingFrame(unsigned long funclet=50261660, unsigned long pRN=259, unsigned long dwInCode=872840533) Line 73 Asm gamex86.dll!__FrameUnwindToState(EHRegistrationNode * pRN=0x02feee9c, void * pDC=0x02fecfd0, const _s_FuncInfo * pFuncInfo=0x0adcb6e0, int targetState=-1) Line 1151 C++ gamex86.dll!__InternalCxxFrameHandler(EHExceptionRecord * pExcept=0x02fed490, EHRegistrationNode * pRN=0x02feee9c, _CONTEXT * pContext=0x02fecfdc, void * pDC=0x02fecfd0, const _s_FuncInfo * pFuncInfo=0x0adcb6e0, int CatchDepth=0, EHRegistrationNode * pMarkerRN=0x00000000, unsigned char recursive=0) Line 479 + 0x13 bytes C++ gamex86.dll!__CxxFrameHandler3(EHExceptionRecord * pExcept=0x02feee9c, EHRegistrationNode * pRN=0x02fecfdc, void * pContext=0x02fecfd0, void * pDC=0x02feee9c) Line 365 + 0x1f bytes C++ ntdll.dll!ExecuteHandler2@20() + 0x26 bytes ntdll.dll!ExecuteHandler@20() + 0x24 bytes Doom3.exe!006fa05e() [Frames below may be incorrect and/or missing, no symbols loaded for Doom3.exe] Doom3.exe!007019a9() Doom3.exe!00701c21() Doom3.exe!00701d19() Doom3.exe!006fa0ad() ntdll.dll!ExecuteHandler2@20() + 0x26 bytes ntdll.dll!ExecuteHandler@20() + 0x24 bytes ntdll.dll!_KiUserExceptionDispatcher@8() + 0xe bytes kernel32.dll!_RaiseException@16() + 0x52 bytes Doom3.exe!006fb144() Doom3.exe!00422475() It seems the crash is in Doom3 itself.
  18. I cut the stack trace at ntdll because the rest was not reliable. This is the full stack trace: gamex86.dll!boost::detail::sp_counted_base::release() Line 100 + 0x9 bytes C++ gamex86.dll!boost::detail::shared_count::~shared_count() Line 208 C++ gamex86.dll!boost::shared_ptr<ai::CommunicationSubsystem>::~shared_ptr<ai::CommunicationSubsystem>() + 0x19 bytes C++ gamex86.dll!_CallSettingFrame(unsigned long funclet=50261660, unsigned long pRN=259, unsigned long dwInCode=959095130) Line 73 Asm gamex86.dll!__FrameUnwindToState(EHRegistrationNode * pRN=0x02feee9c, void * pDC=0x02fecfd0, const _s_FuncInfo * pFuncInfo=0x0adcb6e0, int targetState=-1) Line 1151 C++ gamex86.dll!__InternalCxxFrameHandler(EHExceptionRecord * pExcept=0x02fed490, EHRegistrationNode * pRN=0x02feee9c, _CONTEXT * pContext=0x02fecfdc, void * pDC=0x02fecfd0, const _s_FuncInfo * pFuncInfo=0x0adcb6e0, int CatchDepth=0, EHRegistrationNode * pMarkerRN=0x00000000, unsigned char recursive=0) Line 479 + 0x13 bytes C++ gamex86.dll!__CxxFrameHandler3(EHExceptionRecord * pExcept=0x02feee9c, EHRegistrationNode * pRN=0x02fecfdc, void * pContext=0x02fecfd0, void * pDC=0x02feee9c) Line 365 + 0x1f bytes C++ ntdll.dll!7c9032a8() [Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll] ntdll.dll!7c90327a() ntdll.dll!7c92accd() gamex86.dll!__set_flsgetvalue() Line 256 + 0xc bytes C 02fecfcc() gamex86.dll!__set_flsgetvalue() Line 256 + 0xc bytes C 00010007() ntdll.dll!7c9032a8() ntdll.dll!7c90327a() ntdll.dll!7c92aa0f() ntdll.dll!7c90e48a() kernel32.dll!7c812afb() kernel32.dll!7c812afb() kernel32.dll!7c812afb() Doom3.exe!00422475() What is the best way forward?
  19. Ok I have some information for you guys. The circumstances that trigger the crash are described as issue #1 in the first post of this thread. To trigger the crash I quickloaded. I used VC9. The game crashes in thedarkmod\win32\include\boost\detail\sp_counted_base_w32.hpp, line 100: void release() // nothrow { if( BOOST_INTERLOCKED_DECREMENT( &use_count_ ) == 0 ) //<--- crashes here { dispose(); weak_release(); } } The stack trace is: gamex86.dll!boost::detail::sp_counted_base::release() Line 100 + 0x9 bytes C++ gamex86.dll!boost::detail::shared_count::~shared_count() Line 208 C++ gamex86.dll!boost::shared_ptr<ai::Mind>::~shared_ptr<ai::Mind>() + 0x19 bytes C++ gamex86.dll!_CallSettingFrame(unsigned long funclet=0x02feee9c, unsigned long pRN=0x00000103, unsigned long dwInCode=0xd4153d4c) Line 73 Asm gamex86.dll!__FrameUnwindToState(EHRegistrationNode * pRN=0x02feee9c, void * pDC=0x02fecfd0, const _s_FuncInfo * pFuncInfo=0x0a9cb6e0, int targetState=0xffffffff) Line 1151 C++ gamex86.dll!__InternalCxxFrameHandler(EHExceptionRecord * pExcept=0x02fed490, EHRegistrationNode * pRN=0x02feee9c, _CONTEXT * pContext=0x02fecfdc, void * pDC=0x02fecfd0, const _s_FuncInfo * pFuncInfo=0x0a9cb6e0, int CatchDepth=0x00000000, EHRegistrationNode * pMarkerRN=0x00000000, unsigned char recursive=0x00) Line 479 + 0x13 bytes C++ gamex86.dll!__CxxFrameHandler3(EHExceptionRecord * pExcept=0x02feee9c, EHRegistrationNode * pRN=0x02fecfdc, void * pContext=0x02fecfd0, void * pDC=0x02feee9c) Line 365 + 0x1f bytes C++ ntdll.dll!7c9032a8() And the disassembly: if( BOOST_INTERLOCKED_DECREMENT( &use_count_ ) == 0 ) 0A494C7F mov eax,dword ptr [this] 0A494C82 add eax,4 0A494C85 or ecx,0FFFFFFFFh 0A494C88 lock xadd dword ptr [eax],ecx ; <---------- crashes here 0A494C8C dec ecx 0A494C8D jne boost::detail::sp_counted_base::release+3Dh (0A494CADh) The crash reports says "Access violation writing location 0x0e41ce04". That is the value of EAX (the value of ECX is 0xFFFFFFFF just in case). Basically 'this' is junk for some reason. Attempting to look at 'this' in the watch window shows: this 0x0e41ce00 {use_count_=??? weak_count_=??? } boost::detail::sp_counted_base * const __vfptr CXX0030: Error: expression cannot be evaluated use_count_ CXX0030: Error: expression cannot be evaluated weak_count_ CXX0030: Error: expression cannot be evaluated I have limited knowledge of Dark Mod source code, but I am a member of openDarkEngine team and we have had similar problems before. My guess is that for loading a new game, or getting to the stats window, or just quitting the game the current session has to terminate. In the termination process a class instance gets destroyed, but one of its member functions gets called afterwards. There is probably a mistake in the order of things getting destroyed in the code that ends the session.
  20. That is fair enough. I have VC9 installed and can debug the code. But before that it would be nice to have a feedback from the code about what is going wrong. That is fair enough. Is there a logging feature I could enable to see what is exactly happening? Surely there must exist some logging facility?
  21. Greebo, your patch fixed issues #2 and #3 of my original post, but issue #1 still happens very frequently. Any chance you could chase this?
  22. So far it's been working for me too. Savegame is 24MB. Thanks Greebo! May Nanny Ogg feed you an extra bowl of milk on the hogswatch day.
  23. And here is my savegame: http://endings.lemonamiga.com/fm/savegames.zip I tend to save a lot, and in this case I loaded every time I failed at blackjacking the guards (and sometimes getting hurt in the process). But never died. Could it be related to problem #1? Maybe the current session doesn't end properly, and the parameters for the new session just get added to it? Let me know how if can help. If you want, send me new binaries with debugging/logging turned on and I will send you back the results.
  24. Sure. So does this mean I am not the only person with this problem?
  25. Thanks for the reply. I did some more experiments and here is what I found: I opened Windows task manager and closed everything else. The Commit Charge was around 400MB. Then I started TDM and loaded my savegame. The game loaded fine and the Commit Charge went up to 2.4GB. While inside the game I pressed the quickload button and the memory usage started going up, the game crashed when it reached 2.6GB. I looked at my savegames. Original Doom3 savegames are around 10MB each. The savegames that had the problem #1 (problem with ending current session) were around 28MB. The savegames that had problem 2 and 3 were around 400MB(!!). So you are right, the savegame are getting bloated. I loaded one of the 400MB quicksaves and quicksaved over it, the size didn't increase. Let me know if you are interested in any of the files. The 400MB saves zip to less than 4MB!
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