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Haplo

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Posts posted by Haplo

  1. 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?

  2. 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.

     

     

  3. 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.

     

     

  4. 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.

  5. 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?

  6. I've noticed that when you load a corrupted save it doesn't seam to load everything (the load bar doesn't get full), and there are aas errors reported in the doom3 console as thou the aas data has failed to load. In an uncorrupted save game these aas errors dont appear. the aas errors are reported just as aas with no number or rat after the aas.

     

    I've also noticed this in an uncorrupted save game being reported in the doom3 console "Unknown token '}'" it turns up in the middle of the doom3 console reporting removing degenerate triangles.

     

    error from windows xp event viewer Faulting application doom3.exe, version 1.0.0.1, faulting module gamex86.dll, version 0.0.0.0, fault address 0x0000c1f4, produced when loading a corrupt game save a 2nd time, fault address is always the same when doom3 crashes on bad save file load.

     

    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.

  7. 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.

  8.  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?

  9. 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.

  10. 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?

  11. 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.

  12. Too little time, sorry. You can add your issue to the bugtracker, but I cannot make any promises at this point. (With the little time which is left in between work, my family and other hobbies I found that it's better when I focus on one of the two projects at a time. Trying to work on both just stretches myself too much and I don't accomplish much for either of them. At the moment, I'm in DarkRadiant mode.)

     

    Also, from the description it's sounding like a very strange problem, not sure if this is happening to anybody else, or what I could possibly do to investigate it.

     

    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?

  13. 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.

  14. Hang on to one of those gamesaves in case we ask for it.

     

    What interests me is what is different about the few systems where this happens? On most systems this does not happen.

     

    Sure.

    So does this mean I am not the only person with this problem?

  15. Your system looks fine for running Dark Mod but somehow it seems to me that the quicksave is getting bloated and more and more RAM is being used up until Windows switches to the virtual memory swap file (hence the disk thrashing) and then that fills up and it crashes. But why? Maybe it's storing multiple copies of the gamesave in RAM, ie, not clearing the previous RAM allocation. Wonder if this is a Windows setting error?

     

    This is not a solution but a possible fix until the problem is solved properly. You only mention quickload/saving but instead exit back to the menus and use the save/load menu entirely. If necessary, quit mission before using the gamesave menu to reload. Not ideal but if that works it also might throw light on the problem if it is only happening in-game.

     

    This problem is on bugtracker.

     

    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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