Jump to content
The Dark Mod Forums

Cadex

Member
  • Posts

    7
  • Joined

  • Last visited

Posts posted by Cadex

  1.  

    There are particles missing. Start the mission and open up the console (ctrl+alt+the thing beneath the 1) and type logfile 1 and press enter. There should be a qconsole.log file in the fm folder now, which you can post here so we can see which file is missing.

     

     

    The only thing in the logfile that sounds relevant is this:

    WARNING:unknown model type '_prelight_light_5.1'

    This is fixed in the latest version that I am currently working on.

     

    Thanks, you rock!

  2. Sorry if this is already a known problem, but I'm seeing a weird lighting effect...

     

     

     

    ...in the 3rd mission w/ the lights at the top of the wall. They are emitting particles that look like large, solid-black squares:

    http://i.imgur.com/aafiFMf.jpg

    http://i.imgur.com/KOvACdV.jpg

     

     

     

    This is with TDM 2.03 and it's my first time playing this FM (love it BTW). My graphics card is a Radeon HD 5870 and the only graphics settings I've changed from the default are resolution (1920x1080), AA/AF (8x), and brightness/gamma.

  3. Playing this mission in TDM 2.03, I had a different problem related to the ice:

     

    The stairs leading down from the city to the field of snow (near the end of Ludmilla's route) are apparently covered with ice and cannot be walked up by the player, but the AI uses them without any problem. You can mantle the wall instead, but it still seems to be misleading and unexpected behavior.

     

     

  4. I found some brightness/gamma settings I'm happy with that look fine on all the missions I've played, however...

     

    I tried nearly every setting possible and couldn't succeed at the gamma room. If I turned it up high enough to see the text on the middle wall even very faintly, it would make everything else too bright (no shadows in the gamma room itself). It's not a big deal though... well, at least until someone makes a mission where you have to peer through a window to read text on a dark wall. :rolleyes:

  5. Dark Mod feels just like Thief. This is Thief! :wub:

     

    Seconded. I'm blown away at how well done it is. I played T1/2 a ton (nearly all the FM I could find), but have been pretty disappointed with other commercial "stealth" offerings, and really missed that style of gameplay and the great fan-made missions. The Dark Mod nailed it perfectly. It's got more features and less bugs at release 1.0 than most mods do after several releases...

     

    I only downloaded TDM a couple weeks ago and I've played through almost all the FM's now. The FM's are high quality and deserve a lot of praise as well. :laugh:

  6. In Tears of St. Lucia, I am getting crashes loading any save game OR restarting a new game, but only when a game is already running, and not on the initial load. I'm on a fresh install of Doom 3 patched to the latest version, and I'm near the beginning of the mission (I haven't entered the church yet). I think the savegames are normal size (41.3 MB). I never got any crashes on loading games in the Training Mission.

     

    "DOOM3.exe - Application Error : The instruction at "0x0a388bf5" referenced memory at "0x132fa6f0". The memory could not be "written".

     

    Faulting application doom3.exe, version 1.0.0.1, faulting module gamex86.dll, version 0.0.0.0, fault address 0x0020eafe.

     

    The application, C:\Program Files\Doom 3\DOOM3.exe, generated an application error The error occurred on 02/03/2010 @ 01:28:25.412 The exception generated was c0000005 at address 0A32EAFE (gamex86!GetGameAPI)"

     

    I turned on all logging options and these were the last few lines in the log file:

     

    [.\DarkMod\darkModLAS.cpp ( 718):DEB (LIGHT) FR: 0] LAS shut down and empty

    [.\DarkMod\darkModLAS.cpp ( 721):DEB (LIGHT) FR: 0] Clearing PVS to AAS(0) mapping table ...

    [.\DarkMod\darkModLAS.cpp ( 723):DEB (LIGHT) FR: 0] PVS to AAS(0) mapping table cleared

    [.\game\entity.cpp (1029):DEB (FUNCTION) FR: 0] this: 0D661BCC [idEntity::~idEntity]

    [.\DarkMod\sndProp.cpp ( 108):DEB (SOUND) FR: 0] Clearing sound prop gameplay object.

    [.\DarkMod\sndPropLoader.cpp ( 770):DEB (SOUND) FR: 0] Clearing m_sndAreas

    [.\DarkMod\sndPropLoader.cpp ( 786):DEB (SOUND) FR: 0] Clearing m_PortData with 115 portals

    [.\DarkMod\sndPropLoader.cpp ( 794):DEB (SOUND) FR: 0] Destroy Areas data finished.

     

    Maybe I will try the error to warning change mentioned by stgatilov as a workaround because it sounds like the same problem...

     

    Edit:

    Adding some additional logging info. Looks like the eax/ecx thing again...

    *** ERROR: Symbol file could not be found. Defaulted to export symbols for C:\Program Files\Doom 3\saintlucia\gamex86.dll - 
    function: gamex86!GetGameAPI
    0a32eaea 04c2 add al,0xc2
    0a32eaec 0400 add al,0x0
    0a32eaee cc int 3
    0a32eaef cc int 3
    0a32eaf0 56 push esi
    0a32eaf1 8b7104 mov esi,[ecx+0x4]
    0a32eaf4 85f6 test esi,esi
    0a32eaf6 742b jz gamex86!GetGameAPI+0x1a9843 (0a32eb23)
    0a32eaf8 8d4604 lea eax,[esi+0x4]
    0a32eafb 83c9ff or ecx,0xffffffff
    FAULT ->0a32eafe f00fc108 lock xadd [eax],ecx ds:0023:1342cbe4=????????
    0a32eb02 751f jnz gamex86!GetGameAPI+0x1a9843 (0a32eb23)
    0a32eb04 8b16 mov edx,[esi]
    0a32eb06 8b4204 mov eax,[edx+0x4]
    0a32eb09 8bce mov ecx,esi
    0a32eb0b ffd0 call eax
    0a32eb0d 8d4e08 lea ecx,[esi+0x8]
    0a32eb10 83caff or edx,0xffffffff
    0a32eb13 f00fc111 lock xadd [ecx],edx
    0a32eb17 750a jnz gamex86!GetGameAPI+0x1a9843 (0a32eb23)
    0a32eb19 8b06 mov eax,[esi]
    
    *----> Stack Back Trace <----*
    WARNING: Stack unwind information not available. Following frames may be wrong.
    ChildEBP RetAddr Args to Child 
    02ffea78 0a50f22c 0a180b95 00000001 0000000f gamex86!GetGameAPI+0x1a981e
    0a22aa78 56097401 06782be8 04c48300 c25ec68b gamex86+0x3ef22c
    082444f6 00000000 00000000 00000000 00000000 0x56097401

×
×
  • Create New...