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prjames

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Everything posted by prjames

  1. Just thought I'd give a quick update. I have access to a much higher-end system (8 GB RAM, 2 GB RAM on the graphics card, slightly faster processor). So, I installed Dark Mod on that system and played this mission and had no trouble making it to the second part of the mission. I am based in the US and would either buy online or go to Best Buy if I decide to get more RAM for my lower-end system. But, there's no hurry on that. Just wanted to give the update. - prjames
  2. Intel Core 2 Duo CPU E8400 (3.00 GHz) 2 GB RAM Win XP NVIDIA GeForce 9600 GT with 512 MB RAM
  3. It was already set that way. I've realized now that the nature of my problem has changed from the malloc failure from a general failure to write memory - that is, I start with a quicksave in the first mission, run to the end of the first mission, then start the second mission, and after loading the world and waiting, it fails to Windows XP with the error message 'The instruction at "0x13491215" referenced memory at "0x2278e370". The memory could not be "written". Click on OK to terminate the program.' and the gamma level at XP is set to whatever I had it set to in Dark Mod (which is pretty bright). It fails that way with the image_downSIze set to "1" and "0", with varying instruction and memory addresses. - prjames
  4. Has anyone else hit this - I played the first mission of the two missions OK, then got: WARNING:Door Fourth_Gurgan_Shrine_Gate1 is not within a valid AAS area WARNING:Door Third_Gurgan_Shrine_Gate1 is not within a valid AAS area WARNING:Door Final_Gurgan_Door is not within a valid AAS area WARNING:Door Heaven_Door_1 is not within a valid AAS area WARNING:Door Heaven_Door_2 is not within a valid AAS area ModelGenerator memory: 21 LOD entries with 10 users using 4477 bytes, memory saved: 2934 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...restoring hardware gamma: success ...shutting down QGL ...unloading OpenGL DLL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- malloc failure for 134217736 when I loaded the second mission. I've tried the usual (from the FAQ): Look into your DoomConfig.cfg inside your darkmod folder and check that the following settings are like shown below: seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1" 2) Edit your darkmod.cfg and use the following: seta image_downSizeBump "1"seta image_downSizeBumpLimit "256"3) If the above does not help you it is recommended you try seta image_downSize "1" seta com_videoRam "512" (or however much video RAM you have).#1 had no effect, I was already set to #2, I tried #3, no effect. Question: Do I need to start the game over (instead of loading the Mission 1 Final Save) to get updated darkmod.cfg and/or updated DoomConfig.cfg? Has anyone else had this problem and how did they resolve it? Thanks in advance. Based on the first mission, great mission! - prjames
  5. FYI, it does appear that there is a bug where but doesn't continue beyond that. The first time I played, and got this result that I couldn't continue. I returned to a save and things progressed properly. - prjames
  6. I just finished this mission and wanted to say, this is a truly awesome mission and speaks well for both the future of the Dark Mod (especially now that it's stand-alone) and your future as an FM author. More! More! More! - prjames
  7. Impressive!!! Has anyone else had this bug? Sound works normally for me when I'm walking around the room, but when I play the mini-game, there is no sound, regardless of whether the "sound" button is on or off. (The mini-game works correctly, except for sound.) Suggestions welcome. (In general, I've had no problems with recently released missions on TDM 1.08.) - prjames Update: It looks like user error. If I understand this correctly, I get the "pick up treasure" sound anytime I but there are no other sounds in the mini-game. (And that sound does go "on" or "off" depending on the setting of the "sound" button.)
  8. The problem is fixed. I did the "Disable Nvidia Threaded Optimizations" change which is in the pinned "problems" FAQ at the top of this forum. Then, I ran TheDarkMod.exe and stepped away from my keyboard - doing other things, coming back 20 minutes later. (This was a reaction to seeing threads and bug reports about "it takes 3 to 4 minutes to load the mission" or load shaders or...) DarkMod was up in 640x480 mode, it was set to Vsync off. When I exited to Windows, it was also in 640x480 mode. I then slowly upped the graphics to 1280x1024 for both DarkMod and Windows XP, and now, when I go to DarkMod, it quickly gets there with no problems. I haven't tried actually running a mission (I have other things I must do now), but I no longer have a lockup upon startup. - prjames
  9. OK. I blew away the Dark Mod and I uninstalled Doom 3, reinstalled Doom 3 and 1.3.1 (which works fine) and downloaded the 2.13 Gigs of Dark Mod using the updater, and when I try to start Dark Mod, I still get the hard lockup. It's the middle of the night here, so I'll try other things (latest graphics drivers occurs to me) at another time. BTW, I have a NVIDIA GEForce 9600 GT graphics card, in case that matters. - prjames EDIT: Other possibilities: My version of DirectX might have something to do with it. About 3-4 weeks ago I loaded and played Torchlight II, which I believe asked me to upgrade my version of DirectX. Also (going back to 7upMan's post), in my Darkmod directory, I have a darkmod.ini but no darkmod.cfg. I wonder if it normally looks for darkmod.cfg, doesn't find it, and then comes up with some defaults (and in my case, says, "Oh, this is a high-end graphics card, I can do everything", causing the lockup). Is there a "sample" darkmod.cfg somewhere I can try and tweak values (starting with Vsync)?
  10. I don't have a darkmod.cfg. I have a doomconfig.cfg and a darkmod.ini, neither of them has "vsync" anywhere in it. It'll be a couple days before I get back to this, but I'm probably going to simply blow everything away and download the 2 gigs (e.g. reload from scratch) and see if that solves it. - prjames
  11. Folks, I updated to 1.08 using tdm_updater and I have a really strange problem - a hard lockup whenever I run TheDarkMod.exe. Tdm_Updater claims I am now up to date (after installing 1.08). Basically, when I run TheDarkMod.exe, after a couple seconds, I can move my cursor around on Windows XP desktop but can no longer run any programs or the Start menu, and must reboot the system via reset button to recover. I tried running TheDarkMod.exe with the Windows Task Manager up, when I try to click on Windows Task Manager after starting TheDarkMod.exe, the cursor locks up. I can run Doom 3 without problems. I strongly believe I have version 1.3.1 of Doom 3 on my system because I've run The Dark Mod 1.07 without difficulty and I have the 1.3.1 patch (*.exe) on my system. I haven't seen anyone else who mentioned a hard lockup so I figured I'd ask if anyone's seen this before. My next step if I don't get any successful ideas is to uninstall Dark Mod completely and download the entire 1.7 Gigs of Dark Mod from scratch and see if that (a completely new install) helps. My system: Windows XP, Service Pack 3, Intel Core 2 Duo (3.00 Ghz), 2 GB RAM. - prjames
  12. Great mission! I liked the 2nd tavern, and the different architecture between the 2nd and 1st tavern. I didn't have a problem I also loved the briefing and end briefing! - prjames
  13. Impressive mission. While the plot is not my cup of tea, it was great architecture and great technically. Regarding platforming - I found Route 1 but once I [spoiler}reached the area in the building with the abyss below after jumping the area with the debris below, I didn't believe I could cross the area with the abyss below. I figured out I could cross by accident, when I was being chased by one of the guys in the barn and out the window of the barn. Once I realized that, I had no trouble with the rest of Route 2 and used that to reach the church. I believe technically . I think because I'm not a ghoster (my normal gameplay is "everyone wakes up with a headache tonight" both here and in T2 ), I found the mission easier. Great mission! - prjames
  14. I just wanted to say, impressive mission! If this is what "beginners" create, great stuff ahead! I am playing with TDM 1.07 and have no noticeable frame lags, but I have a pretty high-end PC. I'm using the version that was available a couple days ago from the servers (e.g. from within Darkmod.) I also liked the I also liked the bank, Great mission! I liked the large space and lots of areas to explore, as well as the plot elements! - prjames P.S. Forgot to mention a minor bug.
  15. Thanks for the mission. Completed once I figured out BTW, add one to the list of possible bugs: The first time I played through, Otherwise, very nice mission! but other than that, I had no difficulty other than the bug above.
  16. A bit of explanation as to why I gave it poor "Gameplay" marks in particular:
  17. I'm willing - I might have a bit of time late this week, otherwise, I won't be able to test until late next week. Add me to your group if you don't have enough players who can test sooner. - prjames
  18. That suggested a way to "game the system" Here's the joker: By the way, your I'm impressed with your level design given your goal - to make life challenging for the player. Nice mission! - prjames
  19. Yes, if you still need another beta tester I'm interested. - prjames
  20. Sorry, I'm still stuck at the same place as the previous appender on this topic. Thanks - prjames
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