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prjames

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Posts posted by prjames

  1. That's not enough ram, get 4 GB min. Large maps will crash, it's almost inevitable especially with XP's less than stellar memory manager.

     

    EDIT: Ram is dirt cheap:

     

    http://www.ebay.com/sch/i.html?_odkw=4gb+ddr3+1066&_osacat=0&_from=R40&_trksid=p2045573.m570.l1313.TR4.TRC1.A0.H0.X4gb+ddr3.TRS1&_nkw=4gb+ddr3&_sacat=0

     

    4GB for 16$

    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

    • Like 1
  2.  

    Try adding:

     

    image_downSizeLimit "256"

     

    and see if the mission loads. Then, if so, increase to "512" and check again.

     

    This will restrict the size of regular textures rather than bumpmaps (normal maps).

    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

  3. 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! :D

     

    - prjames

  4.  

    What's meant to happen is this in this order:

    -You read the book, then you loot the chest, then you read the book again (it says 'Take me'). The book moves to before the door and can be picked up. Taking it ticks off the objective.

     

     

     

    ...

     

    FYI, it does appear that there is a bug where

    if you grab the loot at the chest first in the skeleton's closet before reading the tome, you can't move the "text" forward (it only goes as far as "take me, we'll have an adventure together")

    but doesn't continue beyond that. The first time I played,

    I grabbed the loot first before reading the tome

    and got this result that I couldn't continue. I returned to a save

    just before entering the skeleton's closet and read the tome first before I grabbed the loot

    and things progressed properly.

     

    - prjames

  5. Impressive!!! :D

     

    Has anyone else had this bug? :wacko:

     

    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

    complete a row and get a point

    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.)

  6. 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 :P - 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

  7. That is strange. I have the Darkmod.cfg in both the updated and the newly downloaded folders. Maybe it's a good idea to do a completely fresh download of the whole mod?

     

    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. :angry:

     

    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)?

  8. No, I had this too (I have an ATI HD6950). It always happened when I enable Vsync. prjames, It might be a good idea to rename the Darkmod.cfg in the darkmod folder and re-run the game, this time _not_ enabling Vsync. At least this worked for me.

     

    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

  9. 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

  10. 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

     

    the 1 cm-wide ledge

     

    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

     

    the pegs sticking out and frobbable window were pretty obvious

     

    and used that to reach the church.

     

    I believe technically

     

    the "dim the lights" effect when you enter the crypt was the best effect in the mission. Also, the second time through, I ran back upstairs as soon as the screaming effects started and they continued at full volume, even though I had ran all the way back to the cemetary.

    .

     

    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

  11. I just wanted to say, impressive mission! :D 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

    spider trap. I dealt with it by outrunning it and blasting it with arrows from the top of the ladder.

     

     

    I also liked the bank,

    even though it forced me to ghost for a while. I tried to BJ the bank guards but could not.

     

     

    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.

    in the room with the "Venus" statue (that you reach via going out a window from the inn), I woke the guy on the couch but he couldn't attack me due to the furniture - he instead seemed to do a dance as he tried to attack me (I was closest to the door near the statue).

     

  12. Hmmm... I was enjoying this until...

     

    ... I went through a hidden passage (had barely explored any of the house), went downstairs, past a spider... watched a pumpkin fly around, saw a doorway open to outside... went there and was ported back inside with multiple pumpkins... thief in black came into the room and threw some energy bolts at me... I hit him with an arrow and down he went... pumpkins all merged with him... then I was alone again... went back upstairs and the house was gone... only a cave there now. I got the loot from the crate, but only had 645 loot from the house and nothing from the thief... no house to go back into because cave is there now. I saw no way to finish.

     

    I'll play it again tomorrow and do things in a different order.

     

    You hit the same thing I did.

    Explore the house and gardens thoroughly before going down there.

     

     

    - prjames

  13. Thanks for the mission.

     

    Completed once I figured out

    how to get the king pumpkin.

     

     

    BTW, add one to the list of possible bugs: The first time I played through,

    I went to the temple with only two pumpkins and no "pumpkin solution" paper, but I was able to trigger the sequence sending me off to the thief's temple and the endgame. Unfortunately, the objectives are broken in that scenario and you can't complete the mission. Definitely do not attempt to place pumpkins in the temple unless you have all 7 and you have the "pumpkin solution" paper (which triggers additional objectives needed to go through the mission properly).

     

     

    Otherwise, very nice mission!

    I did need to cheat to find out where the king pumpkin was,

    but other than that, I had no difficulty other than the bug above.

  14. A bit of explanation as to why I gave it poor "Gameplay" marks in particular:

     

     

     

    Too many "gotcha" type moments the first time I played through the mission. I was expecting the water ride when I grabbed the jewel, but I wasn't expecting the monsters to teleport in when I entered the king's tomb or when I reached the middle of the maze. I had to "notarget" and "noclip" to figure out the mission the first time.

     

    The second time, I played on "easy" rather than "medium" difficulty, and was able to sneak past both rooms of early spiders, and the skeletons in the main "tomb" room. I managed to defeat the enemies in the King's tomb (just barely), and grabbed the scepter and ran away from the center of the maze and over the cliff to the end area. I was also able to sneak past the lizards. (A lot of times I would set up a mine but it wouldn't go off even though the monster passed near by. I only successfully used a mine on a lizard once.) So, the second time, I was able to complete the mission without cheats, but I didn't love it. Also, I had game crashes several times during the second playthrough, especially by the lizards near the end.

     

     

  15. 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

  16. ...

    @swordbreaker:

     

    The mission was designed evilly so that some time after the lich incident a customer arrives to the shop. (Murphy's Law). If the player has cleaned the shop room of all evidence of murder (weapons, bloodstains, bodies), the customer will just think the shopkeeper is away and leaves. If she spots something suspicious, she goes to fetch guards to solve the situation.

     

    ...

     

    That suggested a way to "game the system" :D

     

     

    I replayed the mission as follows: After doing and clearing the hammer area first, (which I did upon playing the mission the first time and realizing I'd have to fight a haunt with limited weaponry if I went to the bookstore first), I went to the bookstore. Before sitting in the chair, I used the lockpick to unlock the door to the 2nd floor, but didn't open the door. This doesn't fail the mission unless you open the door. I also used water arrows to turn off all lights in the room - which also doesn't fail the mission. Then, I sat in the chair and triggered Mr. Haunt and slew him with my sword. I quickly hauled the bookseller's body and dropped it on the 2nd floor staircase, water-arrowed the bloodstain, and hauled Mr. Haunt's sword up onto the 2nd floor staircase.

     

     

    Here's the joker:

    I waited and waited but the customer who was supposed to show up never did. I wonder if the scripts are set up such that the customer doesn't show up if she won't find anything - or if there's no light in the shop.

     

     

    By the way, your

    cranking up the guard's sensitivity and using the puddles as noise-generators, and lightning strikes as random light-generators, made it impossible for me to blackjack the guards.

    I'm impressed with your level design given your goal - to make life challenging for the player.

     

    Nice mission! :)

     

    - prjames

  17.  

    Read the log more carefully. The bowl statue has nothing to do with the entrance. Look around near the guardians

     

     

    Sorry, I'm still stuck at the same place as the previous appender on this topic.

    I looked all around the guardians and found nothing useful. Also, I had exactly one fire arrow which I used for the first door (on the guardian to the right). Do I need a second fire arrow from somewhere?

     

     

    Thanks

     

    - prjames

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