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Fidcal

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Posts posted by Fidcal

  1. I can get this super slowdown problem in either Doom or in Dark Radiant. I'm sure now I've had this before but dismissed it as a memory glitch. If anyone else gets this problem, the 'rules' to avoid it seem to be...

     

    . It may or may not be Nvidia graphics card related.

     

    . It only affects the loading phase of either Doom or Dark Radiant.

     

    . So far I've only noticed it if a grass texture is being used but I'm sure certain other textures will have the same effect.

     

    . Always open doom first BUT DON'T OPEN AND SHOW A MAP IN WINDOWED MODE (ie, if you DO open a map then go to the Dark Mod menu so it does not show.) THEN open Dark Radiant.

     

    . If you should open Doom first in windowed mode and also open and show a map in Doom and then open Dark Radiant then Dark Radiant might slow down so close it, switch Doom to the Dark Mod menu and THEN re-open Dark Radiant.

     

    . If you accidentally or for whatever reason open Dark Radiant before Doom with a map showing then select 'new' map from the file menu and (IMPORTANT) use the 'flush and reload shaders' button on the texture browser and THEN open Doom. When Doom is running then re-open the map in Dark Radiant.

     

     

    Once both are running OK then there seem to be no further problem so it's workable. :)

  2. OK, thanks for suggestions. Went back to guru3d and got the forceware drivers but I still get the error with the grass texture. The card itself was made by prolink at http://www.prolink.com.tw/ - they do have drivers but they are the same version I got last February from the nvidia site.

     

    [gloom]

    I'm inclined to leave this problem for now as I'm sick of it. I do have another better non-Nvidia card but it needs a psu upgrade I need to search and research and a different type of power cable I've not been able to identify. I had already wasted half a day on that trying to find info some weeks ago and I can't face another day like yesterday too soon. I once estimated I spend greater than 75% of my computer time maintaining/fixing the hard/soft/ware and less than 25% actual leisure or productive work. Those are the good days.[/gloom]

     

    For the time being I'll experiment with opening doom before DR or starting with a blank map in DR when I open doom. The problem seems to only be with a map with grass on it actually open in DR when doom is launched. Once doom is running OK then it seems alright I think. I assume there must be other textures that cause the error so I'll watch for that. This may explain various inexplicable crashes over the months I've blamed M$oft memory mismanagement on before.

  3. Yeah, it's been a bad day - several sessions and not achieved anything at all today. zero. The drivers for the FX5900 card on guru3d seem to be 3 years old. Searched google. Another timewasting website at driverfiles.net. The FX5900 page claims a latest driver of 6th July, 2007. Oh yeah! right! What a coincidence. They just put it in today especially for me. File size 0 bytes. No actual download link that I can find only misleading other links. They just generate these pages to get click throughs. Oh well, that rounds off a useless day perfectly. :angry: :angry: :angry:

     

    And of course none of this guarantees it would solve the problem anyway!

  4. Just downloaded the latest Nvidia update. It extracts all the drivers into its own default folder but then crashes 'can't find any drivers compatible with your hardware'. The download clearly gives my card FX5900, XP Home.

     

    I see my last download (v93.71) was in February and the same filename except the version number is later on the new one (94.24). No doubt in my mind it is the correct download.

     

    Searching, searching for info. On Nvidia's website 'support' (haha!) it describes a completely different route and probably obsolete way to install its drivers via the Windows driver update route. Worth a try. Too late! At last click I realize it's just re-installing part of the previous drivers. Forced reboot. Lost all my settings carefully tweaked over months - Thief 2, Oblivion, Dark Mod, etc etc. An hour wasted. Screw drivers and screw you Nvidia.

  5. If I open my map in Dark Radiant then Doom crashes when I open it in windowed mode.

     

    In my betamapper repository folder is m896.map. You might try the following to see if it does the same on your system. With doom NOT running, open the map in Dark Radiant. Then open darkmod/doom in windowed mode. I find it locks up into super slow mode. The in-game curse does not move and the start menu appears very very slowly. If I press the console key it does eventually appear after half a minute or more and every keypress takes half a minute or more. I have to use Task Manager to get out of doom. If I do it the other way round, open doom first so its running OK, then load Dark Radiant and m896 then no problem.

     

    Now, if it does that on your system, in Dark Radiant, in plan view, zoom out to see the whole map. At left in the top half are 5 big patches. Delete them then resave with a new name say M896B.map. Then close Dark Radiant and re-open with this changed map. Then try doom again and it should work OK.

     

    Note that the patches are not yet in their final positions or shapes but just placed roughly where I want them. The big patch at the bottom was there before and does not seem to cause this problem.

     

    I tried deleting the 5 patches one by one and testing every time to see if it was one particular one but only when all 5 were deleted did I get the error.

     

    This is Dark Radiant 0.9.2 Build date: June 21 2007 17:11:46.

  6. Mmmm... I can't get it to work at all now. I enabled it in prefs and saved it then tried Ctrl +/- on the keypad but without success. Then I tried Ctrl +/- on the Qwerty board and this worked. But at some point it disappeared and no amount of pressing Ctrl +/- has any effect. Just reloaded and still the same. But mine is only a small map so it may be out of range. Any way to read where it's set at?

  7. It's not just the audible comments but the concept of a player identity. This has been coming to my attention while trying to think of a story for my FM; so often with T2 you work it into the Garrett background to give it more meaning for potential players. A generic thief has advantages that one is not constrained to certain behaviour (though most T2 FMs probably strayed where they wanted anyway, including mine) but I am having reservations. Kinda nice to have some kind of common identifiable start character. :ph34r:

  8. Yes but worth mentioning it exists and the path as it is not in the DR folder. I doubt it will be needed much except for awkward soandsos like me.

     

    Another minor glitch. If the user maximizes the camera view then closes DR then the full size is stored so on reload if restore is selected it seems nothing happens because the restore size is the same as full screen. Don't know if any other child windows are like that.

     

    While talking about resizing child windows, there are a few that don't retain the user's size/position. This is a minor irritation I know which is why I've never mentioned it. It's probably mostly ones that are not used too often like key shortcuts. I see a tiny window that needs three drags for me to get a good look at the list comfortably. Since you cannot then test any change without closing that window and losing the settings I find my curse quota for the day is exceeded. :)

  9. Are there any double assignments that might cause a serious problem? I mean other than one would not work and the user would have to change it. I think either way but document the input.xml eventually anyway. Maybe if double assignments are allowed then just modify the current warning but allow the change so at least the user does not double assign without realizing. Maybe three 'change to new/allow both/cancel' options.

  10. Yes, that's true. Once the metaprop is in place you can add little extras. I had a guard who was guarding the entrance to some stairs. If you saw you passing by in the corridor or looking in the door he would come out and warn you. If you went inside a stim response removed the metaprop and he would attack. He would also attack if you did anything threatening anyway. I had another guard similarly would let you pass if you were walking with someone but attack if he saw you carrying her; he called out 'murder!' Fun with guards eh? :laugh:

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