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  1. For example, in Living Expenses, the guards just stand there and don't patrol. If I get their attention, they just stand there, shout at me, and only attack if I get close. Sometimes they shake their sword, but they don't throw anything or come after me. This only seems to be a problem on some missions, and I've never seen spiders or undead fail to do their jobs. The spiders and undead patrol and attack me just fine. What's with the guards? I'm on Ubuntu 10.4 64-bit.
  2. For some reason I can't make any swimmable water now. I make my brush, make all faces but the surface nodraw. Pick my water texture, make it a atdm:liquid_water... And it just looks like water, but no swimming. I can jump and fall right through it as if it weren't there. I dmapped it and mapped and I don't know whats going on. Anyone else having trouble with this? I just updated via SVN today
  3. I am becoming synonymous with trouble.. I noticed another bug while testing my map. I checked if this is described somewhere, but did not find any issues like this. Situation: *A chair with path_corner, path_turn and a path_sit (wait 30, wait_max 60) *A path_corner away from the chair. *An AI which patrols the route to (away from chair)->(path_corner next to chair)->(path_turn)->(path_sit)-> (away from chair) This works nicely. The AI walks to the chair, sits down, raises up after a while, walks to (away from the chair) and repeats this. Now, if there is a disturbance while the AI is seated, the AI looks for trouble. Once the AI relaxes from the disturbance, he simply sits in midair at the position he is currently located. After a while he continues with his patrol route. This occurs every time the AI is harrassed while seated. A test map is provided, in which you can alert the AI with a noisemaker arrow as soon as he sits down. ->Bugtracker? *** Version 2 // entity 0 { "classname" "worldspawn" "editor_drLastCameraPos" "-136.083 -101.671 37.942" "editor_drLastCameraAngle" "-27.6 80.7 0" // primitive 0 { brushDef3 { ( 0 0 1 -112 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -56 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -200 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 104 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -104 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -80 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -136 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -120 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -200 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -104 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -72 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -144 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -192 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 0 1 -96 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -72 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -200 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 1 64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 -104 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -136 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -136 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -200 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -104 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0.0625 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 1 0 -72 ) ( ( 0.015625 0 31.875 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 -128 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 0 -1 -64 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 15.9375 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 0 -1 0 -128 ) ( ( 0.015625 0 0.125 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( -1 0 0 -208 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 ( 1 0 0 200 ) ( ( 0.015625 0 0 ) ( 0 0.0078125 0 ) ) "textures/darkmod/plaster/framed_01" 0 0 0 } } // primitive 6 { brushDef3 { ( 0 0 1 3.578407287597656 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 ( 0 1 0 -37.90744194335937 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 ( 1 0 0 -127.6329016876221 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 ( 0 0 -1 -63.94122248888016 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 ( 0 -1 0 -71.64906135253906 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 ( -1 0 0 95.66552593231201 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/monster_clip" 0 0 0 } } } // entity 1 { "classname" "light" "name" "light_1" "origin" "-48 -32 80" "light_center" "0 0 0" "light_radius" "320 320 320" } // entity 2 { "classname" "atdm:ai_citywatch" "name" "atdm_ai_citywatch_1" "origin" "24 -56 -64" "target" "path_walk" "team" "0" } // entity 3 { "classname" "info_player_start" "name" "info_player_start_1" "origin" "-168 -40 -32" "angle" "90" } // entity 4 { "classname" "func_static" "name" "func_static_1" "origin" "104.52 -17.2218 -64" "model" "models/darkmod/furniture/seating/church_pew. lwo" "rotation" "0 -1 0 1 0 0 0 0 1" } // entity 5 { "classname" "path_corner" "name" "path_chair" "origin" "80 -48 -64" "target" "path_chair_turn" } // entity 6 { "classname" "path_corner" "name" "path_walk" "origin" "-96 -88 -64" "target" "path_chair" } // entity 7 { "classname" "path_turn" "name" "path_chair_turn" "origin" "80 -24 -24" "angle" "180" "target" "path_chair_sit" } // entity 8 { "classname" "path_sit" "name" "path_chair_sit" "origin" "80 0 -24" "angle" "180" "target" "path_walk" "wait" "30" "wait_max" "60" } // entity 9 { "classname" "atdm:weapon_shortsword" "name" "atdm_weapon_shortsword_1" "origin" "-72 0 -24" } // entity 10 { "classname" "atdm:ammo_noisemaker" "name" "atdm_ammo_noisemaker_1" "origin" "-96 32 -24" } // entity 11 { "classname" "atdm:moveable_holder_round_plus_candle" "name" "atdm_moveable_holder_round_plus_candle_1" "origin" "-112 8 -32" }
  4. Just returned from a 7 day holiday, opened up this forum, had at least 4 pages of "new content". Made it past page 2 (to about June 03), and then had to take care of a few things here. When I came back, the forum had logged me out (timeout?), and when you log out, it forgets all "new content". So you log in, and it says "there is nothing new for you". Great, now I never know what I missed between May 30th and June 03.... grrrrrrrrr With email, you would still have all unread messages *sigh* Is there a way to change this behaviour? It has annoyed me in the past, but not as much as this time.. Edit: It's even worse, there is "no new content", but when I go f.i. into the "off topic" sub-forum, it still shows me threads as unread that I definitely already did read an hour ago. So I can't even just look at all the "unread" threads. Oh boy...
  5. Cools screens, but I have problems with the forum image viewer. If a image is greater than my browser window I have to scroll down/right to view the entire image or to find the close button. This is very annyoing.
  6. Hello everyone. After I updated TDM to 1.1 it drastically slowed down. Loading time takes ridiculously long, even 15 minutes! What is more, my FPS dropped to 10. I lowered everything I could (resolution, I also turned off some settings) but it's still unplayable. I've never had such problems before updates (I downloaded 1.2 but it did not help). I followed FAQ and tried every solution included in it. I have no idea what else can I do, so I hope that you can provide me a solution to my problem, preferably without reinstalling TDM (it takes some time).
  7. We have a Frequently Asked Questions article on our wiki, addressing a lot of common problems: http://wiki.thedarkmod.com/index.php?title=FAQ
  8. I wanted to give one of the characters in my FM some special movements. The first problem is finding the information. Mappers are led to a list of maybe 20 articles from the editing section and I'm not sure that any of them are relevant to the mapper. I propose to remove all those links from editing and make a new article just for the mapper with links to developers etc. at the end (also the following article.) The only relevant info I found was lost under path nodes but unless you already know that you won't find it. There was a mention in there of also triggering animations but no link so I don't know how that is done. The item also says that anims are found in the AI def. That's no good. Most mappers won't know what a def is or which and even when I looked in mine there were no anims. I backtracked through several ancestor defs but still nothing. I did find a list in another dev file and had an idea that they are all stored here now that human AI share one skeleton. Is this true? All of this is very unfriendly for the mapper of course so I think it would be better just to list every known anim in a wiki article and state that some do not work on all AI (if true) and new ones may be developed and where to find them. Dromeders work to a general list and understand that not all work on all AI though admittedly Thief is a finished work. There may be a case for a reference test map with all known animations set up so mappers can browse, read the anim names from text entities and note which ones they want. We used to have such a map so it might be possible to build from that. The second problem is that even when I tried 4 or 5 anims on a path_anim, none of them had any effect. I tried adding a path_wait but no change. I checked the only example FM that came to mind - Builder's Influence - and it seems to be set up the same way for the same anim and I am using a builder too. So I gave up and I fear this is what most mappers will do. I'l try again with some other AI to reproduce what I did yesterday in case those anims only works on certain AI but otherwise I'm going to need help to get anims working let alone make them available for the average mapper. Of course, it may be that anims are currently being overridden by idle anims or not working for some other reason. I'm hoping it's something simple like you need to dmap (unlikely) or add a spawnarg to the AI or something that I don't know about.
  9. I'm not sure if this is a problem with just some of the missions or a general DM problem... In many cases, the guard footsteps are very loud, don't seem to get quiter with distance. I play in surround and they seem to be played at "my location", but it's not any better in stereo. Sometimes I hear them perfectly even if there's a few meters of stone between me and the guard (Heart of the Lone Salvation, sewers at the beginning). It's extremely disorienting. Sometimes the same problem occurs with guard voices. Turning EAX on or off doesn't make a difference. I have a Sound Blaster Audigy 2 ZS (latest drivers) and a 5.1 speaker setup. Tried this in Heart of the Lone Salvation and the Sound Alarm Tutorial. If I remember correctly, I've had the same problem in Sant Lucia. Any clues on how to fix it?
  10. Hi, i just tried to install the 1.01 Update using the tdm_update.exe but when i start the program it immediately shuts down again. I read in the FAQ that emptying my local/Temp folder would sort out the problem, but it didn't. I managed to do a screenshot so that you can see what the command line says before the tdm_update.exe shuts down again, hope i got everything as it is gone rly fast... Uploaded with ImageShack.us Hope you guys can help me with this one. OS is Vista 64-bit, i'm logged in as a normal user and have to execute the TDM updater as an administrator if that matters. Greetings, chk772
  11. For some reason I've been having problems with this mission. All others have run fine on my comp including Return to the City. When I load it up it always starts and I'm usually able to play for 10 or 15 min. however at some point, my comp will just freeze up and I have to ctr alt delete to get out of it saying Doom 3 is not responding. I deleted the original file and downloaded the mission again, but still having the same problem. Do I need to delete my old save games and start from the beginning?
  12. Having some performance issues. If you walk around the outside you'll notice it slows to 4fps when setpping near windows. I think there may be too many visportals or something. 021.map has more visportals outdoor, but used to run flawlessly. 022.map has a few deleted outdoor and still runs badly. The only performance issues are outdoor. You take one step and the FPS drop is insane. With "r_showtris 3" it's not drawing any more than it was before. EDIT: DISABLE CATALYST AI IN YOUR ATI CONTROL CENTRE. Keywords for search - fps, drop, fall, low, stutter, choppy, slow, frames per second, invisible line, ATI, radeon, hd4850, HD, settings
  13. Firefox will no longer download .pk4 files. It just goes to the page and shows a load of junk. IE will get them for me. (first time I've used it in years.) Any suggestions anyone?
  14. Hey guys, I've been trying to solve this problem on my own forever now, and I realize that google isn't getting me anywhere. Ok, so I installed doom 3, play it while TDM downloads, and then install the dark mod, and then I get a runtime error on startup for TDM. I google, and I realized I need to be patched, so I download that latest patch, then the updater tells me that it doesn't know which version of Doom 3 i have, but somehow I can still choose a filepath for the updater, so I choose it, update it, and then doom 3 starts up after the updater closes. That's when It crashes, and I get some console looking window with a blue background, this is what it says: DOOM 1.3.1302 win-x86 May 12 2005 10:40:52 1800 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT 1920 MB System Memory 128 MB Video Memory Winsock Initialized Found interface: {1E31F43E-FC1A-4680-B461-C7D78ACE1BFE} NVIDIA nForce 10/100 Mbps Ethernet - 72.203.167.224/255.255.252.0 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 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game00.pk4 with checksum 0x29cdb978 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game01.pk4 with checksum 0x51c6981f Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game02.pk4 with checksum 0xf3ec6f7 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game03.pk4 with checksum 0x5d4230ea Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak000.pk4 with checksum 0x28d208f1 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak001.pk4 with checksum 0x40244be0 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak002.pk4 with checksum 0xc51ecdcd Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak003.pk4 with checksum 0xcd79d028 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak004.pk4 with checksum 0x765e4f8b Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak005.pk4 with checksum 0x8ffc3621 Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak006.pk4 with checksum 0x95b65ab Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak007.pk4 with checksum 0x666bdb3c Loaded pk4 C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak008.pk4 with checksum 0x23ae5993 Current search path: C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3/base C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak008.pk4 (3 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak007.pk4 (38 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak006.pk4 (48 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak005.pk4 (63 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak004.pk4 (5137 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak003.pk4 (4676 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak002.pk4 (6120 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak001.pk4 (8972 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\pak000.pk4 (2698 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game03.pk4 (2 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game02.pk4 (2 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game01.pk4 (2 files) C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\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. -------------------------------------- 5206 strings read from strings/english.lang Couldn't open journal files execing editor.cfg execing default.cfg execing DoomConfig.cfg couldn't exec autoexec.cfg 5206 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 (800x600) Initializing OpenGL driver ...getting DC: succeeded ...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 found DLL in pak file: C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\game03.pk4/gamex86.dll copy gamex86.dll to C:\Users\Claude\Downloads\ [PC Game] DOOM 3 (Extract and Play)\Doom 3\base\gamex86.dll 3 22 800 600 Regenerated world, staticAllocCount = 0. Shutting down sound hardware idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL wrong game DLL API version So I google some more, and one way or another I read I need a no cd-patch. so i download it, and install it, nothing changes.. So now I do a fresh install of everything, and I even change file paths, like that would matter. And I mess around a while and mess with different fixes, and nothing changes. So I visit the forums, check out the FAQ, and I read where I need to have version 1.3.1.1304. So I make a fresh install of Doom 3 again, and I check out the version number in-game (Doom 3 works until I patch it) and it is 1.3.1.1302. So before I patch it, I try a fresh install of TDM AGAIN. and now it runs vanilla Doom 3. like the application was just doom 3 with a different icon and filename. I patch the game. and now I get the same exact console thing again.. the Wrong game DLL API Version one. So I guess my main question here is, what do I do to get this game to patch? pre-patch : Doom 3 runs fine, TDM gets a runtime error Post-patch : Doom 3 crashes and I get an error log or something, and TDM starts up Doom 3, which crashes as well. It loads up fine, and right when the initial loading is done (right before the main menu) bam. crash. I hate to have my first post be a problem, but I don't know where else to go. I appreciate the help guys.
  15. hi there... 1st of all nice remake of the original game but its less interesting if everything is missing ingame. i cant see the bushes treetops ivys or every other things ingame in normal play. if i hit quickload when i died im able to see them before the loading screen comes but not ingame... else it looks like this: http://img237.imageshack.us/img237/2020/istze.png but the missing things flicker from times to times... thats annoying and just the walls look better than the old game nothing more ^^ so everthing looks a little bit poor, even the tablecloth is missing... so plz help me, what can i do? btw im having an ati... greetz Mc
  16. I'm still working through the tutorial, and I've run into another problem. I'm creating a stim and response, and the way I understand it, I have to create a small brush and change its classname to func_static. The problem is that its classname is worldspawn and it refuses to change! On further inspection, I've realised that all of my brushes are worldspawn, and they all have the arg shop_skip 1. I also wanted to create a location trigger as well, and that brush only has the args classname: worldspawn and shop_skip: 1. They just refuse to be anything else! What's going on?
  17. It seems that every time I go to the ttlg forum there's another Dark Mod mission available. I can only congratulate those authors who have been so industrious. The U-Tube clips make the system look wonderful. If only I could try it myself! Trouble is my broadband connection only manages a top speed of 0.4 Mb (when it's working that is). My system tell me it will take over 7 hours to download the Dark Mod. The chances of the connection staying up that long are remote. I'm sure I can't be the only person with this problem! Are there any plans to issue a DVD? It's possible I could go to an internet cafe in Barnsley (8 miles away) where 8 Mg speeds are available. Trouble is I would need something more user-friendly that the current tdm updater. Could someone write a simple program to make remote downloads easy and straightforward? Until that time I will just have to look on enviously!
  18. Hello there i seem to have a problem that didn't occure yet. I checked the faq and forum posts but couldn't find anything like my problem. So here is a description: Sometimes all the light vanishes and i don't mean the black texture bug. I can still see everything, but there is no light, i still see the the flames of, for example torches, but otherwise it is just like in a dark shadow. I also notices that the AIs just act like there was no light, they don't see me, even when i am standing right in front of them. Also the lightgem stays dark, no matter how close i am to a lightsource, only exception is when i use the lantern, then the lightgem brightens up, but still no visible light. This bug doesn't occure always, but seems to be linked to the opening of certain doors. Apart from that i had some crashes and freeze ups, but i have it is nothing serious. Doom 3 runs just fine on my system, but i only have an onboard graphic chip, so maybe thats the problem? After i have now described my problem i just have to praise the developers of this mod, it is great, real good gameplay. Despite my ignorance of modding i am aware how much effort was put into this project, so i want to say thanks for this entertaining mod. ps: if my english seems a bit weird, sorry, didn't get much oppertunity to practise it lately ^^
  19. I've followed the tutorial on the wiki on how to do water, but when I compile it with dmap I get the error 'node without a volume', on entering the water the player doesn't float or have a breath bar and sinks like a stone, theres also no sound of swimming, or walking through the water in the shallow section. doom 3 is patched to 1304 and upto date, there are no leaks it is a func_water, and liquid_water
  20. Hey, I'm new to the darkradiant editor and to doom 3 editor. I am accustomed T3ED, at least i was. Anyway I have a bunch of questions all pertaining to getting a ASE model out of 3DS Max and into the dark radiant editor for a mission. However first one simple question and then to the Model problem. I have been putting my models in the tdm_models01.pk4 by using 7z and then updating the archive. What I would like to know is if there is a way to have just a folder with all of the folder structure of the .pk4 somewhere in either darkmod or darkradiant root and not a .pk4 file so i can add and remove models or search the folder with windows search (bascically to just not have to open the zip and putting the file in and then rezipping the archive every time i want to change somthing) (and of course allowing the editor to see the folder)? Now for the modeling question. When I read the tutorials on model creation, It seems that it is not clear to me on where the model goes and where the texture goes. Model Question: Do I always put a model in the Doom 3\darkmod\tdm_models01.pk4 and then in the .pk4 say models\darkmod\ and then the type of model such as models\darkmod\Junk? Texture: Do I always put the texture for the model in Doom 3\darkmod\tdm_models02.pk4 and then in the .pk4 say \models\darkmod\props\. And then another thing i don't get is what to say in the ASE file, for example: ASE - *BITMAP "I dont know what to put here" - when it says - *BITMAP "//base/sign1" in one of premade ASE models that come with the package, I don't know what this means, I can only guess //base means the dark mod root folder, I don't really know. So what i don't know is if i have a model in Doom 3\darkmod\tdm_models01.pk4 - models\darkmod\junk where do i put the texture and what do i put in the ASE *BITMAP "Here" to point it to that texture? I hope you can help. Thank You.
  21. I've encountered some problem with displaying NURBS func_splinemover. Spline is moved from the origin, although in game it works fine, I mean the bird does the same route, as before the issue appeared, so the engine sees it properly. on the first pic you can see that seagull and func_splinemover's origin are at the same spot, but the spline is offset. First (and last) vertex should be where the origin is. And another aspect of this issue - when I drag vertices, they move twice as much as a mouse pointer. See pic. 2 and 3: I don't know whether it's relevant or not but spline's origin coordinates have fraction numbers (1736.68 369.855 1056.89).
  22. Hi taffers! Yesterday, I finally had the time to work a bit with TDM and there are some problems which I noticed: 1. I was building a small map and everything works out fine (dmap-ed and tested it multiple times). However, after building some more stuff and dmapping it again, it shows me this message It also shows some message at the top of the screen (whenever I load the map), which says something like "WARNING: AAS_RAT is out of date" How can I fix this? 2. Whenever I shoot a moss-arrow, it doesn't show the moss on the ground (it's invisible), the same goes for grass-sprites or sprites on doors. It looks like that those sprites only show up whenever I face them at a specific angle, otherwise they just turn invisible again. Any suggestions how I can fix those two things or have they been discussed before?
  23. Hi all After talking about this a bit on the TTLG forum it seems here is a better place to post the issues I am experiencing. I can install and start missions fine. The first few saves and loads work fine too. However it always goes wrong afterwards. Loading the game crashes while inside the game, but the same savegame loads fine on a freshly started TDM. One of these three always happens: 1. Quickloading makes the game crash immediately. It doesn't even get to the 'Loading' screen. Loading any other savegame also crashes. Choosing 'Quit Mission' crashes too. If I finish the mission, the 'Mission Complete' page crashes. If I open TDM again, same savegames work fine. This seems like a problem with ending the current session, and not the savegames. 2. Quickloading/loading causes a window to pop up that says "Application has requested to terminate at runtime unusually". Again, the same savegame works fine on a fresh restart of TDM. 3. Quickloading/loading results in a malloc error (happens less frequent than the other two). Again, the same savegame works fine on a fresh restart of TDM. When 2 & 3 happen I also noticed that saving a game takes a quite a long time with a lot of hard disk activity. Here's more info: - PC specs: Intel Core Duo E8500, WinXP SP3 32bit, GeForce 9800 GTX+ with the latest drivers, 4GB of RAM, Doom3 1.3.1.1304 - TDM Updater says all the files are the latest. - I do not change any of the options in the middle of the game. - I do not run any programs in the background so there should be plenty of memory available. - Both the Windows partition and the partition that Doom3 resides in have a lot of free space. - The problem happens with all the FMs. - EDIT: Doom3 works fine. - EDIT: I don't have any other mods installed. Any ideas? Let me know if you need more information. If there is a logging mechanism tell me and I'll send you the log file. I can also send some savegames. Thanks.
  24. When I installed the game, I installed doom 3 to the C:\games\doom3 directory, but I never actually started it with the doom3.exe . I installed the mod and I've only used the tdmlauncher.exe to run it. So my question is, does Doom 3 make any changes when you run it as doom 3 to the installation that might be screwing up other people when they try and run the mod?
  25. We have a Frequently Asked Questions article on our wiki, addressing a lot of common problems: http://wiki.thedarkmod.com/index.php?title=FAQ
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