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  1. Goog Evening I just loaded Dark Mod like an hour ago, and got this Problem with the missing Textures or missing dynamic light not shure, and the Smoke being just black squares. And i know there is another thread with about the same Problem, but i have the 2.0 standalone and as far as i understood i dont have to install doom to play this one, so the other thread is not realy helping me either. I tried about every button in my settings and i followed the faq Textures are missing, screen mostly black Look into your darkmod.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 "0" seta image_preload "1" even if im not sure thats the same problem. if that faq entry would be the right one, i looked in the DXDIAG, but there is no way to change anything in there. Textures are missing, shadows are pitch black Try disabling the AGP surface accelerator in DXDIAG. So non of the things i tried did change anything so please help me to fix this. MFG DamKoVosh Edit: P.S. the screen is much darker then its supposed to be, but the only thing u should see is some things having textures, while others havent.
  2. Yes it is and its second hand. My PC needs a serious overhaul/rebuild. It can be, my computer does struggle with the larger missions. I do have it in mind to upgrade at some point but for the time being its still alive and working. I do have other games I can't run at all on my computer so likely in the near future I will have to get on and upgrade things in it. Its just the issue of time, money and getting the right parts. Ps. If you think that is an old computer part my screen is an old LG from I think 2004.
  3. windows 7 updated driver is 391.35 here is my dump TDM 2.06/32 #7400 (7400M) win-x86 May 16 2018 15:57:20 2294 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 Winsock Initialized Found interface: {5540C832-B701-4AEC-B0AC-9786CCD069B1} Microsoft Virtual WiFi Miniport Adapter #3 - 0.0.0.0 NULL netmask - skipped Found interface: {6B342E17-4B02-47E0-B959-38EC80F830C8} Qualcomm Atheros AR8151 PCI-E Gigabit Ethernet Controller (NDIS 6.30) - 0.0.0.0 NULL netmask - skipped Found interface: {1BAA30DE-276A-4A26-A908-B8A900BC43D4} Qualcomm Atheros AR9002 WB-1NG Wireless Network Adapter - 192.168.1.4/255.255.255.0 Sys_InitNetworking: adding loopback interface Found Intel CPU, features: MMX SSE SSE2 SSE3 CMOV tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. enabling Flush-To-Zero mode enabled Flush-To-Zero mode enabling Denormals-Are-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Current search path: C:\tdm/fms/newjob C:\tdm\fms\newjob\newjob.pk4 (93 files) C:\tdm/ C:\tdm\tdm_textures_wood01.pk4 (375 files) C:\tdm\tdm_textures_window01.pk4 (389 files) C:\tdm\tdm_textures_stone_sculpted01.pk4 (463 files) C:\tdm\tdm_textures_stone_natural01.pk4 (130 files) C:\tdm\tdm_textures_stone_flat01.pk4 (295 files) C:\tdm\tdm_textures_stone_cobblestones01.pk4 (224 files) C:\tdm\tdm_textures_stone_brick01.pk4 (520 files) C:\tdm\tdm_textures_sfx01.pk4 (69 files) C:\tdm\tdm_textures_roof01.pk4 (72 files) C:\tdm\tdm_textures_plaster01.pk4 (142 files) C:\tdm\tdm_textures_paint_paper01.pk4 (63 files) C:\tdm\tdm_textures_other01.pk4 (122 files) C:\tdm\tdm_textures_nature01.pk4 (281 files) C:\tdm\tdm_textures_metal01.pk4 (494 files) C:\tdm\tdm_textures_glass01.pk4 (51 files) C:\tdm\tdm_textures_fabric01.pk4 (43 files) C:\tdm\tdm_textures_door01.pk4 (174 files) C:\tdm\tdm_textures_decals01.pk4 (461 files) C:\tdm\tdm_textures_carpet01.pk4 (92 files) C:\tdm\tdm_textures_base01.pk4 (395 files) C:\tdm\tdm_standalone.pk4 (4 files) C:\tdm\tdm_sound_vocals_decls01.pk4 (28 files) C:\tdm\tdm_sound_vocals07.pk4 (1111 files) C:\tdm\tdm_sound_vocals06.pk4 (696 files) C:\tdm\tdm_sound_vocals05.pk4 (128 files) C:\tdm\tdm_sound_vocals04.pk4 (2872 files) C:\tdm\tdm_sound_vocals03.pk4 (743 files) C:\tdm\tdm_sound_vocals02.pk4 (1299 files) C:\tdm\tdm_sound_vocals01.pk4 (82 files) C:\tdm\tdm_sound_sfx02.pk4 (605 files) C:\tdm\tdm_sound_sfx01.pk4 (943 files) C:\tdm\tdm_sound_ambient_decls01.pk4 (8 files) C:\tdm\tdm_sound_ambient03.pk4 (24 files) C:\tdm\tdm_sound_ambient02.pk4 (163 files) C:\tdm\tdm_sound_ambient01.pk4 (217 files) C:\tdm\tdm_prefabs01.pk4 (942 files) C:\tdm\tdm_player01.pk4 (125 files) C:\tdm\tdm_models_decls01.pk4 (102 files) C:\tdm\tdm_models02.pk4 (1989 files) C:\tdm\tdm_models01.pk4 (2701 files) C:\tdm\tdm_gui_credits01.pk4 (49 files) C:\tdm\tdm_gui01.pk4 (702 files) C:\tdm\tdm_fonts01.pk4 (696 files) C:\tdm\tdm_env01.pk4 (152 files) C:\tdm\tdm_defs01.pk4 (174 files) C:\tdm\tdm_base01.pk4 (186 files) C:\tdm\tdm_ai_steambots01.pk4 (24 files) C:\tdm\tdm_ai_monsters_spiders01.pk4 (82 files) C:\tdm\tdm_ai_humanoid_undead01.pk4 (50 files) C:\tdm\tdm_ai_humanoid_townsfolk01.pk4 (95 files) C:\tdm\tdm_ai_humanoid_pagans01.pk4 (10 files) C:\tdm\tdm_ai_humanoid_nobles01.pk4 (48 files) C:\tdm\tdm_ai_humanoid_mages01.pk4 (8 files) C:\tdm\tdm_ai_humanoid_heads01.pk4 (97 files) C:\tdm\tdm_ai_humanoid_guards01.pk4 (377 files) C:\tdm\tdm_ai_humanoid_females01.pk4 (172 files) C:\tdm\tdm_ai_humanoid_builders01.pk4 (91 files) C:\tdm\tdm_ai_base01.pk4 (8 files) C:\tdm\tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file sound/trilogy.sndshd, line 381: sound 'sink_handle' previously def ined at sound/tdm_sfx_machinery.sndshd:441 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1251 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg execing Darkmod.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1251 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'OpenAL Soft on Hoparlör (Conexant High Definition Audio) ' OpenAL: found device 'OpenAL Soft on SPDIF Arabirimi (Conexant High Definition Audio)' OpenAL: using 'OpenAL Soft' OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.18.2 OpenAL: found EFX extension OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ...created window @ 3,0 (656x518) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 4 selected ...creating GL context: succeeded ...creating secondary shared GL context: succeeded ...sharing contexts: succeeded ...making context current: succeeded Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ------- Input Initialization ------- Initializing DirectInput... win32.g_pMouse->Acquire failed -2147024891 mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 3000 OpenGL version: 3.1.0 - Build 9.17.10.4229 Checking portable OpenGL extensions... v - using GL_ARB_multitexture Max texture coords: 8 Max active textures: 16 v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression v - using GL_EXT_texture_compression_s3tc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate v - using GL_ARB_vertex_buffer_object v - using GL_ARB_map_buffer_range X - EXT_depth_bounds_test not found v - using GL_ARB_framebuffer_object Couldn't find proc address for: glCopyImageSubData v - using ARB_pixel_buffer_object v - using GL_ARB_draw_buffers v - using GL_ARB_sync GL fence sync available Max vertex attribs: 16 Max env parameters: 256 ----- R_ReloadARBPrograms ----- glprogs/test.vfp 8 glprogs/test.vfp 9 glprogs/interaction.vfp 1 glprogs/interaction.vfp 2 glprogs/bumpyEnvironment.vfp 5 glprogs/bumpyEnvironment.vfp 6 glprogs/ambientLight.vfp 10 glprogs/ambientLight.vfp 11 glprogs/shadow.vp 7 glprogs/environment.vfp 3 glprogs/environment.vfp 4 glprogs/test_direct.vfp 12 glprogs/test_direct.vfp 13 glprogs/interaction_direct.vfp 14 glprogs/interaction_direct.vfp 15 glprogs/soft_particle.vfp 16 glprogs/soft_particle.vfp 17 glprogs/cubic_light_point.vfp 18 glprogs/cubic_light_point.vfp 19 glprogs/cubic_light_proj.vfp 20 glprogs/cubic_light_proj.vfp 21 glprogs/test_cubic_light_point.vfp 22 glprogs/test_cubic_light_point.vfp 23 glprogs/test_cubic_light_proj.vfp 24 glprogs/test_cubic_light_proj.vfp 25 glprogs/ambient_cubic_light.vfp 26 glprogs/ambient_cubic_light.vfp 27 glprogs/cookMath_pass1.vfp 28 glprogs/cookMath_pass1.vfp 29 glprogs/cookMath_pass2.vfp 30 glprogs/cookMath_pass2.vfp 31 glprogs/brightPass_opt.vfp 32 glprogs/brightPass_opt.vfp 33 glprogs/blurx.vfp 34 glprogs/blurx.vfp 35 glprogs/blury.vfp 36 glprogs/blury.vfp 37 glprogs/finalScenePass_opt.vfp 38 glprogs/finalScenePass_opt.vfp 39 ------------------------------- ---------- R_ReloadGLSLPrograms_f ----------- interaction VFWARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version ambientInteraction VF stencilShadow VF shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error F oldStage VF depthAlpha VF fog VF blend VF cubeMap VF --------------------------------- using ARB_vertex_buffer_object memory Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.06/32, win-x86, code revision 7400 Build date: May 16 2018 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 Initializing event system ...835 event definitions Initializing class hierarchy ...170 classes, 410820 bytes for event callbacks Initializing scripts Compiled '÷': 133.2 ms ---------- Compile stats ---------- Memory usage: Strings: 48, 5904 bytes Statements: 20532, 410640 bytes Functions: 1268, 129520 bytes Variables: 93520 bytes Mem used: 1137272 bytes Static data: 2277600 bytes Allocated: 2835704 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 3 mods in the FM folder. Parsed 3 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: newjob -------- Initializing Session -------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:Image name "0" is too short WARNING:Couldn't load image: 0 session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load image: 0 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file sound/trilogy.sndshd, line 381: sound 'sink_handle' previously def ined at sound/tdm_sfx_machinery.sndshd:441 WARNING:Image name "0" is too short WARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version WARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error 7 warnings Couldn't exec autocommands.cfg - file does not exist. win32.g_pMouse->Acquire failed -2147024891 reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. --------- Map Initialization --------- Map: prologue9 glprogs/ambientEnvironment.vfp 79 glprogs/ambientEnvironment.vfp 80 glprogs/HeatHazeWithMaskAndDepth.vfp 81 glprogs/HeatHazeWithMaskAndDepth.vfp 82 ------- Game Map Init SaveGame ------- Compiled 'C:\tdm\maps\prologue9.script': 4.2 ms ---------- Compile stats ---------- Memory usage: Strings: 49, 6000 bytes Statements: 20928, 418560 bytes Functions: 1293, 131572 bytes Variables: 94104 bytes Mem used: 1152300 bytes Static data: 2277600 bytes Allocated: 2842864 bytes Thread size: 7068 bytes collision data: 293 models 14818 vertices (347 KB) 23079 edges (811 KB) 9218 polygons (642 KB) 1711 brushes (232 KB) 15907 nodes (434 KB) 28093 polygon refs (219 KB) 11710 brush refs (91 KB) 5812 internal edges 163 sharp edges 0 contained polygons removed 0 polygons merged 2779 KB total memory used 62 msec to load collision data. map bounds are (9253.0, 3692.0, 3602.0) max clip sector is (289.2, 230.8, 450.3) 4 KB passage memory used to build PVS 2 msec to calculate PVS 67 areas 152 portals 17 areas visible on average 804 bytes PVS data [Load AAS] loading maps/prologue9.aas48 [Load AAS] loading maps/prologue9.aas96 [Load AAS] loading maps/prologue9.aas32 done. [Load AAS] loading maps/prologue9.aas100 [Load AAS] loading maps/prologue9.aas_rat [Load AAS] loading maps/prologue9.aas_elemental WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default glprogs/heatHaze.vfp 83 glprogs/heatHaze.vfp 84 WARNING:Image name "-" is too short WARNING:Couldn't load sound 'vo_sleeper.wav' using default WARNING:Couldn't load sound 'sound/map_specific/vo_room.ogg' using default WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor glprogs/heatHazeWithDepth.vfp 85 glprogs/heatHazeWithDepth.vfp 86 No running thread for RestoreScriptObject(), creating new one. WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1023 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: layer3s WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: - WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbas e WARNING:Couldn't load image: nodraw WARNING:Couldn't load image: textures/darkmod/other/ext_timber01_module/timber0 1_window01_mixedblocks_lit WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: window_side_2 WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour _poor_ed WARNING:Couldn't load image: black WARNING:Couldn't load image: textures/darkmod/wood/boards/wood_brown_dull01_ns WARNING:Couldn't load image: textures/darkmod/wood/panels/molding_white_painted _s WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: addnormals( models/md5/chars/npc_hand_full_local, heightmap( models/md5/chars/npc_hand_full_h, 3)) WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: textures/darkmod/other/ext_stone02_plain/ext_stone 01_window02 0 purged from previous 208 kept from previous 1203 new loaded all images loaded in 47.4 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 173434k referenced 4838k purged ---------------------------------------- ----------------------------------- 59020 msec to load prologue9 interactionTable generated of size: 134217728 bytes ------------- Warnings --------------- during prologue9... WARNING:Couldn't load image: - WARNING:Couldn't load image: addnormals( models/md5/chars/npc_hand_full_local, heightmap( models/md5/chars/npc_hand_full_h, 3)) WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: black WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbas e WARNING:Couldn't load image: layer3s WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour _poor_ed WARNING:Couldn't load image: nodraw WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: textures/darkmod/other/ext_stone02_plain/ext_stone 01_window02 WARNING:Couldn't load image: textures/darkmod/other/ext_timber01_module/timber0 1_window01_mixedblocks_lit WARNING:Couldn't load image: textures/darkmod/wood/boards/wood_brown_dull01_ns WARNING:Couldn't load image: textures/darkmod/wood/panels/molding_white_painted _s WARNING:Couldn't load image: window_side_2 WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default WARNING:Couldn't load sound 'sound/map_specific/vo_room.ogg' using default WARNING:Couldn't load sound 'vo_sleeper.wav' using default WARNING:Image name "-" is too short WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor 57 warnings Restarting ambient sound snd_generic_streets'(city_bustle_distant01__quiet_loop ) with volume 0 ]reloadglslprograms ---------- R_ReloadGLSLPrograms_f ----------- interaction VFWARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version ambientInteraction VF stencilShadow VF shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error F oldStage VF depthAlpha VF fog VF blend VF cubeMap VF --------------------------------- ]condump qwe.txt Dumped console text to qwe.txt.
  4. I want to know what is written in the qconsole.log, when you load the mission "A House of Locked Secrets" directly. This by generating a new darkmod.cfg, change the log setting in darkmod.cfg, change the name of current mission in currentmission.txt start the mission from commandline, automaticly quit and look for qconsole.log inside fms folder "ahouseoflockedsecrets". Generate a new darkmod.cfg, by renaming darkmod.cfg (to something else) and start and quit darkmod. open darkmod.cfg, look for value for setting "seta logFile", change the value "0" to "2" Change the content of currentfm.txt to "ahouseoflockedsecrets" hit windowskey+r to open the execute window. input "cmd" and run. This wil open the black command prompt window If the game is located at c:\games\darkmod, enter the following line and hit the enter-key: cd games\darkmod Then run the following command by entering the following line and hit the enter-key: .\TheDarkModx64.exe +map monastery.map +quit This will automatically start TDM, load the mission and quits. See if there is a qconsole.log inside folder fms\ahouseoflockedsecrets end.
  5. Hello, I am having this problem as well. Radeon HD 5500 graphics card. I decided ti try test15973-8778 based on this: It appeared to work, I now have the menu screen.
  6. ran the updater and I am getting the same blue screen window as the first post. does running the updater install the hotfix or do i need to download that separately? Pardon me I misunderstood: Running installer now
  7. I have tried the Binary, the Wine, and the PlayonMac versions. Each one successfully installs, but when I start the .app the programs runs for a second and shuts down. In the Wine version, the game would go to a black screen with no sound and then shut down. Also I cannot find the darkmod.cfg file in any of the versions that I attempted to run. I will try the PlayonMac version again.
  8. Thank you very much, 32 bit bit TDM launches and works fine, but for some reason when launching an FM there is no visible light sources from torches/lamps (probably I need to fiddle around with darkmod.cfg or something else because I remember I had this issue with previous versions of TDM on this laptop in the past). TDM 64 bit shows black screen and still does not work, which leads to a crash in a few seconds. I did not have time up to the end of the week but if it is still of any use I will provide tomorrow gconsole.log as you requested.
  9. Drivers are updated, hardware is the same, still using the fresnel repack and this happened. Settings shown in video, nothing changed, but hopefully something that can isolate, simplify and complete this issue. If the black box in the upper right isn't obvious enough at 9 seconds let me know, I can adjust brightness/contrast in post. I wouldn't actually know how to go about doing that, I'm savvy with software to some degree but would need help. Edit: Got another one right after. I can't cover this mission, this bug is too common and too unpredictable to route around.
  10. Did you try monitoring hardware during playback to see if something strange is happening at the moment the black block appears? Here's a thread from someone with a similar problem with the same GPU: https://www.reddit.com/r/AMDHelp/comments/hci56z/rx_5600_xt_black_squares/
  11. Okay, I changed #version 120 to #version 130. Yes, correct I only get the TDM mouse but no main menu and no music. Just black screen. Unfortunately still did not help.
  12. UPDATE: They do not just come in black. I'm getting semi-transparent red blocks here. They were gained while staring in this direction, I am unable to replicate this on video. Edit: Better view here, angle of execution. Lower right.
  13. r_glCoreProfile "0" Here's the screenshot (with r_glCoreProfile "2" - 3.3 core profile - I *CAN'T* take a screenshot, the screenshot is all black! ) https://postimg.cc/fJ767nhV Performance is pretty the same, still BindlessTextures NOT working right (if set to 1). No need to vid_restart, just setting it to 0 solves the issue directly in game.
  14. I have similar issues unless I run TDM in the max resolution of my monitor (1920x1200). My former resolutions of 1440x900 and 1680x1050 both display improperly. The nvidia-settings utility used to have options for how full-screen programs were handled...whether to stretch or center the display with black borders, etc. That seems to have disappeared, so I can't test fixing it with that method. BTW. this has been going on for quite a while now and has nothing to do with TDM 2.0. I think it is mostly to do with changes to X, and not the nvidia driver specifically. I normally would not suggest running TDM in Wine. But, some games which act quirky in full screen can be controlled by forcing a graphics setting in winecfg. Example: I recently installed the game "Project IGI" in wine. I had some issues with display sometimes when launching the game full screen. It would sometimes display no graphics, but audio was fine. In winecfg, I made a config for IGI.exe with the following Graphics tab options set: Auto grab mouse = yes Allow the window manager... = yes Allow.... = yes Emulate a virtual desktop = yes and set to 640 x 480 The IGI game itself is set to run full screen in max resolution. Now the game launches to the main menu properly in a small window. Then it goes to fullscreen properly when missions are launched and back again when done. All display issues go away and the game (not) changing resolutions no longer re-sizes my plasma desktop panels.
  15. no need to explain so i finally got the updater to work right and then switched to the nvidia driver and the game works great. i may have to tweak settings simply because it is running the GPU hard and the fan is nuts, but that is not due to the game itself, but the display setup is what i suspect. it is kind of annoying but the problem lies with the fact that it is a laptop, and i have a secondary monitor since the main one went out. if i could figure out how to completely bypass the built in monitor then it would probably behave much better, but i guess i may have to start saving for a refurb desktop from new egg or tiger direct. EDIT: ok, something new to add, for those who want the game to go to their external monitor in linux machines. If they use their Nvidia control panel or equivalent, and save to a new xorg config file, then they can force the laptop monitor off, and make the secondary the primary monitor in the xorg settings, which will allow the game to play in full screen on the external monitor, and the GPU will run a lot cooler. I was having issues with the graphics due to the fact i could not run it in full screen because it was forcing the laptop monitor back on (albeit without the back-lights behind the LCD, so basically black with faint details) and until i adjusted things i had to try playing in windowed mode, which is not very GPU friendly. Still have yet to figure out the controls and what the objective really is in the first mission, but i know it runs ok. I got killed by the first two guards. Now i have to find out if i can balance the graphics settings just right for better eye candy.
  16. Hmm... the shape of this black thing might be explained by how bloom blurs light. Does disabling bloom really help to remove it once it appears? Does enabling it back restore the artifact?
  17. Also we should probably discuss light clipping and lighting techniques in a different thread as that's own can of worms. @duzenkoSo for the hide_distance stuff it looks like these things would be helpful to add to the list: Func_rotating and other movers? SEED (more so investigate why they aren't working properly) Lights, specifically entities that spawn lights and FX. If we can get a gentle fade out / in on all those things that would be incredible. Basically we'd have an industry standard system. I can see lots of cases where gradually dropping out lights and objects at distance will significantly help performance on larger maps or outdoor areas. Also being able to fade out FX when you get close to them is valuable for stuff like fog. This helps prevent "washing out" the screen when you get close to an emitter.
  18. Asus i5 zenbook with MX150. Opened my WIP in the laptop to check and compare framerates against my i5 desktop with geforce 1060. Since I'm using the dev build 16269-9407 on the desktop, used the same build on the laptop and got "Unable to initialize OpenGL" screen. Backtracked thru' the dev builds and found the last working version was dev16225-9284, which loads the game fine. Problem starts with dev16238-9330 and the two newer versions. No similar problem on the desktop. (and.... WIP framerates on the laptop will give some people heart attacks. Tho' I find it still playable - TDM isn't deathmatch - and it looks very good on that little machine.)
  19. @geegee The first thing to check is which GPU the last 'good' build is using (e.g. via the Task Manager) What are the screen resolutions on teh desktop and the laptop?
  20. Try "r_skipGuiShaders 1" and check if the black quad is gone. Since it overlaps console, I think it is some GUI element, which is for some reason. Also, various backend switches don't help. Also it is worth trying to set "com_smp 0" and "r_useParallelAddModels 0" (this one is "Frontend Acceleration") before the quad appears and see if it will show up again. I have a feeling that when the quad appears, toggling options is already too late.
  21. Have you updated the AMD GPU drivers recently? If you didn't and they worked before in TDM than imo it can't be the GPU drivers. Not really connected to TDM but after some recent windows 10 updates, I started having serious problems in visual studio 2015, so is no surprise to me that recent windows updates could be f things up on TDM, because of messing with OpenGL. edit: Tested Requiem and did everything you said, lean forward, frob and no clip and saw no black box. TDM 2.09/64 (not final version) my GPU AMD RX 570X, so if it ends being the GPU, perhaps this only happens on modern Vega cards?
  22. Hello everybody, I'm RS-STALKER and I just joined. I have to say what you guys did with this mod is simply amazing, nothing short of brilliant. Every single one of you who worked o this mod is awesome and I simply love it. However I do have some problems and hope some of you guys might help. Some fan missions won't start, I haven't tried all of them but I have run into two fan missions that won't start. One is Alberic's curse where no loading screen comes up, and the mission simply won't start. Another is the mission, Business as usual, the game freezes and crashes every time I try to play that mission, particularly when i press the start mission button. I have noticed though, And I don't know if this might be the problem, that both these missions have a introductory screen with the fancy arrows and "X" at the bottom. No other mission that I've played (that worked) had such an introductory screen, But the mission that I did want to play that did have that particular introductory screen, wont work because the loading screen just won't show. If any of you guys have some solutions I implore to please share it, cause I'd really like to play these missions I have windows 7, 64 bit, nvidia GTX 560 graphics card, core i5 intel cpu, and 8 GB of ram, and currently using the dark mod version 2.0
  23. No crash with r8003 thanks! I found the info was a bit spread around: http://www.thedarkmod.com/downloads/ for the public svn repository link. http://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide for building http://wiki.thedarkmod.com/index.php?title=SVN some info on the structure (but out of date?) There are two "thedarkmod.x64" binaries built... the ~200MB has the debugging symbols and what you want to run if you want to get a readable backtrace after a crash. Copy the exe to your darkmod installation and run it in the gdb debugger: $ gdb -ex run ./thedarkmod.x64When it crashes, you can type "bt" in gdb to generate the backtrace and then submit that. That being said, when darkmod crashed for me the screen was left in the loading screen and I couldn't see my gdb window. I have a dual monitor setup, so I just ran darkmod from the secondary monitor and got the backtrace from there. Not quite sure what I'd do if I didn't have the second monitor.
  24. I don't think there's any bug here. DXT is a cheap and cheerful texture compression algorithm that works OK for most images if you don't look too closely, but it doesn't handle smooth gradients very well. If you want a large and smooth background image filling the whole screen, you need to disable DXT compression. Setting image_useCompression to 0 will work for you (although it will disable compression for all images, so might increase GPU memory usage), but it won't help other users if you are using this image as part of a released mission. If you are planning to release this image and you want it to look good for everybody, you probably need the forceHighQuality material keyword.
  25. I can confirm the 2.06 black screen (with sound) on playonmac (playonmac 42.2.0, Wine 3.18, default wine video settings, vcrun2013) And in that container, 2.05 works fine. Given sollutions in this topic, gives my the same bad results. Do we need install something else beside vcrun2013?
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