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  1. 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?
  2. 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.
  3. 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.
  4. 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?
  5. Another issue: Single pass shadow maps sometimes make the compass render black. r_shadows 2 r_shadowMapSinglepass 1 Quickest replication: 1) Install mission Closemouthed Shadows 2) After the mission starts open the console and type: spawn atdm:playertools_compass 3) Cycle Inventory until the Compass appears With the default r_shadowMapSinglepass enabled, the compass will be black but moving around will sometimes illuminate it. Disabling r_shadowMapSinglepass causes it to remain visible with no artifacts including the issue reported above.
  6. Equipped this item, used it and found I couldn't get it off the screen. Remains after a quicksave and load.
  7. I run MSI afterburner and have a gigabyte graphics card. It is a good app for capturing video,screen shots or overclocking and displaying real time data on the screen for the active graphics card/cards and will work with most cards. I have found one weird bug where if I select the compass in TDM the OSD ( on screen display ) moves the OSD type on the screen temporarily as if I changed the display resolution. It does not seem to effect anything really but it's curious and needs to be seen. I tried to take a screen shot and it's not working properly. This is what I end up with but not what is displayed on screen during play: https://skydrive.live.com/redir?resid=F7539D361BD41522!188&authkey=!AIBZiw_9kt8S8Mc
  8. 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.
  9. Ok, I finally got it to work, but it didn't involve either of the fixes you guys were talking about. First, I would change only these options: Screen Ratio: 16x9 Resolution: 1920x1280 Fullscreen: Yes Are you sure you want exit (Ask every time?) No (in other words, I told it not to ask me every time). Then the next time I started dark mod, black screen. Although I saw the fps counter (which by the way is rather odd in my opinion to have enabled by default..) So I went into my doomconfig.cfg and started changing everything back to default settings. Still black screen. (Weird, huh?) Next, I overwrote the entire darkmod folder with the one I had originally downloaded (unaltered). It worked, but I had the same problem as in the beginning (wasn't full screen, lower res, etc.) So I begun changing options again, restarted, and black screen. Then, I simply the darkmod.cfg from the original, unaltered darkmod folder that I downloaded, and overwrote the one in my darkmod folder, and then it worked! Although oddly enough, it was still set to 1920x1080, 16x9 and fullscreen was enabled when I started dark mod. I thought it would've overwrote it back to default settings (1280x720 and whatnot), but it didn't. Instead, it worked. Although it did seem to forget that I told it not to ask me if I wanted to exit for some reason. So whatever. I'm just glad I got it to work. Although I think something strange is at play here.. Edit: As a side note, it'd be nice if there was a "mods" option on the front end dark mod menu so that I could switch to another mod. I modified my doom 3 shortcut to start right into darkmod, but unfortunately I can't switch to other mods after I do that, so I may just take that out for now and switch to darkmod within another mod.
  10. 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.
  11. 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.
  12. 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.
  13. I would expect both approaches have roughly similar speed in general, with the exception that stencil shadows are culled to light screen size projection while shadow maps are usually fixed in size. E.g. when player is a room fully lit by a couple lights (Officer Lounge in Fence) stencil light will draw in full screen size twice, while shadow map could draw in 512x512 buffer. But then player is in the street with many small lights stencil could draw each light in a screen region as small as dozens of pixels, while shadow map is still 512x512 (not that there's no way to add LOD's to that as well)
  14. I recently switched from a 27" FHD screen to a 34" 1440p 21:9, and now I see this : https://i.postimg.cc/t4Xb2gV0/ws5-2021-04-07-20-37-05.jpg
  15. I believe this is the closest to a crash log I can manage. The screen goes grey as though the game will start up before going back to desktop. Darkmod.logDarkMod.temp.log
  16. i dont use triple buffering. I don't use the video driver settings I can't turn off VSync. since there will be Screen Tearing
  17. I edited my previous post with the updated log. I can only dump the log when I'm on the first screen after loading the mission. The console won't open when the screen goes black.
  18. I understand. Thank you for the explanation. I agree about the third person model. I do not know how the stealth calculations work behind the scenes, but if they do use that model then there will be some discrepancies, particularly when compared to the view the player has in first person. The crouch model seems at least a full head taller than the first person perspective portrays. I can only imagine that it is rather difficult to animate a model like that, especially considering all of the dynamic movements the player can make. The rigid shoulders do look kind of silly when you see yourself but I can certainly look past all of that considering how rarely the player actually does see themselves. The important thing, I imagine, is that the stealth detection matches what the player sees on-screen.
  19. 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.
  20. Do you say it does not happen without OBS? Is it well-reproducible (slows down on same location)? Did you try different recording mode (e.g. screen capture) ? Is it on Linux or Windows?
  21. 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.
  22. 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?
  23. 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.
  24. Just tried loading that, and it's looking promising for me. One odd thing: when I started the map I briefly had the following message (or something like it) at the top of my screen: WARNING: AAS_RAT OUT OF DATE No idea what this means! Edit: Maybe I misremembered the string: ran it again and got WARNING: AAS32 IS OUT OF DATE
  25. Ok, so I did what freyk suggested and installed the "vcrun2013" component. This time, the game will actually launch - the music starts and when I move the mouse around or hit the buttons it is clear that I am "making contact" - but the thing is, the screen is all black. Any further ideas? Btw, thanks a bunch for the help, I really appreciate it!
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