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  1. Hi Guys, when i'm playing big FMs like Crucible of Omens, I have to play with downsize options to avoid crash : seta image_downSizeLimit "512" seta image_downSizeBumpLimit "128" etc... But playing with this config, I have visuals bugs, like flames appears black, or water surface effect working only in a small square at the left bottom of the screen. I've been able to disable those bugs by using toggle commands like : bind "i" "toggle r_skipambient" bind "o" "toggle r_skipnewambient" bind "p" "toggle r_skipPostProcess" But there is only one bug that I can't handle, it's the water effe
  2. thx... i waited until i saw thedarkmod.x86. Now.. i get it to run... (without wine?) it shrinks the work space down to the games window then is full screen for the game. Funny thing though, If/when i quit the game the desktop resolution is not restored to its orginal resolution. In other words the desktop is all large and if have to move my mouse to each edge of the screen and it moves until i get to the extreme edge of the work space. Is there a work-around for this? Do i need to run Darkmod with PlayOnLinix (tried it seems to do the same thing)? I am using Chromixium (based on Ubuntu 14
  3. Springheel - I broke that apart just to take the screen grab. Perhaps someone can try importing that prefab (the existing mirror and stand) and see if it does the same. Id be interested if someone running a beta of 2.5.0 DR has a different outcome. Cheers
  4. Okay! Glad to see a push for linux gaming! I installed per the basic instructions for linux just yesterday, but am having an error upon starting the game. I get a pretty long error list, mostly relating to not being able to load any of the images. Here is a sample of that list (it is wayyy to long to post all of it here, unless you want me to): WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure1 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure2 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure3 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure4 WAR
  5. How do I close the game console to get back to game? It worked but I thought my screen was having some kind of an attack. It went haywire for several seconds then when it stopped Garrett was upside down lol. Since f is a game function should I try to assign f12 instead? Edit: So can I adjust the 128 so that the screen doesn't convulse so long? I'm worried it will have a heart attack
  6. It appears that this is a screen resolution issue. I have a 1360x768 TV that I use for my monitor. The following TDM screen resolutions produce the following results for savegame images: 1 - 16:9, 1366x768 = skewed 2 - 16:9 TV, 1360x768 = skewed 3 - 16:10, 1024x600 = good 4 - 5:4, 1280x1024 = good 5 - 4:3, 1024x768 = good Another odd thing is that the first four settings above were all painted inside a window that filled the screen. Fullscreen was OFF in all cases. While I would have expected that for settings 1 and 2, I wasn't expecting it for settings 3 and 4. Setting 5 pai
  7. Yes, the proper way to do this is to take advantage of shader branching. I remember looks at the backend awhile back and seeing that it creates black textures for any stage not supplied in a material so that the ARB shaders always have a texture input... (and I thought that was pretty dumb). Branching would also solve the issue were TGA normal maps require a different interaction than RGTC or other compressed formats.
  8. That is definitely better, however, I still have the title bar and start menu bar showing, any other setting to bring this totally full screen? Edit: Nevermind, I noticed fullscreen wasn't checked and that did it. Thanks.
  9. I have a 32" widescreen monitor. In game settings don't let me go full screen at that width, and I cannot seem to find the correct resolution to set. My settings is Thief 2 however work fullscreen and they are 2560x1080x32. Is there a way to specifiy in darkmod.cfg the correct settings and what might those be? Thank you.
  10. The blue windows, the multi-colored windows, and the black windows are all back to normal now. Good work. Thanks!
  11. Including the training mission, most of them just return to the objectives screen after the loading bar is full or just hang on the load screen. St Lucia on the other hand says to press "Attack" to start, which is Left Mouse button but nothing happens. Tried pressing all the keys and nothing happens. So far this is just fancy front end where nothing happens. Specs: Intel i7 3970X CPU 16Gb Corsair Vengeance 1600 RAM Asus P9X79 Deluxe EVGA GeForce GTX 780 SC ACX x2 (SLI) X-Fi Fatality Pro 1200W Cooler Master Gold Pro Corsair H100i Watercooler Samsung 840 Pro 256Gb SSD (O/S) Western Digita
  12. Another mission to look at is Lords & Legacy. The transparent windows in the opening poor section of town are now a mix of things: okay, rainbow-colored, bright blue, etc. A good example is where the open window where the female is wandering around is clear, but the closed window on the other side of the door from it is blue. Go to the central part of the map where the guard station is and look at the surrounding transparent windows. They're all black. Lots of problems in this map.
  13. Still this lol. The console will usually show the cause of such issues, black screens are sometimes caused by failures to load textures or gui files etc.
  14. Is it possible the forum is showing you the decompressed file size? EDIT: nope, that's not the case, if I full screen the image and download it, it's twice the size in MB, but it's image size is smaller, so the forum is resizing and recompressing, but probably doing it as fastest path instead of smallest path.
  15. I just downloaded The Dark Mod and as soon as it finally downloaded I ran the application; my screen went black and this window popped up. Im a newb and don't know what to do.It says that it can't find some of the files. I've ran the updater a couple of times and it says that it's up to date.
  16. I had this problem - I got music but a black screen - on Ubuntu 12.04. I fixed it by doing: sudo apt-get install driconf Run driconf, and on the "Image Quality" tab, set "Enable ST3C texture compression even if software support is not available" to "Yes". Close driconf. Then, the menu worked. (Although it's still not setting the screen resolution back to the original resolution when it quits...) Hope this helps someone. Gerv
  17. I opened my WIP, which I last edited with 2.02. Now, with 2.03 one of my textures appears black (black in color, but with clearly visible bump mapping) in the game, but seems okay in DR. The game complains about missing texture textures/darkmod/stone/brick/blocks_sepia_grey_d It is as if the diffuse texture did not make it into 2.03? Can someone confirm? The texture in question is called: textures/darkmod/stone/brick/blocks_sepia_grey
  18. I know that engine is the most modern but also more similar to the original one, it has full support for all vanilla idtech 4 features and tools, for example the vanilla GUI system, where all engines based on Doom 3 BFG source require Flash, at lest for fullscreen GUI's. There's other stuff on it that is cool has well imo, support for Qt GUI based tools, for example the fhDoom engine light editor is made with it, and looks very nice imo, unfortunately is the only converted tool for now plus i don't know if you can do game based GUI's with it. It also has direct support for GLSL shaders, th
  19. Is the game going fullscreen but only rendered in the top left corner, so the rest of the screen is black? If he's using onboard graphics like intel, he might have keep aspect or don't scale option set. Man there's so many things that it could be.
  20. I have a new machine with gtx 760. It does not want to play TDM. I run TDM on 64bit Arch Linux on this new machine and it breaks before starting. (TDM 2.03 is still working on old 64bit Arch machine). It is ofcourse possible that I forgot to install some 32bit lib but maybe it's something different alltogether... Help much apreciated. [whoop@black darkmod]$ gdb '/home/whoop/darkmod/thedarkmod.x86' GNU gdb (GDB) 7.8.2 Copyright (C) 2014 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> This is free software: you are free to c
  21. Well, I FINALLY managed to get my grabbers on a copy of Doom3 (not to mention a computer that'd run it?) and got it set up last night. Got the darkmod running and downloading and left that overnight. When I came back this morning, I was looking forward to playing. -sigh- The thing is RUNNING fine. But looks. . .not quite so nice. I seem to be missing some textures in certain area. I tried with the training mission and with the Santa Lucia mission and both have the same problem. Things seem to play alright, but these dark areas are a little. . .odd, especially the ones you have to walk throug
  22. In 2.05, this model: models/darkmod/nature/bush_small03.lwo using this skin: nature/long_grass_lightyellow_dense displays correctly. In 2.06, the same model with the same skin displays the alpha channel as a black texture. First image is 2.05, second is SVN. Could someone with materials knowledge please figure out what's been broken since releasing 2.05? I took a quick look and didn't see any differences in the material or skin definitions, or the tga file for the grass texture. Other bush skins might have the same problem. The bugtracker issue is #4511.
  23. the texture files are not the same size so it looks like one has been altered. maybe the alpha channel has been removed on the later texture. it might depend on a texture editor some use 0 as transparent value and some use 255 as transparent value, if they've been swapped then the alpha channel would appear black.
  24. Check for in game video resolution? And what is system wide screen resolution?
  25. I just checked at a range of screen resolutions and aspect ratios - it is the same on all of them Note that my screen is a standard 16:10 ratio I also tried the same thing with windows selected as opposed to full screen and it is the same
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