Jump to content
The Dark Mod Forums

Search the Community

Showing results for 'black screen' in content posted in TDM Tech Support.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I'd especially be interested in hearing more detailed instructions from Dead Rat, as he seems to have had the exact same problem and successfully solved it. I just wasn't able to follow the instructions, I think I need a little more detail. I know what the name of the light is that makes the sound, but don't know how to find that in the Sound Editor screen. The instructions mentioned something about left-clicking on the light in the game window, but most times I try that, the game just freezes when I try to get close to the yellow box and then just left click.
  2. Well, I was thinking that may be the case, as when I'm in that editSounds screen, a lot of the entries under it play a tone that sounds a lot like the constant tone emitted from the troublesome lights. I'm attaching a picture of the screenshot of one of the many lights in "Lords & Legacy" that emits the tone, and also a link to a video capture of me in the Sound Editor, clicking on the various sounds in the one section that play the tone. You can also hear the constant tone of the lights/biground1_streetlamp_4fold_snd lamp in the background, underneath my clicking the sections, as the game is running. This really leads me to believe my install is missing base package sound files that a lot of these levels that have electric lights in them may be referring to. As a way to test, is there way for me to place dummy sound files in a location inside the level's folder, or inside my base install, to see if I can get them to show up? Again, still not really familiar with how the innards of Dark Mod works at all, but willing to put in more effort to get this resolved! DM didn't always have this problem, but couldn't say at what point (OS or DM upgrade) it started happening. http://download.lavadomefive.com/dmsoundeditor.mp4
  3. Hello! I've been having a host of weird AA/ graphics problems with 2.06. Ill post them here and create bug reports when necessary (sorry if these are redundant in other threads) Windows 10. NVIDIA GeForce GTX 980. (Latest drivers) TDM 2.06 (Both 32 and 64 bit) Problem 1- AA forces fullscreen - While in windowed mode + (advanced render features off / SS/ Post/ect) - If I click AA on, it forces fullscreen mode even after restart. I have to disable AA and then restart to get back into window mode. Problem 2- AA and my skyboxes -While AA is turned on + (forced fullscreen, advanced render features off). My skyboxes get this weird windowed effect in them. If I turn bloom on, the effect is very noticeable and creates a huge FPS drop. Some screenshots: Cauldron: With Bloom: Volta and the Stone: with bloom: I did try removing the fog light I use in the skybox, but the problem persisted. Problem 3- Water shader - All advanced features off including AA. I get these very weird black lines on my water shader. Material file: volta_water_material.txt I want to make sure these are legit mod bugs before filing reports, so please let me know if you have the same problems or if these are already filed and being tracked. Thanks!
  4. I recently dowloaded the new version 2.7 of the dark mod . the game runs fine . But my screen is to dark. And the brigtness and gammasettings in the game does not work .. But it works fine in my older games like the thief series(ecxept returm to castle wolfenstein . that uses a mod) . I recently upgraded my nvdia geoforce . And I am microsift beta tester. I am using windows 10 19h build 18334(and I cannot revert back windows.old . these files are deleted ). I suspect that its my nvidia that overwrites the games setting .I have tried to reert back older version . But that dosent help either ... So I need help . In
  5. ^ I see I'm not alone I'm putting this in the forums instead of bugtracker because there are multiple problems, some of which are related. My main problem is the same as this thread. Corruption loading keyboard controls in another layout openSUSE Linux 13.2 TDM 2.03 1) Getting it to start in the first place I noticed some new games in my repositories, and this was one of them. It installed fine through yast2. I tried thedarkmod and ~/.doom3/darkmod/thedarkmod.x86, but it was (I think) tdm_update.linux, the one that doesn't start with an underline (which I don't see now), which actually got a runnable game. 2) Window management There doesn't seem to be any way to get the mouse outside of the game window (in KDE) - alt-f3 for window menu, alt-f4 to kill, shift-alt-right to switch desktops, alt-tab to switch windows, alt-dragging the window with the mouse. This makes it difficult to see what the updater is doing, and exactly when it changes the config file. 3) Interrupted window move However, between when the game starts and when it grabs the mouse, I can start moving the window with the titlebar. If it grabs the mouse while the window is low on the screen, instead of being able to move the mouse below the bottom of the screen to hit the close button, I have to press ctrl-alt-f1 and kill it by command line. Also, while it's loading a level, I can move other windows on top of it, which stay when it grabs focus again. 4) Spawning the game before the updater Run thedarkmod, see another terminal appear, see the game appear, close the game. "The Dark Mod was found to be active. The updater will not be able to update any Dark Mod PK4s. Please exit The Dark Mod before continuing." It seems to attempt updating whether I kill the game quickly or not. 5) Typewriters live on through the QWERTY keyboard layout. I currently use the dvorak keyboard layout. It's set as the system-wide layout through yast2. Also, in the KDE desktop environment, I have a keyboard layout switcher between that and qwerty (and others). There are also some options like caps lock is compose key (to make words like café), press both shifts to toggle caps lock (really, who needs three buttons to make capital letters?) 6) Corruption loading keyboard controls in another layout If everything's in qwerty the whole time, there's no problem (it's a singleplayer game, I don't need to be able to type words) If everything's in dvorak the whole time, let's say I assign the first few controls (up down left right) to aoeu (that'd be the same keys as asdf in qwerty). The game is playable until I quit or restart. The controls are saved correctly after the program quits, just as they appear in the controls menu when it was running. I then start it again. When it comes back, it loads the keys as if I had pressed aoeu in the qwerty positions (so euo on the higher row, then a on the home row), then it converts those keys to the letters dvorak has there (so .gr on the higher row, then a on the home row). So I start up the game, set some controls to, say, qwerty's wasd in dvorak (,aoe), play for a while, restart, then all of a sudden it's expecting me to press war. instead. The problem only happens when I'm in an alternate keyboard layout on program startup. 7) Partial keyboard layout to start with! A workaround for this could be replacing the config file before startup with letters which would convert to the correct ones on startup. If I wanted aoeu, I'd put in asdf. Nevermind, I tried typing into the game asdf in dvorak, which is a;hfy in qwerty. Turns out, semicolon and apostrophe don't respect keyboard layout change. I don't even want to know how many keys are missed. This program probably also has that common problem where it reads the keys in two ways (key and symbol) and only proceeds if they're both the original match (which is the opposite of how layouts work, which only change the symbol for the key) 8) Input method resetting to default fcitx is a chinese input method switcher. It applies on top of KDE's keyboard layouts. I have dvorak set as default, qwerty included so the KDE switcher will still work, and google pinyin for chinese (which applies on top of dvorak, so you type ni hao using dvorak, and it converts it to 你好 using google pinyin). Even if I select qwerty in KDE's layout switcher, then when I start the game, fcitx notices there's a new window and switches it back to its default keyboard layout (which is dvorak) instead of keeping the current one, combined with #6 makes it appear to not work in qwerty if it starts in fullscreen and you can't see the layout switcher temporarily being different for the running life of the program. It switches back to its default layout any time I focus on another window, regardless of the state of Share State Among Window [No | All | PerProgram] 9) Workarounds kill fcitx so it doesn't switch back to the default layout, or change the default layout switch to qwerty play the game switch back after the game ends hope the config file never gets corrupted Or, write a script that'll reverse-corrupt the file and hope it's always at the correct ± level of corruption. Or, reverse-corrupt the config file, then set it read-only as above.
  6. type in terminal sudo apt-get install libtxc-dxtn-s2tc0:i386 to download 32 bit version of s3tc. It won't show up in synaptic for some reason. This is as far as I got to get past the blank menu screen. Your next problem is the ridiculously low fps and stutter. I never knew how to get past this without installing proprietary drivers. If you're stuck b/c of the low fps or blank screen, just hit the tilde key (~) and type quit to exit.
  7. Hmm... http://wiki.thedarkmod.com/index.php?title=Resolutions r_fovRatio is supposed to override your aspect ratio setting to allow custom ratios for wide-screen (etc).
  8. Are you running TDM in a window or in full screen?
  9. Did that, the lighting is totally wrong on my side. https://drive.google.com/open?id=1QTqZkJjlLBZWK6rqAly1-Jig1XwjlhfD ps. Doing vid_restart made the screen become gray and add to forcefully kill TDM as even the console didn't show after it.
  10. I would like to add my problems report too! - The new shadows simply dont work at all, they just create fields of black spots. I have an onboard card, so it might just be a compability thingy, old shit n stuff. - The rope arrow is suddenly broken... As soon as i climb on it, it freaks out and lashes itself into the first wall it can find. Unclimbable. Thats all i care for :3 The update brought alot of new performance! And the SFX update really made a huge entrance <3 thx
  11. Look at the link Nob posted, near the bottom they compare the U2413 to the U2413M. Hmmm, not sure what this means but: luminance (cd/m2): 266 Black Point (cd/m2): 0.32 Contrast Ratio: 839:1 that seems really dark black point. This is an LCD backlight and I find this monitor excellent for TDM.
  12. Ah, I think I found out how to reproduce it. It comes from a weird habit I have. When you start a mission, you will be presented with this screen: If you first quicksave on this screen, then press attack to start the mission, then quickload, the problem will occur. It happens at least in St Lucia for me. So it seems to be more my fault for making a risky/glitchy save. Anyway, it hasn't happened since I stopped doing this premature quicksave, so I can enjoy the game without any problems. Thank you for investigating
  13. It's before it gets to the main menu. You never even see it. It crashes during the grey screen.
  14. All right, I guess I didn't wait long enough ... I'm used to missions having a loading screen.
  15. I see nothing but pure black on that SS on my old LG Flatron. It's IPS, so it should explain that. I upped my monitors brightness and gamma, didn't really change it. Pitch black turned to very dark gray. It's not even that expensive, cost me 550e back in 2010. Still a very good balance between speed and quality. I must be getting delirious on this fever or something... I was sure this topic had something to do with sun spots, even after reading a few lines... The topic and that little avatar of the surface of sun. Yeeeah... back to bed...
  16. I'm sure the game uses the NVidia GPU - I set it in the NVidia panel, and tried also explicitly select it using the context menu when running the game, and messages in the console confirm using it. I tried also the Intel GPU and in full screen it even runs roughly 30% faster than the NVidia GPU. I tried turn all these options off but FPS in full screen was still much lower than in the windowed mode (where it also proportionally increased) and was almost unplayable.
  17. Looks like scaling ought to be able to fixed using the monitor's setup menu: https://www.kitguru.net/peripherals/james-morris/samsung-cf791-34in-quantum-dot-curved-monitor/3/ Looked at a lot of software config stuff, but said nothing about the hardware setup - and it looks pretty irritating interface for that monitor. 110-degree FOV will mean you get the same view as any 16:9 res, scaled to 21:9, but might stretch prevent the GUIs stretch. Another option is to run the game in a window, clip the border off with borderstripper (http://winborderstrip.sourceforge.net/) and alt+enter it, same as stretching out other old games from the last millenium. Might get some letterboxing, might not. Idk - only purpose I can see in having a super-widescreen monitor is to be able to have 2 "fullscreen" applications running at the same time on the same screen. Like Photoshop and Lightroom or bitmap2material, Illustrator and Aftereffects and Premiere- so you can just drag between them and still have all the space to be able to work effectively, or stick it on its side and be able to read a bunch of dll or notepad++ (or a long forum thread on a monitor) without scrolling. Have you still got the receipt..?
  18. If you set the resolution you do not have to set the screen ratio, the code will compute it on its own. Dunno if this is the root of your issues, though.
  19. I unpacked the contents of the zip file to my darkod directory. The main screen works both ways, r_fullscreen 0 or 1. I have successfullystarted the training mission and it looks like this https://we.tl/t-ME5PVgzRWg Abayo.
  20. The OpenGL programmer in me thinks that looks like the underwater effect is supposed to be rendered to an FBO for some post-processing to be applied, but the FBO is not being bound correctly and the render is happening to the screen instead.
  21. Your only option's with OcUK are - GIGABYTE P15F v2-CF1 for £784 w/2yr warranty - Display: 15.6", 1920*1080 Full HD matte screen - Processor Type: Intel Core i7 4710MQ (Cores: 4 (8 Threads), Clock Speed: 2.40GHz (3.40GHz Turbo Mode) - Hard Drive Size: 1000GB, Speed: 5400RPM- this POS should be replaced with a 250GB Samsung 840 evo (£95) and then put said POS in a USB 3.0 enclosure to use as a backup drive. - Memory Supplied: 1 x 8GB DDR3L-1600 (low voltage) - I recommend you buy another 8gb while you (they dont have in stock atm) - Memory Socket: 2 x SO-DIMM, max. Memory Support: 16GB - Operating System: Windows 8.1 - Graphics Chipset: NVIDIA GeForce GTX 850M, 2GB GDDR3 - Chipset: Intel HM87 Express - Optical Drive: DVD Supermulti R/W - Battery: Li-ion 6-cell, 4400mAh, 48.84Wh - Product Weight (g): ~2.6Kgs - Warranty: 2 Years - Gigabyte's website They close at 5:30 so you'd better get your scates on. So.... Steve the lemon went to the the wrong address and by then OcUK were closed, so its off to PcWorld instead and I found this model at his local store - HP ENVY 17-J184na for £899, its roughly the same price (if you include the SSD), same spec but with a bigger screen and one of those hybrid SSHD (normal/ssd) drives.
  22. @Steve, considering you know how much I know about PC hardware why did you drop me a PM..? You can get a machine that will happily play TDM for £500 but compromises will have to be made, for £1k you can have an all singing all dancing desktop replacement. The place you want to go is http://www.pcspecialist.co.uk/laptops/, I Helped Melan get a laptop from there. So the big question is what is more important, portability or large screen.? Power & Portability - http://www.pcspecialist.co.uk/notebooks/SkyFireIII-14/ - 2kg Power & large screen - http://www.pcspecialist.co.uk/notebooks/cosmosII-17/ - 3.1kgs
  23. So I fiddled with this last night and found that I'm not able to properly validate vsync. It seems that my monitor must automatically do some sort of buffering of it's own. I was not able to get screen tearing no matter how much I punished my FPS and turned off all vsync. It's a crappy little LCD TV that also can be used as a monitor and it has a resolution of 1366 x 768 but it's defacto input resolution is 1080p which it auto-downscales so I'm guessing there's all sorts of funky DSP manipulation to the HDMI input I'm sending it. Going by FPS alone, both r_swapInterval 1 and -1 cap FPS at 60 but seem to allow it to fall to lower values without going to 30 FPS automatically... which is apparently what Adaptive Vsync should do. Disabling in-game vsync in favor of Adaptive Vsync in the driver produces the same result. Someone who has a monitor which exhibits tearing without vsync will need to test r_swapInterval -1. As for me? No vsync needed until I get a new monitor I guess.
  24. nbohr1more got it right the first time. boy do I feel dumb for some reason I thought my version of Doom3 was pre-patched. yeah I'm a dummy today. so it is working now, thank you very much for the help but I have another question. I have a wide 18~ish inch monitor and the game doesn't display all the way out to the side. the top and bottom meet up well but there's close to 2 inches of black nothing on either side of the game. my screen resolution is 1680 x 945 the closest I can get the game setting to that is 1680 x 1050 but the black side don't seem to change any from me adjustingz resolution or aspect ratio. the game seem pinched side to side to me. is there any way I can get the game to display fully from side to side? thanks again
  25. Yeah, looks like it. The only things that can be done are: r_finish 1 (super slow but forces correct buffer management) Adaptive Sync: Recent GL drivers implement a new WGL/GLX extension called EXT_swap_control_tear. This extension brings "adaptive vsync" as featured in modern gaming consoles to the PC. Adaptive vsync enables v-blank synchronisation when the frame rate is higher than the sync rate, but disables synchronisation when the frame rate drops below the sync rate. Disabling the synchronisation on low frame rates prevents the common problem where the frame rate syncs to a integer fraction of the screen's refresh rate in a complex scene. Adaptive vsync can be enabled with wglSwapIntervalEXT(-1) or glXSwapIntervalEXT(-1). https://www.khronos.org/opengl/wiki/Swap_Interval https://www.khronos.org/registry/OpenGL/extensions/EXT/WGL_EXT_swap_control.txt I wonder if r_swapInterval takes -1 already...
×
×
  • Create New...