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  1. Well I have Doom 3 for Steam, and you can set "launch options" for Doom 3. The option I had set was: +set fs_game sikkmod (to start the hdr mod made by sikkpin) But then I decided to change it to: +set fs_game darkmod (to start the dark mod) Then I read you were supposed to use tdmlauncher so I took that out of the launch options, but still no joy. Edit: Anyways, I took the launch options out and I just double-click "tdm launcher" but I'm still getting a black screen (after seeing the default doom 3 loading screen)
  2. I tried making a thumb-drive upgrade to 1.08 to 2.00 for a friend this evening and encountered this problem again too. Going to Win 7 compatibility did not help. I was able to start the mod using the following steps: 1) Delete Darkmod.cfg 2) Delete gamex86.dll 3) Double click TheDarkMod.exe 4) Black screen is shown 5) hit Alt + Enter to go into Windows mode Now I had a nice little 640x480 TDM which I could scale to higher resolutions. You can shortcut this process by changing: seta r_fullscreen "1" to seta r_fullscreen "0" in Darkmod.cfg and see if it renders.
  3. Alright so I tried a few things out during the last few days, but I still can't figure out how to make this game run... I got the latest driver and I've tried running it in Win7 compatibility mode, as well as running it as admin. I finally got the game log file by blindly going to the console and typing just what you said, here's the link http://pastie.org/private/khjeat5wvdpqkdwrhtrheq The weird part is that I got the game to run once, it just happened randomly after a restart. I proceeded to change the resolution after which it restarted fine as well. I also changed another graphic setting, I think it was the details and tried restarting it and now it doesn't work anymore. Its back to the black screen with the menu music in the background. In conclusion, I still haven't played a single minute
  4. Hey i tried going into the console, but nothing changed the screen was still just black with the menu music in the background. When I press the windows key i can see the menu; however I cant do anything so I have to revert to the task manager to close the program. I have tried every possible compatibility. I forgot to mention this initially, but my os is 64 bit. Any other ideas?
  5. Nearly looks as though the game is getting processed in segments as if the CPU pipe is congested with something else. Would be nice to have a background task % as Biker asked to help troubleshoot this. @Manio, prior to starting the game, just sitting at your desktop, can you take a screenshot of the task manager and post it? Would be best to sort by clicking the CPU column header prior to taking the screen shot too. Would also be nice to switch Task Manager to "always on top" and get a screen shot with the game running during this issue. Thanks
  6. Hello, I'm trying to install The Dark Mod on a Toshiba P200 running Linux Debian/Jessie. I have followed wiki pages and read the FAQ. I don't know where is my mistake. When I launch ./thedarkmod.x86, I only obtain a black screen. To install The Dark Mod, I have created .doom3/darkmod in my home directory. I have downloaded doom3-linux-1.3.1.1304.x86.run to install doom3 (in default directory /usr/local/games/domm3). I have checked that doom3 runs fine. I can lauch doom3 but as I don't have serial number, it stops with a dialog and ask for a serial number. I have downloaded The Dark Mod in .doom3/darkmod with tdm_update. In FAQ, I have seen that some graphic card do not like compressed textures. Thus, I have modified .doom3/darkmod/Darkmod.cfg to add : set r_mode "-1" set r_customwidth "1440" set r_customheight "900" seta r_aspectratio "2" seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "0" seta image_preload "1" but it doesn't work as expected. When I redirect TDM output in a file, I obtain : TDM 2.00 #5890 linux-x86 Oct 5 2013 11:41:11 found interface lo - loopback found interface eth0 - 192.168.0.4/255.255.255.0 Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV tdm using generic code for SIMD processing. ------ Initializing File System ------ Current search path: /home/bertrand/.doom3/darkmod/ /home/bertrand/.doom3/darkmod/tdm_textures_wood01.pk4 (297 files) /home/bertrand/.doom3/darkmod/tdm_textures_window01.pk4 (234 files) /home/bertrand/.doom3/darkmod/tdm_textures_stone_sculpted01.pk4 (312 files) /home/bertrand/.doom3/darkmod/tdm_textures_stone_natural01.pk4 (110 files) /home/bertrand/.doom3/darkmod/tdm_textures_stone_flat01.pk4 (271 files) /home/bertrand/.doom3/darkmod/tdm_textures_stone_cobblestones01.pk4 (192 files) ... File System Initialized. -------------------------------------- ----- Initializing Decls ----- ------------------------------ ------- Initializing renderSystem -------- using ARB renderSystem renderSystem initialized. -------------------------------------- I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1213 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. WARNING:Couldn't load image: guis/assets/splash/launch Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command 'use' Unknown command 'console' Unknown command 'next' Unknown command 'prev' Unknown command 'previous' Unknown command 'next' Unknown command 'crouch' Unknown command 'Lean' Unknown command 'lean' Unknown command 'Readables' Unknown command 'spyglass' Unknown command 'compass' Unknown command 'lantern' Unknown command 'maps' Unknown command 'objectives' Unknown command 'keys' Unknown command 'lockpicks' Unknown command 'lean' Unknown command 'Inventory' Unknown command 'Mantle' Unknown command 'creep' Unknown command 'frob' Unknown command 'inventory' execing Darkmod.cfg execing autoexec.cfg I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1213 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing Sound System ------ sound system initialized. -------------------------------------- ----- R_InitOpenGL ----- Setup X display connection dlopen(libGL.so.1) Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1440x900 Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display. GL_RENDERER: Gallium 0.4 on AMD RV630 ... using ARB_vertex_buffer_object memory using ARB2 renderSystem WARNING:Couldn't load image: guis/assets/splash/launch WARNING:Couldn't load image: guis/assets/white Font fonts/english/stone in size 12 not found, using size 24 instead. WARNING:Couldn't load image: fonts/english/stone/stone_0_24 WARNING:Couldn't load image: fonts/english/stone/stone_1_24 WARNING:Couldn't load image: fonts/english/stone/stone_0_48 WARNING:Couldn't load image: fonts/english/stone/stone_1_48 WARNING:Couldn't load image: fonts/english/stone/stone_2_48 WARNING:Couldn't load image: fonts/english/stone/stone_3_48 WARNING:Couldn't load image: fonts/english/stone/stone_4_48 WARNING:Couldn't load image: ui/assets/guicursor_arrow WARNING:Couldn't load image: ui/assets/guicursor_hand gamex86 - Found SO in EXE path with timestamp of 1383076661 - /home/bertrand/.doom3/darkmod/gamex86.so gamex86 - Found SO in pak file with timestamp of 1380970032 - /home/bertrand/.doom3/darkmod/tdm_game02.pk4/gamex86.so gamex86 - SO in EXE path is newer, ignoring SO in pak file ... -------- Initializing Session -------- 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 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure5 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure6 WARNING:Couldn't load image: guis/assets/mainmenu/sidefigure7 WARNING:Couldn't load image: guis/assets/credits/priest WARNING:Couldn't load image: guis/assets/credits/concept01 WARNING:Couldn't load image: guis/assets/credits/characters WARNING:Couldn't load image: guis/assets/mainmenu/background_empty WARNING:Couldn't load image: guis/assets/mission_failure/fog WARNING:Couldn't load image: guis/assets/mainmenu/parchment_mainmenu WARNING:Couldn't load image: fonts/english/carleton_glow/carleton_0_12 WARNING:Couldn't load image: fonts/english/carleton_glow/carleton_0_24 WARNING:Couldn't load image: fonts/english/carleton_glow/carleton_1_24 WARNING:Couldn't load image: fonts/english/carleton_glow/carleton_0_48 ... 186 warnings terminal support enabled ( use +set in_tty 0 to disabled ) pid: 8710 3968 MB System Memory guessing video ram ( use +set sys_videoRam to force ) .. guess failed, return default low-end VRAM setting ( 64MB VRAM ) 64 MB Video Memory Async thread started Couldn't exec autocommands.cfg - file does not exist. Widescreenmode was set to: 2 (1440x900) ModelGenerator memory: No LOD entries. pure virtual method called terminate called without an active exception pure virtual method called I don't understand why TDM believes that graphic adapter only has 64 MB of VRAM. I have tried to run TDM with +set sys_videoRam 256 MB with the same result. I suppose that trouble comes from : WARNING:Couldn't load image P200 contains : - Intel® Core™2 Duo CPU T7500@2.20GHz - RV630/M76 [Mobility Radeon HD 2600] VGA driver is radeon with direct rendering (I have checked with glxinfo | grep rendering). Where is my mistake ? Best regards, JBERT
  7. The blue windows, the multi-colored windows, and the black windows are all back to normal now. Good work. Thanks!
  8. When I first set a 4:3 resolution and then go back to 16:9 it works for me. But it seems like some of the upper screen is cut out (my bow shooting center isnt the center of the screen). I guess I'll just have to play on some lower 4:3 resolution.. (edit: native screen resolution is 1920:1080)
  9. 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.
  10. I finally got around to installing The Dark Mod 1.02. Been meaning to for a long time. The mod looks superb from what I've seen so far. However, the mod was somewhat tempermental to get running well. At first, I had the "menu is a black screen" problem. It seemed to occur the first time I set the window to be full screen. I've also had the issue with the game crashing after several quick saves. But my main reason for posting was to mention the rendering issues I've been having. I'm mentioning a solution I found to one of them, in case anyone else runs into this specific problem. My setup: Win 7 x64, Althon X2 6400+, 2 GB, Radeon 3870, Catalyst 10.6, 1680x1050 resolution. I was having dramatic framerate drops similar to what's been mentioned in this topic. This happened during the training mission included with the mod, in the practice area where you learn mantling and using rope arrows. My framerate was being annihilated whenever I approached the gas lamps near the beginning of that area, after mantling the crates. I knew it had something to do with the lamps, because whenever I specifically approached them the game slowed to an absolute crawl. While up until that point, everything was smooth even at 1680x1050. After trying countless tweaks, I finally found the solution. For Performance Tweaks on the Dark Mod Wiki, it mentions something to try if you get framerate drops around water. On a hunch, I suspected this same setting might help with the lamps. Sure enough, after creating an AutoExec.cfg file with this command, the massive framerate drops disappeared. I'm not entirely sure how this command is detrimental to the image quality of the lighting that the lamps cast, as I don't notice that much of a change. (I think the lamps aren't casting rays on the walls or self-shadowing?) But without it, the game became unplayable. Unfortunately, I've noticed that using this command causes water surfaces to disappear completely for me. No matter what other settings I change. But it was worth the tradeoff. This topic mentions another problem I'm having. The sky isn't being mapped correctly. But Catalyst AI enabled or disabled, it makes no difference. (In fact, I don't notice a difference in loading times either.) Can't seem to find any solution to this. Does anyone have any other ideas? It's not too big of a distraction, though. Maybe I just need to wait for another Catalyst update. (Staying away from Catalyst 10.7.) Oh, and a new tool that ATI owners may find useful is RadeonPro. It's the equivalent of nHancer, for ATI cards. Lets you control and/or force AA, AF, VSync, Catalyst AI, Triple Buffering, and so on.
  11. 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.
  12. Hey, the Dark Mod 2.0 has recently stopped working for me. Prior to this, I installed one of the missions in-game (don't remember which one) and during the installation process, the game crashed to desktop. The next time I tried to launch the game (the next day) all I got was a black screen for a short time as if the game would launch and then a crash to desktop, as well as the following crash log: I'm guessing that the easiest fix would be to reinstall but maybe this gives the guys who created this great mod some technical feedback that they might implement in a later patch (?). Or it helps someone with a similar problem ... Thanks in advance! - f0xX PS: I hope my spoilers work. Yep, they did!
  13. I don't know where the bug lies, but I can confirm it doesn't always happen. I just tried in the test map I made for tracking mission stats. 'Do not kill 2 guards' failed with a red X on my objectives screen when my second fire arrow hit, and when I called up the Objectives page again from the Mission Failed screen, I still had a red X in there, not a tick.
  14. Tracked here: http://bugs.angua.at/view.php?id=2672 Also added additional info on why this is not easy to fix. (Actually, I was wrong, the info that looks like it is shared between the menu and the ingame screen seems to be used only once by the ingame screen, and the menu screen redefines everything else. Ugh). Btw, can some admin please delete all the silly offtopic posts from this thread?
  15. I have this issue, the screen goes black after the initial briefing for missions. I haven't been able to pay anything except for the training mission. I use an Nvidia card, there is no options relating to "edge detection".. I guess I could use the work-around of deleting the .cfg every time, but it'd be a giant hassle to rebind all my keys and change settings again. I'm open to any other suggestions, if anyone has any.
  16. 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, their usage in materials is very similar to the ARB ones. Btw MirceaKitsune is just a technicality, but fhDoom has support for Parallax Occlusion Mapping or POM (off by default), that is a different tech from Parallax Mapping, that is a older and imo uglier technique (makes everything look like molten glass), POM is similar to Horizon Mapping for example. Also vanilla Doom 3 has support for POM as well but you need to install a modified ARB interaction shader, if i'm not mistaken SIKKmod has one, POM also requires a bump map (black and white texture) in the case of fhDoom that bump map most be put onto the alpha channel of the specular map, btw not confuse with the bump keyword for TDM materials that only convertes a bump map into a normal map.
  17. 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
  18. Yup, I took a deep breath and then remembered how I stumbled upon it before.... The reason why it wasnt working (after my rescent windows reinstall) was because I had been using a shortcut of the tdmlancher.exe, bah! Where as before I had been using a shortcut of the doom3.exe file with the "+set fs_game DarkMod" in the shortcut with the ultramon shortcut setting applied to that..!! Viola, tdm now opens as it used to, on my second monitor and in the location where it was last opened! Your 5770 will have no problem running dual monitors in 2D with 3D in window/s. You should be able to run DR on the left hand screen and D3/TDM(at a low res, I suggest 1024*768) on the right hand screen as I do. As no game out there will run in dual screen mode (I know I've tried) eyefinity only support 3 or 6 monitor setup.
  19. 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.
  20. 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.
  21. Another question: While video_restart there is a gray screen. What do I have to do if I want the screen in another color, like pitch black. Or is even a picture possible, like TDM-logo?
  22. After I edited a map file in a .pk4 archive, my main menu has gone missing. When I start TDM, I only get a black screen, then when I click the usual background pops up, but all menus are missing. I hear interface click sounds, but nothing else. Anyone else had this happen before?
  23. Nope, water material and everything in front of it. Thanks to rich: _currentRender = what is currently rendered on screen Which is used for heathaze effect, takes what's rendered on screen, the warps the parts that are within the bounds of the (in this case) water.
  24. Check out this topic. A few other people had a "black menu" problem. http://forums.thedarkmod.com/topic/10319-black-screen-on-startup/
  25. Check that you do not have epifire's custom materials in your TDM's directory. In the 2.05 update a fair amount of his models got added in so now you'll be having two different .mtr files defining the same thing, which throws an error. Don't worry about "Unable to load texture: _default", these are arguments that make automatic textures in the material files. _black, _white and _flat produce uniform black, white and normalmap colors, respectively. _default either isn't supported or isn't defined in TDM, yet some .mtr file somewhere still probably refers to it.
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