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  1. That above to run TDM in a window, instead of a full screen. Thanks for the update log, but that is for the updater and not for the darkmod executable. Are there any darkmod.log-files in the folder? If not, here is a manual to create them. And use the command to create a appropriate log for us: thedarkmod.exe +gfxinfo +condump pbhallamlog.txt +quit (this will automatically launch TDM, generate a log and close tdm)
  2. I have the same problem. After launching TDM by doubleclicking thedarkmod.exe, I get a black screen, but the sound runs as normal. I also get the mouseover sound effects when I move the mouse over a menu item. This started yesterday, after I updated to version 1.08. My Doom 3 version is 1.3.1.1304, Win7 Home Premium, Phenom II X4 965, 4 GB RAM, ATI Radeon HD 5800 graphics card, native resolution 1680x1050, which I've also edited DoomConfig to. As I don't know what would go into an autoexec file I can't try that option.
  3. I confirm graphical bugs on torches and trasparency. The only resolution that i can use it's my native resolution of the screen 1920x1080 all other res it's a mess. I have a lot of black/not present textures in some areas (maybe it's because i don't have doom3 base directory installed?)
  4. TDM won't start --> Doom3.exe has stopped working I get this immediately after launching the TDM. Some background: I am running the Steam version of Doom 3. It is just Doom 3, not "Resurrection" or "BFG Edition". Just vanilla Doom 3 v1.3.1.1304 is what the console indicates. TDM is installed to the Steam Doom 3 directory with path being: D:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\ I have run Steam verify file integrity and it reports the Doom 3 directory to be complete with no file updates necessary. My OS is installed on C:\, does this break game paths? Running Windows 7 ultimate x64 completely up-to-date, No issues with any other game or mod, Doom 3 launches and plays fine still, no issues with Doom 3 at all. 2x gtx570 sli, latest Nvidia drivers for Bioshock Infinite driver version 314.22, 3 monitors (Doom 3 is set to run at 1920x1200 in .cfg) TDM is also set to 1920x1200. Side monitors go blank when both games launch as the should and initial TDM splash screen is displayed prior to error message. Gigabyte P67A-UD7-B3 rev 1. motherboard using default onboard Realtek audio driver version 6.0.1.6662 installed 11/22/2012. I've tried running both, ""D:\Program Files (x86)\Steam\Steam.exe" -applaunch 9050 +set fs_game_base darkmod" set in a shortcut and also clicking the TheDarkMod.exe directly as per the FAQ instructions, both produce the same error message, Doom3.exe has stopped working. I also tried setting the FAQ/Wiki recommendations of "Single display performance mode" and "CPU threaded optimization > OFF" with indentical results. I also set the custom Nvidia settings in the TDM .cfg file provided by the FAQ/Wiki Nvidia troubleshooting I have gone through the entire Wiki/FAQ and tried the suggestions offered there. For instance: tdmlauncher.exe fails to copy the necessary game binaries. The log file should read something like this: found DLL in pak file: C:\Program Files\Doom 3\darkmod\tdm_game01.pk4/gamex86.dll copy gamex86.dll to C:\Program Files\Doom 3\darkmod\gamex86.dll could not create destination file I have confirmed that I DO have the gamex86.dll file in my TDM directory so it did unpack correctly. Does TDM support widescreen resolutions? Yes. Choose "16:9" or "16:10" in the in-game Settings menu, and select the appropriate resolution. Note that you need to restart the game to have the new setting in effect. If the native resolution of your wide screen monitor is not listed, you can enter it into DoomConfig.cfg by changing the following entries like so: set r_mode "-1" set r_customwidth "1920" set r_customheight "1200" seta r_aspectratio "2" // means 16:10, "1" is 16:9, other ratios are not yet supported I am using these settings in both Doom 3 which works fine and TDM which will not launch. I also tried launching with default settings initially which I'm assuming the game copies from the Doom 3.cfg and then edited these values from the FAQ to see if that would make any difference. seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "1" seta image_preload "1" seta image_useNormalCompression "0" seta image_useCompression "0" Changing these settings did not have any effect. Windows Application Event viewer (which is generally of no help) shows not much in the way of help: Faulting application name: Doom3.exe, version: 1.0.0.1, time stamp: 0x45ad459a Faulting module name: gamex86.dll, version: 0.0.0.0, time stamp: 0x507ebd3a Exception code: 0x40000015 Fault offset: 0x003d4e71 Faulting process id: 0x1a5c Faulting application start time: 0x01ce392b1c106bfa Faulting application path: D:\Program Files (x86)\Steam\steamapps\common\Doom 3\Doom3.exe Faulting module path: D:\Program Files (x86)\Steam\steamapps\common\Doom 3\darkmod\gamex86.dll Report Id: 5bd1213e-a51e-11e2-9b25-1c6f65ca6b21 I'm unaware of how to show the TDM console when launching so I can get more detailed info on the crash cause. I have searched and can't find a way to do this. Using the Steam -applaunch shortcut options I did get the TDM console to show up one time however I unthinkably closed it prior to reading it and can't get it to show up again. TDM updater shows v0.58 and shows the Local mod version is 1.08 and that, "All files are up to date". I have .NET Framework 4 installed along with MS Visual C++ redist 2005, 2008 x64, 2008 x86, 2010 x64, 2010 x86 I have run TDM updater multiple times and it says the CRC checks are good and that all files are up to date in both the logs and updater user messages. Will someone please help me troubleshoot this?
  5. 1. Deleted 2. Restarted. 640x480, but problem persists. Switched to windowed mode to change settings to 800x600. 3. New resolution, but problem remains. I tried some of the other resolutions, both 4:3 and 16:9, and they all return the same result. But only when in full screen. In windowed mode, the game looks fine regardless of resolution. Just in a window. Every time I go to fullscreen, however, I get the cut-off title screen.
  6. That was weird. The difference between vsync on and off was basically that when it was on, it looked more or less as if it was off, just without screen tearing. Only when I used com_fixedTic 1 command, the movement was smooth again. That helped, thanks.
  7. urgue - what GPU you use? Bohemia deal with black / translucent specular issue atm with certain manufacturer's drivers. //Switch from 32 to 64bit... still issue. DW - just realised this is not same issue. Count post rem.
  8. 77: VIAddVersionKey Comments "${InstallerName} is an application that creates the game folder and updater for the game, The Dark Mod. For additional details, visit ${AppWebsite}" 80: VIAddVersionKey FileDescription "${InstallerName} is an application that creates the game folder and will install and run the updater for the game, The Dark Mod. For additional details, visit ${AppWebsite}" 95: !define MUI_WELCOMEPAGE_TEXT "Welcome to the installer for The Dark Mod.$\n$\nThis application will create the game folder and then install the latest version of the game updater. $\n$\nAfter the installation, the updater will run to download the required game files.$\n$\nFor more information go to ${AppWebsite}$\n$\n$\n$\n${InstallerName} by Freek 'Freyk' Borgerink." // //NB - 64bit, 32bit issue, as discussed. I "fixed" previous by supplying older version of game //updater. Alternative..? Poss issue..? Where to get older version of TDM updater? (in my //dropbox, also at fidcal). // http://forums.thedarkmod.com/topic/18205-the-dark-mod-204-is-here/page-2?do=findComment&comment=391999 // post #49 // ISSUE HAS BEEN RESOLVED. NEW COMPILE FOR PPL STILL RUNNING 32BIT NP IGNORE. // 100: !define MUI_PAGE_HEADER_SUBTEXT "Please review the license agreement before installing ${AppName}." 101: !define MUI_LICENSEPAGE_TEXT_BOTTOM "You must accept the agreement to install ${AppName}. Click I agree to continue." 105: !define MUI_PAGE_HEADER_TEXT "Choose Components" 106: !define MUI_PAGE_HEADER_SUBTEXT "Choose the features of ${AppName} you wish to install." 110: !define MUI_PAGE_HEADER_TEXT "Choose Install Location" 111: !define MUI_PAGE_HEADER_SUBTEXT "Choose the folder where you would like to install ${AppName}." 112: DirText "This application will now install ${AppName} into the following folder.$\nTo install in a different folder, click Browse to select a different folder.$\nClick Install to begin the installation." \ 113: "Please specify the path of the game folder:" 123: !define MUI_FINISHPAGE_TITLE "Completing ${Appname} Setup" 125: !define MUI_FINISHPAGE_TEXT "${InstallerName} has created the game folder and the game updater on your system.$\n$\nTo complete the installation of ${AppName},$\nthe required game files must now be downloaded.$\n$\nWhen you click on the finish button, the updater will run automatically." 137: !define MUI_WELCOMEPAGE_TEXT "This uninstaller will remove ${AppName} from your system.$\n$\n$\n$\n${AppName} Uninstaller by Freek 'Freyk' Borgerink." 141: !define MUI_UNCONFIRMPAGE_TEXT_TOP "Are you sure to remove ${AppName} from your system?" 142: !define MUI_UNCONFIRMPAGE_TEXT_LOCATION "Remove from location:" 146: !define MUI_PAGE_HEADER_TEXT "Uninstalling ${AppName}" 147: !define MUI_PAGE_HEADER_SUBTEXT "Removing ${AppName} from your system." 148: !define MUI_INSTFILESPAGE_FINISHHEADER_TEXT "Uninstalling ${AppName}" 149: !define MUI_INSTFILESPAGE_FINISHHEADER_SUBTEXT "Removing ${AppName} from your system." 153: !define MUI_FINISHPAGE_TITLE "${AppName} Uninstaller" 154: !define MUI_FINISHPAGE_TEXT "${AppName} was succesfully removed.$\n$\nFor more information or news about ${AppName}, $\nvisit ${AppWebsite}" 258: !insertmacro MUI_FUNCTION_DESCRIPTION_BEGIN 259: !insertmacro MUI_DESCRIPTION_TEXT ${SectionUpdater} "The game folder and TDM Updater. The Dark Mod Updater is required for downloading/updating the latest files required to play the game." 260: !insertmacro MUI_DESCRIPTION_TEXT ${SectionShortcuts} "Start menu shortcuts" 261: !insertmacro MUI_DESCRIPTION_TEXT ${SectionShortcutsDesktop} "Desktop shortcuts" 263: !insertmacro MUI_DESCRIPTION_TEXT ${SectionTDM} "The Dark Mod" // // Have to decide if it is only "updater" or "TDM Updater" for consistency - otherwise - np. // additional change to 263, from "The Darkmod" to "The Dark Mod", as game is "The Dark Mod". // // Seem ok..? // 5:56pm // ---- If u need any more help - just holler - included in PM, but include here for "hard-copy" and ability to edit/correct without resend of PM. Sry to be so late - been a busy week - had an angry "web developer" leave a lot of back doors I had to close on domain - urgent attn. req. from black-hat to prevent retaliation for losing his job heh. FML.
  9. Hi all, I'm so happy that I found this mod again - I totally forgot about it, although as a Thief fan I really anticipated it back when it was first announced. But there's a problem when I launch it. The menu screen is completely black, just the cursor is visible. I hear the menu music and hear when I select menu items, but no visuals at all. Here's the console log (I can access the console just fine): http://pastebin.com/pzJEG30r As you can see, he was unable to load many of the files/textures/images, including "WARNING: Cannot find guis/mainmenu.gui", so I guess that's the problem. Doom 3 itself (and all other games as well) runs without any problems, it has the required patch, and the TDM updater did its work without a problem. I have an early Intel Dual Core CPU and an NVidia GTS 450 card, if that matters. Running on Windows 7 x64 with latest updates. Also, latest NVidia driver. I already looked through the FAQ and changed the multi display mode to "Single Display Performance" (since I use two monitors). But the problem persists. Doom 3, on the other hand, always runs, with or without these tweaks. Furthermore, I ensured that the "darkmod\DoomConfig.cfg" contains these settings from the FAQ: But that didn't help either. I also tried changing the resolution from 1920x1080 to 800x600, but as expected that doesn't change anything as well. Was just a try. Any help is very appreciated.
  10. So, I've been having an issue: I keep freezing on the loading screen for missions. There's no real pattern to it, it just happens on random missions, including ones that I've played before without issue. I don't think it's me not giving the mission time to load, I usually wait about seven to ten minutes of the loading bar not moving at all before I do anything, and again, it's happening on missions I've played before without issue. Anyone else had this?
  11. So the good news, the updater didn't give me problems this time. Bad news, when I start The Dark Mod, my screen zooms in and the game is just in a window. It works fine from what I can tell, but I'd like to know how to get it out of that windowed mode. Anyone else had this happen?
  12. Part of this Noodle is how the mapper has setup the ambient darkness levels in their map. By default most mappers here will have this base, "darkness threshold" well within a comfortable spectrum for their play style. The problem is that some players like a darker ambient than what was decided to ship with the map. What you're talking about is something of a hard mix filter for the screen. I think it would be a great addition, but I'm not sure that can be harnessed with the current graphical methods in TDM. A more likely option would be the ability to override the ambient darkness values (since I think there's specific code to target that entity by name?) with a parameter that ensures values would be no brighter than x or darker than y. I could be all wet about that, but I'm pretty sure that's the only method that could work effectively for user customization.
  13. Anyone else have this issue? I've had it for quite awhile. Sometimes I get lucky and get a screen, but it usually has black lines through it. And sometimes it doesn't crash. But right now I basically have to be prepared to reboot if I want to try and grab a screeny. 5850, newest drivers, Win7 64 Home...
  14. @Bikerdude: About moving a shortcut with 10 questions asked, if you really like to move it: Have you set the UAC to a minimum? Maybe the SSD speeds will get to their old values, when Samsung optimizes them. Thank you very much for your tests. I now know, that this system will never get installed on my Desktop PC. I have also read that the metro screen needs 1-2 watts more than an idle Win 7 desktop screen. - What a shame for tablets. So... if I want to buy a new Win 8 x86 tablet as replacement for a laptop, perhaps I should just go with Win 7 and search for a nice metro like application? - Any suggestions?
  15. I have a GTX480 which isnt know for playing nice in this regard, I used to have a 5870 which as you know support eyefinity (check out my tri-screen video on youtube) - in fact I am tempted to borrow it back so I have make a full HD version. Anyway back on track, my 480 dosent want to play any games dual-screen, which is fair enough as there is a big bezel right in the middle of my view. The only way I would be able to get tri-monitor working via nVidia is to upgrade to a GTX 6 series, or the dubious route of trying "SoftTH"
  16. On some missions at loading I receive this message: Joint 'Hips' not found for attachment position 'Hip_Sheath_L' on entity 'Atdm_AI_Citywatch_1' I then have to click the OK to go back to the main screen. I cannot play some missions. I tried to re-download but get the same results. Also when I install a mission to play and go to start the mission it will start to load then go back to the main screen. No sound afterwards and then have to start again. It always works on the second load.
  17. This sounds like an aspect ratio problem I've been having, The world isn't completely insane after the latest Catalyst updates, but it looks very squeezed together, almost like the screen is supposed to be many times larger! This only applies to the 3D world, the light gem is fine. Also it only applies at certain resolutions, sadly those are the same resolutions I can run without the game sticking a couple centimetres outside the sides of the screen. My aspect Ratio is 16:9 and it is set to that in game, so I don't understand what's wrong. I'd gladly record a video of it if I had enough space for that. I don't have a single gigabyte free at the moment.
  18. I never seen anything like that in the dark mod. Make sure that your cpu and gpu are not downclocking (due to overheating or power saving ("AMD Cool 'n' Quiet"). I suggest getting a good cpu cooler and overclocking that Phenom x4 to 4GHz (assuming your motherboard and power supply can handle it). In nvidia control panel, in 3D settings, choose "power management mode = prefer maximum performance". If none of that helps, try this: Look at cpu usage in windows task manager while playing. consider making a screen shot and upload it here. Install MSI afterburner or EVGA precision. Look at gpu usage while playing. consider making a screen shot and upload it here.
  19. You will need to make sure that image_useAllFormats and image_usePreCompressedTextures are both 1. There are situations where these will default to 0, in that case you will get a black screen and cursor, as described. I think this will fix it. You will also need to understand that Intel gfx is beyond the scope of what we will try to actively support. Hatemail for this topic can be directed to Intel. It also looks like you are using PulseAudio - in which case, you're going to have trouble at the next turn. Hatemail for this can be direct to Ubuntu devs for picking the worst horse.
  20. OK, after a few days of slow, careful, investigation as time was available, I think I've finally got a reasonable handle on the Linux crashes I've been seeing when running TDM 2.05-beta (and, as it turns out, when trying to run the hacked build I'd made from "latest SVN"). TLDR: Duzenko's "lightgem" patch (added via SVN rev #6635, specifically the portion that went into 'renderer/RenderSystem.cpp', BugTracker #4395) needs "hardening". The consistent crashes I've been seeing right after pressing "attack" on the "Press 'attack' to start the mission" screen is indeed coming from the performance-enhancing "lightgem patch", but it's not where we were assuming. That is, it's in a 'memcpy()' call, but not the one that's directly in the patch. It seems to be in a 'memcpy()' call being executed as a result of a call made by the patch to this OpenGL library routine: qglReadPixels(rc->x, rc->y, rc->width, rc->height, GL_RGB, GL_UNSIGNED_BYTE, 0);This is based in part on evidence from examining the source code from the Mesa implementation of OpenGL. But the reason TDM is crashing in that routine is because of one of several undetected 'GL error' conditions in a few of the earlier GL-related calls added by the patch, with 'qglBindBufferARB()' being the 1st of several that actually fail. (This all took me a while because I had to learn enough OpenGL to make sense of things. I've never been a "GL guy" and hadn't even looked at any OpenGL code in over 13 years!) Gory details: The failure of the initial 'qglBindBufferARB()' call, because of the use of the 'GL_PIXEL_PACK_BUFFER' enumeration as the 1st parameter, means that the 'qglReadPixels()' call's last parameter (0 in this patch's case) is NOT representing what the patch author thinks it is! Without the earlier GL calls succeeding, this call basically tries to pass a buffer location 0 (rather than the expected offset of 0) to the 'qglReadPixels()' routine which tries to 'memcpy()' using that bad pointer, resulting in the segmentation faults that I'm seeing. So, the proper fix for this is to "harden" this patch's code by replacing the useless "if (1)" check with a check for GL 'pixel pack' capability. For optimal speed of execution in the area of the patch, there should be some code added to the part of the TDM code (presumably in 'R_CheckPortableExtensions()', in file 'renderer/RenderSystem_init.cpp') that checks for GL capabilities once, at GL initialization. Then that flag should be used in place of the existing "if (1)" check. I've been running with this part of the patch disabled and have not encountered a single crash under Linux (using mostly 32-bit Slackware 14.2 but also testing briefly, both compiled and running, under 32-bit Slackware 13.1). I want to do more testing (with more missions than just "Closemouthed Shadows" and "The Outpost"), but so far, all has been fine, so I'm reasonably confident in my recommendations here. For the record, I've seen no crashes like Baal has seen, so I still think that we must be prepared for that to be a different issue. In retrospect, this patch should really not have gone into SVN. It was exactly the sort of "GL time bomb" that I mentioned in my previous post, awaiting an innocent victim with the right hardware+driver combination to come along. I wonder if there are other such 'GL time bombs' in the code. I hope not. Some additional thoughts: As mentioned in my previous post, my GeForce 7600GT video card and 32-bit nVidia 304.132 driver advertise (via the 'glinfo' app) what appears to me (maybe naively) to be the necessary capability ('GL_EXT_packed_pixels') to successfully implement a call like this one in the patch: qglBindBufferARB(GL_PIXEL_PACK_BUFFER, pbo);And yet it consistently fails on that call with the GL error "GL_INVALID_ENUM", meaning that the use of 'GL_PIXEL_PACK_BUFFER' is not a valid case on this hardware+driver setup! So I don't think that the "GL capability" check that gets added to the GL initialization process should use the presence of 'GL_EXT_packed_pixels' as a "green light" to make such calls. I think it's far safer to do a sample, 1-shot "qglBindBufferARB(GL_PIXEL_PACK_BUFFER, pbo);" call and check the GL error condition, setting the "packed pixel capability flag" accordingly. As an aside, I also tested with the same exact hardware, but using 2.05-beta under Windows XP. It runs fine there, which tends to make me suspect a video driver issue rather than the video hardware. Regardless, the patch needs hardening. So, if you folks can wait for duzenko to return and harden this patch, then I'll move on to looking into Baal's crashes (to the extent possible, with relatively little information). If not, I could try to come up with a patch to harden this "lightgem" code myself. Just let me know. For anyone who's made it this far, sorry for the lengthy explanation. But I like to be thorough and I like to have things well documented. If I've missed anything, please let me know.
  21. gcc: gcc (Ubuntu 4.4.3-4ubuntu5.1) 4.4.3 scons: script: v1.2.0.d20100117.r4629, 2010/01/17 22:23:21, by scons on scons-devengine: v1.2.0.d20100117.r4629, 2010/01/17 22:23:21, by scons on scons-dev ------------------------------ 2.05 has already been branched from the trunk. After some fixes I needed to get from duzenko regarding source changes he made, I have no problem compiling 2.05 on my virtual Linux box. We do have a Linux crash that was reported after the load screen of any mission, which is new w/2.05. Hopefully the Linux folks can figure that out, otherwise I'll prolly have to revert the source code back to a working version. Any improvements you make will be included in 2.06; I don't wish to make compilation changes at this late date unless they're going to fix a problem discovered during 2.05 beta that prevents the game from running on Linux.
  22. I recently tried to install TDM with the 1.07 Linux installer but for some reason it doesn't download the actual launcher script. [m@thoth darkmod]$ ls config.spec tdm_game03.pk4 tdm_textures_base01.pk4 crc_info.txt tdm_gui01.pk4 tdm_textures_carpet01.pk4 DoomConfig.cfg tdm_gui_credits01.pk4 tdm_textures_decals01.pk4 fms tdm_mirrors.txt tdm_textures_door01.pk4 gamex86.so tdm_models01.pk4 tdm_textures_fabric01.pk4 tdm_ai_animals01.pk4 tdm_models02.pk4 tdm_textures_glass01.pk4 tdm_ai_base01.pk4 tdm_models_decls01.pk4 tdm_textures_metal01.pk4 tdm_ai_humanoid_builders01.pk4 tdm_player01.pk4 tdm_textures_nature01.pk4 tdm_ai_humanoid_females01.pk4 tdm_prefabs01.pk4 tdm_textures_paint_paper01.pk4 tdm_ai_humanoid_guards01.pk4 tdm_shared_stuff.zip tdm_textures_plaster01.pk4 tdm_ai_humanoid_heads01.pk4 tdm_sound_ambient01.pk4 tdm_textures_roof01.pk4 tdm_ai_humanoid_mages01.pk4 tdm_sound_ambient02.pk4 tdm_textures_sfx01.pk4 tdm_ai_humanoid_nobles01.pk4 tdm_sound_ambient03.pk4 tdm_textures_stone_brick01.pk4 tdm_ai_humanoid_pagans01.pk4 tdm_sound_ambient_decls01.pk4 tdm_textures_stone_cobblestones01.pk4 tdm_ai_humanoid_townsfolk01.pk4 tdm_sound_sfx01.pk4 tdm_textures_stone_flat01.pk4 tdm_ai_humanoid_undead01.pk4 tdm_sound_sfx02.pk4 tdm_textures_stone_natural01.pk4 tdm_ai_monsters_spiders01.pk4 tdm_sound_vocals01.pk4 tdm_textures_stone_sculpted01.pk4 tdm_ai_steambots01.pk4 tdm_sound_vocals02.pk4 tdm_textures_window01.pk4 tdm_base01.pk4 tdm_sound_vocals03.pk4 __tdm_textures_wood01.pk4 tdm_defs01.pk4 tdm_sound_vocals04.pk4 tdm_update.linux tdm_env01.pk4 tdm_sound_vocals05.pk4 tdm_update.log tdm_fonts01.pk4 tdm_sound_vocals06.pk4 tdm_version_info.txt tdm_game01.pk4 tdm_sound_vocals07.pk4 tdm_game02.pk4 tdm_sound_vocals_decls01.pk4 This is the contents of the directory. Is there a mirror that I can just download the launch script straight from? Also if I go to the "mods" section of Doom3 and try launching the game I get an engine restart with a black screen with music but no windows. Is there something I'm missing? Thanks.
  23. Disabling vsync did nothing. I cleared the config and nothing really changed other than the resolution becoming tiny. However, in this lower resolution, if I fiddled with the mouse enough, then it actually would eventually come across the small screen, however, it had extremely.....wonky.....sensitivity. Here is a pastebin of the command you recommended me to use: http://pastebin.com/ZMrVvtCm
  24. Its safer to change the game screenresolution inside the game, instead of changing this in the config file. So please delete file "darkmod.cfg" in your tdm-folder and run tdm again (to generate the config file with standard values). Check if the mouse problem still exists. if not, set the game screen resolution and play tdm. If the the mouse problem still exists, some user solllutions are Disable vsyncReinsert mouse cableDisable compiz(I searched with https://www.google.com/search?q=doom+3+linux+mouse+lock&oq=doom+3+linux+mouse+lock ) And does the console or log show something? Can we see some logs created using some console commands and startup arguments, mentioned in/starting from crash in training arena, #entry 396389 (instead using the tdm-launcher, use your terminal. In your terminal window, navigate to your darkmod folder and run the tdm binary with some arguments. For example: ./thedarkmod.x86 +gfxinfo +condump mylog.txt +quit)
  25. Afternoon all I am creating a general Windows 10 tech support thread in order to detail any bugs/fixes/tweaks that people come across while using Windows 10 itself or with The Darkmod under Windows 10. I will be updating and tweaking this OP as we go and will provide an index with links to fixes as they come up. This is what I have found since completing the setup of Windows 10 pro on my PC - red - no fix found yet blue - working on fix green - fix found black - reported only Installing: How do I clean install windows 10 - if like me you have an SSD or just prefer to install windows 10 you only have one option and its a PITA (and this is the offiail method from Microsoft)Using the media-creation tool download either direct to a USB stick or an ISO and write to a USB stick via the Win7 USB tool.Backup all your data and then double click on the installer from the USB stick from with in Windows 7/8, and to save time I didn't bother choosing to download any updates(but some users might have to for the upgrade to work). Once Windows 10 is installed, shut down the machine.If like me you have an SSD I would strongly recommend a factory reset of the drive using the manufactures tool or a 3rd paty tool like PartedMagic.Then reboot the machine with your Windows 10 USB stick, and then install windows, when you get prompted (multiple times for a CD key, just click skip). The PC will reboot a few times and after about 30mins you will have a fresh install of Windows 10.Then check 'This PC' and you will find windows is activated.The crucial and pertinent fact is that the reason for installing from the USB stick is that, during the first install a hardware HASH is generated from your existing Win7/8 key & motherboard of that particular PC and then written to said USB stick. This is currently the only way I have found to do a clean install - B.S. I know but, there it is. Bugs & Fixes: Right click & Manage on "This PC" no longer works - this seem's to be a random bugIf your router's firewall has outgoing rules set, browsing in windows 10 results in delays and unresponding sites - I had to turn off all outgoing rulesNo sound from any XFI sound card, despite driver installed and the card set to default sound output - the fix, is to set bit depth set to 16bit / 44khzCan't drag and drop files in windows explorer from r/h pane to a drive on the l/h pane.Windows slow and unresponsive at times, fix is to changing the page file size - linkAnother fix for Windows 10 being laggy and unresponsive, permanently disable Windows Defender - linkSome windows updates are causing infinite bootloop - linkTweaks: How to change or remove new start menu and replace with Xp/7 like menu - install Classic shellHow to Add or Remove OneDrive from Navigation Pane of File Explorer - linkHow to Add or Remove Drives in Navigation Pane of File Explorer - linkHow to Add or Remove Homegroup in Navigation Pane of File Explorer - linkHow to Add or Remove Libraries in Navigation Pane of File Explorer - linkHow to Add or Remove Network in Navigation Pane of File Explorer - link How to Add or Remove This PC in Navigation Pane of File Explorer - linkHow to Add or Remove Quick access in Navigation Pane of File Explorer - linkHow to Add or Remove Recycle Bin in Navigation Pane of File Explorer - linkHow to Add a OneDrive Open or Close Context Menu - linkHow to change ugly Win10 desktop/explorer icons to either older Vista or 7 look - no fix as of yetRemove start button/orb from second taskbar when using multiple screens - no fix as of yetSome services & programs still start despite being disabled in services.msc and auto start, doing a regedit search and remove is the way to go - linkIf like me you have already removed the search bar, but find Cortana is still running in the background. Here is the fix - linkHow to prevent a broken windows update/driver from installing - linkThe Darkmod: No sound with EAX enabled link - the fix for now is to disable EAX as its not currently supported in any TDM missions.Other info: After installing windows 10, disable (Opt-Out) all privacy settings. But as a report from ArsTechina pointed out, even after the user has opted out, disable cortana/defender and done a bunch of reg hacks - Windows$ is still phoning home - linkDisable Windows Update Delivery Optimization as 1. it eats up bandwidth and 2. your PC can be used by M$ to distribute updates to other PC's around the globe - linkIts been reported that M$ has given itself carte blanche to scan your PC for s/w & h/w it deems unauthorised - linkAnother thread detailing how to disable yet more of the tracking and which services/apps are phoning home - linkDisable/remove the Windows 10 upgrade notification if you are a Windows 7/8 user - linkForced Windows 10 update has now been reverted due to public presure and or bad press - link
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