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. That BenQ is the one that turned up in searches I did also researching your topic. I don't like glossy bezels either however my current stable of monitors have glossy bezels because that was the only option and suprisingly they're not distracting and particularly in the dark appear pitch black and melt away in to the scene. I can't say I'm fond of them but they are much less issue that I'd previously thought. They do require frequent weekly dusting though. All of my monitors are 1920x1200 so yes I agree completely with you. There are 10bit lcd panels out now but they're used mainly in medical and specialized industries and aren't cheap what-so-ever. $5,279 $1,400
  2. Too expensive @ £350+ per monitor and the black levels on this montor are worse than my Nec's. But there is a Dell U2413M out there that is £150 cheaper, but can find any comparisions so I can see what Dell have removed.
  3. Thanks for the help guys! So i found the solutions to my problem, still i don't know the exact cause. The black room was caused by 4 pillars (worldspawns) i copied and pasted there. I Just created new ones the it didn't cause the glitch. The see-through wall was caused by weird-ass brushes i made to give shapes to my cavern walls. It seems DR really doesn't like off-grid and weird shaped brushes. These didn't even collided with the wall at all. On an other note, i need an other way of giving curves to my cavern walls. How can i do so without creating weird brushes?
  4. san@sammie:/media/san/ext4/PlayOnLinux/wineprefix/TheDarkMod/drive_c/darkmod > lspci 00:01.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Trinity [Radeon HD 7400G] ame of display: :0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.4 server glx extensions: GLX_ARB_create_context, GLX_ARB_create_context_profile, GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, GLX_ARB_multisample, GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_swap_control client glx vendor string: Mesa Project and SGI client glx version string: 1.4 client glx extensions: GLX_ARB_create_context, GLX_ARB_create_context_profile, GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age, GLX_EXT_create_context_es2_profile, GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync GLX version: 1.4 GLX extensions: GLX_ARB_create_context, GLX_ARB_create_context_profile, GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_create_context_es2_profile, GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync OpenGL vendor string: X.Org OpenGL renderer string: Gallium 0.4 on AMD ARUBA OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.5.0-devel OpenGL core profile shading language version string: 3.30 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL core profile extensions: GL_AMD_conservative_depth, GL_AMD_draw_buffers_blend, GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export, GL_AMD_shader_trinary_minmax, GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_viewport_index, GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5, GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, GL_ARB_base_instance, GL_ARB_blend_func_extended, GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clip_control, GL_ARB_compressed_texture_pixel_storage, GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport, GL_ARB_fragment_shader, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_instanced_arrays, GL_ARB_internalformat_query, GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, GL_ARB_point_sprite, GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture, GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, GL_ARB_shader_stencil_export, GL_ARB_shader_texture_lod, GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_texture_barrier, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range, GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map_array, GL_ARB_texture_float, GL_ARB_texture_gather, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_storage, GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding, GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, GL_ATI_blend_equation_separate, GL_ATI_texture_compression_3dc, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_blend_equation_separate, GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_sRGB, GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_pixel_buffer_object, GL_EXT_provoking_vertex, GL_EXT_shader_integer_mix, GL_EXT_texture_array, GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array_bgra, GL_IBM_multimode_draw_arrays, GL_KHR_context_flush_control, GL_KHR_debug, GL_MESA_pack_invert, GL_MESA_texture_signed_rgba, GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_packed_depth_stencil, GL_NV_texture_barrier, GL_NV_vdpau_interop, GL_OES_EGL_image, GL_OES_read_format, GL_S3_s3tc OpenGL version string: 3.0 Mesa 10.5.0-devel OpenGL shading language version string: 1.30 OpenGL context flags: (none) OpenGL extensions: GL_AMD_conservative_depth, GL_AMD_draw_buffers_blend, GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export, GL_AMD_shader_trinary_minmax, GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5, GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object, GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility, GL_ARB_base_instance, GL_ARB_blend_func_extended, GL_ARB_buffer_storage, GL_ARB_clear_buffer_object, GL_ARB_clip_control, GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage, GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_derivative_control, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_ARB_get_program_binary, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_instanced_arrays, GL_ARB_internalformat_query, GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading, GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture, GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding, GL_ARB_shader_objects, GL_ARB_shader_stencil_export, GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shading_language_420pack, GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_texture_barrier, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels, GL_ARB_texture_query_lod, GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_storage, GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_window_pos, GL_ATI_blend_equation_separate, GL_ATI_draw_buffers, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_copy_texture, GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm, GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, GL_KHR_context_flush_control, GL_KHR_debug, GL_MESA_pack_invert, GL_MESA_texture_signed_rgba, GL_MESA_window_pos, GL_NV_blend_square, GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_fog_distance, GL_NV_light_max_exponent, GL_NV_packed_depth_stencil, GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier, GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_NV_vdpau_interop, GL_OES_EGL_image, GL_OES_read_format, GL_S3_s3tc, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays OpenGL ES profile version string: OpenGL ES 3.0 Mesa 10.5.0-devel OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.0 OpenGL ES profile extensions: GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5, GL_APPLE_texture_max_level, GL_EXT_blend_minmax, GL_EXT_color_buffer_float, GL_EXT_discard_framebuffer, GL_EXT_map_buffer_range, GL_EXT_multi_draw_arrays, GL_EXT_read_format_bgra, GL_EXT_separate_shader_objects, GL_EXT_shader_integer_mix, GL_EXT_texture_compression_dxt1, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888, GL_EXT_texture_rg, GL_EXT_texture_type_2_10_10_10_REV, GL_EXT_unpack_subimage, GL_KHR_context_flush_control, GL_NV_draw_buffers, GL_NV_fbo_color_attachments, GL_NV_read_buffer, GL_OES_EGL_image, GL_OES_EGL_image_external, GL_OES_compressed_ETC1_RGB8_texture, GL_OES_depth24, GL_OES_depth_texture, GL_OES_depth_texture_cube_map, GL_OES_element_index_uint, GL_OES_fbo_render_mipmap, GL_OES_get_program_binary, GL_OES_mapbuffer, GL_OES_packed_depth_stencil, GL_OES_rgb8_rgba8, GL_OES_standard_derivatives, GL_OES_stencil8, GL_OES_surfaceless_context, GL_OES_texture_3D, GL_OES_texture_npot, GL_OES_vertex_array_object AMD A4-4355M APU with Radeon(tm) HD Graphics Samsung NP535U3C-A01PL
  5. Hello, I've got very poor performance running TDM on my new laptop in the fullscreen mode. While in maximized window the game runs at 45-60 FPS, in full screen it runs only at 9-15 FPS. Interesting that if to turn antialiasing on, the difference decreases but doesn't disappear at all: windowed - 30-35 FPS, fullscreen - 20-25 FPS. The laptop is Acer E5-771G-55VP, Intel Core i5-4210U, 6Gb RAM, GeForce 840M with 2Gb RAM, Windows 8.1, GeForce driver 347.25 (most recent; tried also an earlier one, but with no luck). I had no any problems with other games (Thief, X-Plane, Styx: Master of Shadows) on this laptop. Does anyone have any ideas how to fix it?
  6. Solved it using this program - http://westechsolutions.net/sites/WindowedBorderlessGaming/home It runs games in borderless windowed mode, imitating full screen. Thanks anyway, Bikerdude.
  7. Depending on the mission being played TDM can be quite heavy on some systems, can you post your full TDM and nvidia panel settings and what your screen resolution is.
  8. If you want something that can handle black properly, you need to spend more than $200, e.g. for an EIZO. I made some bad experiences with cheap LG displays, although I am loving their fullsized TVsets. Samsung has a good cost-performance ratio in the lower priced segment that you are currently looking at and I would also throw HP into that category.
  9. on my crt monitor all i see are the lit windows and light, the rest of the image is pitch black.
  10. Well Windows 7 reinstalled on my desktop, clean as it can be, newest drivers, windows updates, etc... Still there. 1 minute to load a savegame in "Vengeance For A Thief Part 1" (which is decent, i don't mind it) Fps drop from 59/60 to 29/30 when discovering NEW torches in the streets, but for 4/5 seconds "only". i don't think the probleme has changed, it's just I discovered a new aspect of it. When discovering a new light source (like some new torches in a street), fps drop dramatically (Even though the details options are on the lowest/disabled). But 4 to 5 seconds after (roughly), back to 59/60fps, and it does not drop when I move. Until I find new torches. It's pretty annoying to play, i'm still trying some changes in the darkmod.cfg that could get rid of this, but considering the long load times i'm not very efficient. x) Edit : And sometimes, when testing the lights in the street, the game freezes, go black, and crash : I only got this 2 or three times though, and it may be related to the changes i tried in the cfg file. When i played the missions seriously, it never occured. Edit : Well maybe it's not the light sources after all but mostly new objects/environments. It seems as if I lacked graphic memory. I saw the setting : "seta com_videoRam "128" " in the cfg, changed it to 800 then 512, no change. I'm gonna try to get Doom 3 performance settings in there.
  11. Hello all, I've just updated to 1.08 and started playing St. Lucia. Initially it ran beautifully. I saved the game and quit the program. The next time I tried to run The Dark Mod all seemed well until I tried to start the mission. The game crashed from the loading screen and gave me the following message: Since then every map I try to load does the same thing with a similar message. I have tried a clean reinstall of both Doom 3 and The Dark Mod but with no success. Any suggestion would be appreciated since I sincerely love this mod. Thanks
  12. From http://wiki.thedarkmod.com/index.php?title=SEED_-_Known_bugs#v1.03_bugs This happens under TDM 2.0 sadly. I have no problems with SEEDs that use models. However a SEED that had func_static sources exhibits that exact behavior. It crashes using quickload, load saved game, or when the game tries to load the statistics at the end of mission. You can reload TDM and access the same once per session however. The objects also don't show up properly post save if you reload TDM, they show up as black cubes instead.
  13. I rarely suggest this, but were I you, I'd seek to change what I could on my system to replicate those who have more success running it. So far you seem to be a minority of one (although I'm quite familiar with the 90-9-1 rule, and there are likely others in your circumstance as well who haven't spoken up, compared to those with different experience from you who have). However parameters of compatibility are not determined by an individual finding less success than most users. There's no "on the fence". Others consistently report the same findings on specific missions. Your experience is different. That's okay. Such is the nature of life, it's not black and white. However your experience does not dictate others'. Hence multiple folks suggesting giving false information (won't work on XP) isn't an appropriate way to go (since it does work on XP, even for you in most cases, and your circumstance seems to be an outlier). The purpose of compatibility guidelines and information provided on a wiki is to do just that, provide a guideline and information. It's not a guaranty. Removing information, or providing inaccurate information for most peoples circumstances, is not helpful to them. My condolences your perspective may differ. However please recognize that your contribution does matter, and you are heard, and who knows, although MS has extended their support of XP recently, things might change with future development, and XP will fall off the list? Or greater accommodations may be made? Perhaps more future missions will be more demanding and we'll all remember your suggestion and be motivated to pull it then. However currently it seems all those actually playing with XP would wonder why their OS wasn't listed were it removed it seems. ;-)
  14. There is your potential issue straight away I'm afraid, the 7400G (160/192 cores) is about the same as a nVidia 9600GS(48 cores). You will need to lower the screen res to 1024*768 and drop all settings in TDM to thier lowest, then you should manage around 20fps. Once AMD comes out with a fix for our little mod in 2015, all AMD/ATi user should see a nice FPS improvement.
  15. I have sh*ty Samsung NP535U3C laptop, but still, it should be capable to run TDM, I belive. No one wrote that it is only Windows problem, so here it goes, linux: Fps - 6-7 System - AMD A4-4355M APU with Radeon™ HD Graphics - Trinity [Radeon HD 7400G], DDR3 4GB (onboard), 120GB SSD, Driver - Gallium 0.4 on AMD ARUBA, 3.0 Mesa 10.5.0-devel, GLX 1.4, GLU 1.3 Resolution - 1280x720 Settings - seta com_videoRam "512", seta com_showFPS "1", seta com_compressDemos "0", seta image_downSizeLimit "64", seta image_downSize "1", seta r_swapInterval "1", seta r_useIndexBuffers "0", seta r_customHeight "720", seta r_customWidth "1280", seta r_mode "5", seta tdm_wideScreenMode "6" - rest unimportant or default. I know, my issue is probably related to not great APU, not perfect drivers (which are reported to be better than proprietary ones). But i really want to try out TDM... And my xorg if anyone interested: Section "Device" Identifier "Radeon 7400G - AMD A4-4355M" Driver "radeon" #Option "MigrationHeuristic" "greedy" Option "SWcursor" "off" #software cursor might be necessary on some rare occa$ #Option "EnablePageFlip" "on" #supported on all R/RV/RS4xx and older hardware, and $ Option "Accel" "on" #Enables or disables all hardware acceleration. The default is on except for HAWAII. Option "AccelMethod" "EXA" #valid options are XAA, EXA and Glamor. Default value$ Option "RenderAccel" "on" #enabled by default on all radeon hardware Option "ColorTiling" "on" #enabled by default on RV300 and later radeon cards Option "ColorTiling2D" "on" Option "EXAVSync" "off" #default is off, otherwise on. Only works if EXA activ$ Option "EXAPixmaps" "off" #when on icreases 2D performance, but may also cause $ Option "AccelDFS" "on" #default is off, read the radeon manpage for more inf$ Option "SwapBuffersWait" "off" Option "DynamicClocks" "true" Option "DRI" "true" #Option "AGPMode" "8" EndSection Ah, and i've found solution for some issue: blank screen "can't load image". As it is related to S3TC, solution is [link]: force_s3tc_enable=true steam to test (replace steam with ./thedarkmod.x86). to make it permanent, use dricon and select 'Enable S3TC texture compression even if software support is not available'.
  16. I just downloaded this game a while ago, and could never get it to open properly. I run the TheDarkMod.exe after which I get a grey screen before I get a window on the bottom right titled COULDN'T LOAD GAME DIRECTORY. I really dont know what to do. Im playing on windows 8 and tried to run it in compatibility mode. Any help?
  17. I was wondering whether it worked differently only in the 2.03 development code. That's why I asked for someone to try it for me, to find out whether it's a driver problem on my machine or a problem in the code. But if it's a code problem, that must mean that r_showShadows2 never worked. Does r_showShadows 2 show anything on screen for you? (Anyone?) If I can get confirmation from someone else that it's not just my machine, I'll look into fixing it.
  18. Lemon Not in the Uk with only a budget of £1k, had Steve not needed a laptop so soon we could have saved a few quid. But in the end Steve got a very latop for the money, even at such short notice. 17", anti-glare, LED backlit, 1920*1080 screen - for the life of me I dont know WTF consumers put up glossy screens on mobile devices. Intel® Core™ i7-4700MQ (quad core with hyper threading) nVidia GT 840m 384 cores @ 1ghz & nVidia optimus for hybrid intel/nvidia gfx. 1TB SSHD, not as fast as an SSD but superior to an HDD. Not that heavy for a 17" laptop @ 2.8Kgs (the average is 3.1kgs+) An the laptop dont look half bad either, got a macbook vibe going on with its full Aluminium metal base. http://youtu.be/LIbmQSOTFuI
  19. And I got it! It's a lovely big screen, and it'll make all the difference when I'm stuck in hotels half of each week. The old one I was borrowing from my mum took 15 mins to boot and even longer to compile and launch TDM. And gave me only 6fps even in little test maps. Thanks for the live tech advice and guidance, you're a star! @all: Biker even phoned the surrounding stores ahead for me to find who'd got one after I screwed up the visit to overclockers :-)
  20. This would be my Random Guess as to the source of the problem. Doom 3 visportals are designed for culling parts of the map that cannot be viewed from the current location; they are not a map compile-time optimisation, nor are they designed for dividing up a large open area which is spanned by large light volumes. I suspect the map compilation and render code was simply never designed to handle the situation you are describing here, and the use of such large always-open visportals may well give a performance hit because of the constant screen-visibility testing that is happening for each visportal (to decide if it should close or not).
  21. I'm confused. You're using triple buffering because you have vertical sync disabled and you don't want 'as much' screen tearing? Has nothing to do with FXAA working or not. When you say, forcing triple buffering in Nv CP doesn't work, what do you mean exactly? ...and....welcome to the forums!
  22. Is everything ok with your cables? I once had purple/pink hued screen and it was because of bad cable. In linux have you tried setting the same resolution as windows lets you to see if the problem persists? you can set custom resolution/refreshrate : http://askubuntu.com/questions/377937/how-to-set-a-custom-resolution
  23. Here's a condump after a quicksave, then the quickload surprisingly/fortunately didn't crash, but the seeds came back black/cubes, so I did another condump, then the same quickload crashed. Before trying to contact folks, since it seems to involve both the SEED system and save/load, does this point more toward one or the other? Warning, LONG logfile within spoiler tags:
  24. So I did it. TDM died when loading training missing with profiler evaluating the engine. Then I just ran profiler when it was already loaded. That was CPU profiling with Very Sleepy. It wasn't as bad as I thought at first. Next step was running gDebugger. And that was horrible See results here: https://drive.google...Rjg&usp=sharing Oh, and that was with the same set up I used before for AMD fix thread: System -- Nvidia GeForce 670 GTX 2Gb, AMD Penom x3 2.2Ghz, 8Gb DDR, xfx 750a, Sound: Asus Xonar D1, Win 7 Pro 64bit Driver -- Nvidia's latest release Screen res -- 1920x1200 Settings -- AAx8 ASx8, VSync off
  25. Thanks Bloomquest, what screen resolution are you running?
×
×
  • Create New...