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Showing results for 'black screen' in content posted in TDM Tech Support.
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I recently tried running the latest stable version of The Dark Mod (v. 2.03) with EAX support enabled and Stereo selected from the in-game options menu under Windows 10 Pro x64, only to discover certain missions install and let me get all the way to the "Mission Loading" screen, but cause portcls.sys to experience an unrecoverable crash; furthermore, the crash always renders the front two speakers (those used by a Stereo setup) to be permanently muted until I reinstall my soundcard drivers. The only way to resolve this issue is to turn EAX off. My system specifications are as follows: Operating system (OS): Windows 10 Pro 64-bit Processor (CPU): Intel Core i7 4770 @ 3.40GHz System memory (RAM): 24.00 GB Dual-Channel DDR3 @ 793.1MHz Hard drives: ​Hard disk drive (HDD): 2TB DellHard disk drive (HDD): 1TB Western Digital Solid State Drive (SS): 256GB Dell Video card (GPU): AMD Radeon R9 270 w/2GB memory Sound Card: Creative SoundBlaster X-Fi Titanium Fata1lity Professional
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System crash and speaker issues under Windows 10
Expack3 replied to Expack3's topic in TDM Tech Support
The updated Daniel_k drivers fixed the crashing issues. Now, the affected missions, while they'll only load with EAX off, they now gracefully crash to the difficulty select screen or, in the case of A Score to Settle, to the main menu with EAX on; when this occurs, all audio is muted within the game - and only within the game - until it is restarted. -
System crash and speaker issues under Windows 10
Expack3 replied to Expack3's topic in TDM Tech Support
Good to know. It would be nice, though, to have the feature disabled so people don't enable it and run into similar problems. It's also good to know that the game uses DirectSound for EAX support. For me, that's as simple as using Creative's ALchemy DirectSound wrapper utility to add support...which actually causes another issue which I had previously encountered on Windows 8, strangely without the need to utilize ALchemy, and am now able to replicate under Windows 10. Same settings as for this issue, but instead of the severe problem I encountered previously, the missions just go back to their difficulty selection screen instead (except for A Score to Settle, which just goes back to the main menu). Also, by OpenAL you wouldn't happen to be referring to OpenAL Soft, which only has a partial software implementation of OpenAL's EAX implementation (referred to within OpenAL itself as EFX)? -
I think this is a precision issue. When you are so close to black you start to need more precision to reduce banding. One workaround would might be to dither the gradients in the source image. Is fog in the affect map? Do you have post processing enabled? Both can cause more banding artifacts. Some dither in the renderer or shaders would help there too.
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I know the blank screen issue is solved with the fix I mentioned, but I noticed some other stuff was still missing. I don't know much about OpenGL, but I wonder if there's other missing 32 bit libraries and whether or not they're related to the "not found" part. Checking portable OpenGL extensions... v - using GL_ARB_multitexture v - using GL_ARB_texture_env_combine v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_env_dot3 v - using GL_ARB_texture_env_add v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression X - GL_EXT_texture_compression_s3tc not found X - GL_EXT_texture_filter_anisotropic not found v - using GL_EXT_texture_lod_bias v - using GL_EXT_texture3D v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate X - GL_NV_register_combiners not found X - GL_ATI_fragment_shader not found X - GL_ATI_text_fragment_shader not found v - using GL_ARB_vertex_buffer_object v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program X - EXT_depth_bounds_test not found
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- blank screen
- no menu
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TDM Starts with blank screen, any tips?
cyclechris replied to cyclechris's topic in TDM Tech Support
Thanks very much Steve! OK I made those changes to Darkmod.cfg and had the same result. The game started with music and I could hear the menu as I moved the mouse around, but everything on the screen was dark. Thanks springheel! alt-ctrl-tilde let me shut it down without having to hard reboot the system! Also it let me see this error; "Couldn't exec autocommands.cfg file does not exist" Which was not in my log file. Apparently the game cannot auto-determine the amount of video ram I have and tried to set it to 64 default and was unable to. I am pretty sure it is something like 512 MB system ram (I have 8GB installed) being used by the onboard HD3000 chip, but I am not sure if that is a BIOS thing or if it will be different operating under Linux as opposed to Windows. This is an HP dm4-3055dx laptop, I think it has a pretty standard (for HP anyway) graphics setup. Thanks for all the help!- 9 replies
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- blank screen
- no menu
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Turns out it was in game vsync causing the drops; the game sits at 60fps with it turned off, but I am getting screen tearing, so I'm gonna try to see if I can enable it in the control panel and hopefully maintain 60fps.
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TDM is frequently crashing on Intel HD 4000
SteveL replied to LordSavage's topic in TDM Tech Support
How often does it happen? And is it crashing immediately on startup, i.e. before you try to launch a map? Edit: I don't get a grey screen so I'm not sure when you mean. -
TDM is frequently crashing on Intel HD 4000
demagogue replied to LordSavage's topic in TDM Tech Support
I'm bumping this because TDM is starting to crash on startup for me recently, and I can't understand why it would start now (Win8 64 bit, Intel HD 4000, Dell XPS 12). I did the update again, and have the read-only box unchecked, etc. My only theory is this laptop runs on an Intel HD 4000, and a recent driver update broke something. The catch is changing to other drivers doesn't help and it's still crashing, so I can't be 100% sure that's it. Is there any other reason we know the game may CTD on startup, during the grey screen part? Or can anyone else reconfirm the latest Intel HD 4000 driver is the problem, and happen to know what version won't crash? Or anything else helpful? Edit: Uh, is the unexpected dolphin sig supposed to be my punishment for necroing the thread? Lol... -
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
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I added a check to prevent saving before the player clicks to get past that screen and starts the map. http://bugs.thedarkmod.com/view.php?id=4139
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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.
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TDM standard: Wolf2MP: Brink: Doom3: FREEZE @FM loading screen
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Yes, that makes some sense...you're saving before the AI have been animated, since time hasn't actually started yet at that screen.
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Yes, falloff works for the lightgem because its brightness is "calculated" by the renderer. It draws a white shape where the player is, using all light and shadow just like when drawing the main screen view, then captures an image of the shape and samples it to see how bright it ends up.
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Walls and rooms gone invisible/black
Duke Lebowski replied to Duke Lebowski's topic in TDM Tech Support
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?- 5 replies
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- bug
- dark radiant
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Crashes on Loading/Freezes on Loading Screens
camblongkaras replied to camblongkaras's topic in TDM Tech Support
Looks like I don't need to do this anymore, I lowered the screen resolution and it seemed to have worked. Decent fps at times too! What bothers me is that it sometimes drop in brightly lit areas.. but it's still a wonder, nonetheless. Cheers! Also, card is AMD Radeon HD 5450 -
Ok, first thing to do is see how much VRAM the HD400 has currently assigned to it, right click on your desktop, select Screen resolution and then click on Advanced settings. A window with your video card properties will open and you will see the memory your Intel HD Graphics is using in the "Adapters" tab (take a look at the attached screenshot). The above is just an example, and even with 1Gb of ram assigned to the HD4000 you may still need to use the tweaks I mentioned in the previous post. Once you have the above info, you should then press F2 or Del keys to get into the bios and see what ram settings there are for the HD4000 - as you have 6GB the more the better.
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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.
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Black surfaces appear strangely bright
stumpy replied to Solar Prominence's topic in TDM Tech Support
on my crt monitor all i see are the lit windows and light, the rest of the image is pitch black. -
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.
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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.
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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
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"Malloc" error with 3GB RAM + 1GB Video Ram ?
RJFerret replied to plotzzz's topic in TDM Tech Support
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. ;-) -
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?