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  1. No it doesn't work for me, here is what I did: Uninstall old ATI driver Reboot Uninstall everything from ATI left with Driver Cleaner Pro Reboot Install only the Display driver (newest ATI version 11.12) Sky is turning like mad (it makes me puke). Post Processing turns screen upside down. Game is running fine without post processing and with the no_skybox.mtr file.
  2. 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.
  3. I've a black screen when I start the training mission, I can hear the sounds but no graphics. My system specs are: Pentium IV 1.6 GHz 512 RAM 64 MB Video Card I can run Doom 3 fine, albeit with low settings and a few tweaks on the configs here and there. Were my config tweaks the problem? Or is it because of the fact that TDM doesn't have Quality options? If so, how can I fix this?
  4. Ok, still no joy TDM loaded throught the Doom3 load screen choosing the mods tab. Then TDM allowed choosing the training mission, again it only appears on the Doom3 mods tab. Restarting TDM begins with the Doom3 load choice screen but now choosing either the DarkMod or the now selectable traning mission I get a C++ runtime error in Doom3.exe I Doom3 was operating before, such as it is (head still spinning) and I have patched it from TDM's (your) link to DOOM3-1.3.1 before my TDM install. Doom3 still runs such as it is (stomach still churning) It appears there's still somthing bad in my TDM install Any good ideas anyone? Also, is the only "way" into TDM throught the Doom3 mods tab choice? Or is there something a bit more direct i.e. a switch or .cfg file command / tweak so that you that can load directly into TDM (still have the DOOM3 hangover and don't like the memories...). Thanks! EarlyTaffer
  5. Thank you, that second link had the answer, apparently when going between windowed mode and full screen mode Doom 3 gets all wonky. Just closing and opening Doom3 repeatedly seems to have corrected the issue.
  6. I'm having an issue in only Doom 3, where when I move the mouse slowly the cursor doesn't move on the screen at all. This happens in Doom 3, DM 1.06 and DM 1.07 and SVN version. No other OpenGL or DirectX game exhibits this behaviour. It also occurs while in the menus and in game. I've deleted all the ini files in the directories and let Doom/Darkmod re-create them, no change. Has anyone else experienced this?
  7. Putting it down to performance doesn't help for me, still reversed screen with post processing, and reversed sky without.
  8. Hello, I want to share with you my knowledge regarding this issue. I couldn't fix this problem with spinning sky and upside-down screen on newer drivers for a long time. ATI tray tools and Radeon pro solutions didn't work for me. I was frustrated and quit playing TDM. Then I found somewhere that all you have to do is to set in control center Catalyst A.I. option to PERFORMANCE. The wise man said: "Performance = off". He was right. It wasn't logical to me but it works. Try yourself. Regards
  9. Another known issue, when in game bring up the console and type "r_showtris 1" and look to see where the texture turns black is a vert point or if two or more brushes intersect. If its a vert then move the vert point, if its a brush then see if you can make said brush inot a func_static
  10. Thanks again. one thing though, what is it that causes textures the to turn black? seems like one of the more occuring (?) errors
  11. Hellooo. Resurrecting this topic cause a fella here seems to have figured out a cool way to make rain: ...and because I can't seem to get it working! I'm fairly new to the concept so perhaps that's at fault here but I really think it should make sense and work. I made a .mtr file in darkmod/materials called mysky1.mtr where I copied the quoted script to try it out. I put the newly made shader of tdm_rain_light and skinned my former rain patch with it (could this be the mistake?). It says "shader not found" all over the texture even though it directy refers to my mtr. file with all the fancy coding. Ingame Now normally I don't take this seriously, but ingame those patches are just black and there's no rain. Mmh =/ P.S. If anyone replies here maybe he/she knows the answer to another dumb question? I'm curious on how the "script" tab is used (between entity, media, console and textures tabs) since all the scripts seem to be happening in a saved .mtr file and stuff.
  12. Whenever I try to enable post processing or bloom the screen starts flashing. http://www.youtube.com/watch?v=lgo9BwSMV94 I am running a geforce gtx 460 sli setup and have tried turning off sli to no avail. I love this mod and would be thrilled to run it with all its bells and whistles on. Any advice would be fantastic and much appreciated.
  13. Hmmm... have you compared your doom3 and TDM config files side by side to be sure all graphics options are set the same? Also, have you tried disabling full-screen mode in TDM, restarting the game in a window, then re-enable full-screen and restart the game again?
  14. Ah ok :-D I presume that the NVpanel sense a CRT because I use a classic VGA connection, i think the problem it's not there. Nothing too with fixed "aspectratio" line :-( Even more strange: if I run Doom3, all it's normal, the screen it's always full a well scaled with all the resolutions selected.
  15. The control area is listing it as a CRT from ASUS in your screen-shot though... How about some screens of the sub-menus for some of those options in the tree on the left ? (edit: BTW... did you see the fixed configs above... )
  16. Mine it's a flat panel screen, not a crt :-) (it's simple a LCD 24'')
  17. That's strange indeed. But give this a try... Run 'nvidia-settings' and go to the settings for your monitor under GPU0 > DFP-0 (most likely)... it is just below 'PowerMizer' setting. You may want to try tinkering with the GPU Scaling Method settings. Mine defaults to Force Full GPU Scaling (checked), and GPU Scaling Method = Stretched. You may want to try 'Centered' or 'Aspect Ratio Scaled', to see how the screen will display then. My guess would be that yours somehow got set to 'Aspect Ratio Scaled'... but that's just a guess. See this screenshot:
  18. What is your exact screen resolution? Monitor brand and make will help also.
  19. Hello Taffers, Today when I tried TDM, and the resolution was not full screen. I don't know why, i changed absolutely nothing. This is the effect on my screen: http://bayimg.com/nAkOOAADG (the game start perfectly but not scale at full screen, i have alway the the little black border on left high, as you can see on the image) I tried configuring a lot of settings in the doomconfig.cfg on the darkmod root, but without any success :-( Any idea/suggestion to solve this? My HW/SW configuration is on my sign.
  20. Doesn't the current method sample some screen-shots and evaluate them on the CPU? If so, then being able to abstract that out to a simplified mathematical model would definitely be a boost. I always thought that "in the future" the renderer would be freed to be 99% GPU driven work while you could keep some of the CPU based light evaluation mechanics as part of your Light Gem calculation. You could probably cover the outlier lighting properties right now with encoded spawnargs for the light entities. Basically make a tool that takes the size and shape of the light volume and calculates how the light textures will fill it then cuts the data into a low resolution volumetric grid. You could then use that data like any other table structure that can be accessed via SDK\Script. You would create a spawnarg that could call that table at run-time. For moving lights you would perform matrix translations based on the movement. So the key would be to have Dark Radiant pre-process all these lights into their simplified light-grid volumes. Actually you could be even more clever and have prebaked templates for a standard volume size then just translate the values to the volume size at run-time too. If only I knew how to code it...
  21. My little helper.. But diffuse, specular and normal maps are definately working ingame (can't make screenshot)! Here's a screen out of the editor Dark Radiant whith two different custom models. (one also in model viewer)
  22. Hi all Due to Baddcog, who helped me out very nice and patient with the first problems while creating my very own models (and many hours of trial and error) I got the first models working nicely ingame since yesterday and I'm working diligently on new ones. Since I'm creating complexer models, I got the issue, that the textures are not showing properly in Dark Radiant. They are simply white. In The Dark Mod the models (and textures) work fine. It's the thing only with new created shaders and only partly (not every new texture I create is white and not the whole model). For the .dds I use DXT1 compression and for the .tga (normals) I use 24-bit. 3ds Max is my software. It's not one of the "My object is completely black ingame!"-errors I read on the internet (and encountered myself sometimes before).
  23. The first thing I suggest you do (which I forgot about before typing all of the below) is to patch your "Doom3.exe" file so that it can address more than 2GB as mentioned above. The util you need is called the 4GB patcher, this should stop those malloc errors - if it dosent and you need to dmap, see below. Easy, follow the following steps. Delete the folder/s called heart from 'Doom3' folder and the 'FMs' folder inside the darkmod folder.Create a folder in the rot of your Doom3 folder called "Heart"upacks the contents of heart to said folder.Create a short-cut to the doom3.exe in the root of the Doom3 folder.Right click on said short-cut and go to the properties and then find the target entry.The add the following to the end of the text already in there ' com_allowConsole 1 +set fs_game_base darkmod +set fs_game heart 'Then rename this short-cut to what ever you like, I would Suggest "heart" For me my target looks follows "D:\Games\Doom\Doom3.exe +set com_allowConsole 1 +set fs_game_base darkmod +set fs_game heart" +set com_allowConsole 1 = this allow the console to be brought up by only pressing the acute key (the one above the tab key) instead of the usual Doom3 method of 3 buttons (ctrl-alt-acute)+set fs_game_base darkmod = this is to set the base folder for the mod itself, so doom3 know where theses files are.+set fs_game business = this is to set the game folder for the mission, so doom3 know where theses files are (in this case Heart) Now your probably wondering why I have stated all of the above, well heart along with lots of mission have custom content (in this case textures). i wont go into to details but put simply the map wont compile (dmap) without these textures. So now you have a new short-cut on your desk to Heart, but before firing up Darkmod there is one last step! go into the newly created "Heart" folder and find the "maps" folders and what you need to do then is delete all the folder in that folder bar "heart.map" and "heart.script" (again I wont go into to details why they are needed)Next double click on your Heart short-cut and load up Darkmod.Press the acute key to bring up the console and then type "dmap heart" - at this pint a load of text will whizz up the screen and will take upto 5 minutes to perform.Close down TDM and browse back to the Heart folder and remove the following files 'config.spec' 'DoomConfig' 'gamex86.dll'Then while still inside the Heart folder select all the files and click on the "send to" then "compressed (zipped) folder" option - this will create a zip archive.Copy said archive to your desktop and rename the whole file to "heart.pk4" And there you have a new compiled version of the Heart mission, copy the heart.pk4. to your fms folder in your darkmod folder. And finally delete the heart folder and short cut. Then play the Darkmod as normal. If this is all confusing I can make a small video tut for link it etc
  24. Hello, I was able to run TDM demos and 1.0 just fine back in the day, but never really had time to play TDM. (Sorry.) But now, I decided to blow the dust off, upgrade TDM to the latest version, and enjoy the new versions. Only TDM doesn't run at all nowadays. I get the loading screen, after which the game shuts down. For the record, other Doom 3 mods seem to work just fine. I'm on Linux. Here's what the log says: ------------------------------- using ARB_vertex_buffer_object memory using ARB2 renderSystem found DLL in pak file: /home/wwwwolf/.doom3/darkmod/tdm_game02.pk4/gamex86.so copy gamex86.so to /home/wwwwolf/.doom3/darkmod/gamex86.so Found AMD CPU, features: MMX SSE CMOV game using generic code for SIMD processing. --------- Initializing Game ---------- The Dark Mod 1.06, code revision 4890 Build date: Jun 15 2011 Initializing event system ...767 event definitions Initializing class hierarchy ...165 classes, 736320 bytes for event callbacks Initializing scripts signal caught: Illegal instruction si_code 2 Trying to exit gracefully.. --------- Game Map Shutdown ---------- -------------------------------------- Now, admittedly I'm using a bit old computer with Athlon XP 3000+ processor, which doesn't do this newfangled SSE2 thing - has never stopped it from running Doom 3 fairly adequately, of course. I'm starting to getting used to seeing "Illegal instruction" - I've been seeing that due to some new applications that use SSE2 code without sniffing that the processor is actually capable of doing SSE2 (because having the application crash is much more polite than actually telling the user to go out and buy a new computer ). But Doom 3 is apparently properly detecting that the processor doesn't have SSE2 so it won't try any weird SSE2 hokerypokery. So I have no idea what's going on. Is there some weird SSE2ery happening where none should be happening? Is there anything that can be done to get the game running again?
  25. Hey! This mod seems awesome! But I got a problem.... Doom 3 runs perfectly fine..I downloadeand TDM yesterday d when I try to start TDM it shows a splash screen but then within seconds gives this error: --------------------------- Microsoft Visual C++ Runtime Library --------------------------- Runtime Error! Program: C:\Games\Doom 3\DOOM3.exe This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. --------------------------- OK --------------------------- I searched all the Wiki, could not find anything about this EDIT: Forgot to mention: I have Windows 7;ultimate Thanks!
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