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  1. What is your exact screen resolution? Monitor brand and make will help also.
  2. 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.
  3. 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...
  4. 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)
  5. 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).
  6. 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
  7. 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?
  8. 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!
  9. Im wondering If I just have files in the wrong place because I dont have a "game.dylib" file in the darkmod folder, its in my base folder. When I cd to Base folder & file game.dylib, I get: game.dylib: Mach-O universal binary with 2 architectures game.dylib (for architecture ppc): Mach-O dynamically linked shared library ppc game.dylib (for architecture i386): Mach-O dynamically linked shared library i386 I also have a gameppc.dylib in the base folder, and I get this: gameppc.dylib: Mach-O dynamically linked shared library ppc Im going to attach some screen shots of my folder contents, maybe you could look at them and tell me if something is in the wrong place?
  10. Can you post a screen shot to show what you mean by the menu screen issues?
  11. I tried all the suggestions and none worked. Deleting the config file, now launches TDM non windowed but still just a black screen. I had several D3 mods, deleted all but TDM, but will try a reinstall. That's about all it likely can be at this point! Thanks for the suggestions and will try to feedback once it is working. PS: launching via D3 tdm mod and TDMlauncher results in the same thing btw. Happy gaming all!!
  12. Does this happen with any other mission, or just the training mission? Some people with ATI cards reported odd crashes when specific textures were on screen, though I thought that was fixed (and you don't have an ATI card).
  13. I've lurked around the tech support forum for answers but nobody seems to have the same crash as I do. I've been trying to play the training mission that comes with TDM. I downloaded TDM with the updater just yesterday so it's the newest version. I updated DOOM3 to 1304 as was instructed. But when I play the mod, it crashes randomly. I can get through the object manipulation and archery traning areas with no problems, but in the combat area or the stealth training area it just randomly crashes. And when I load a savegame, it crashes every time. The crash is always the same. After loading a save, the game works for 1.5 seconds, the screen freezes, and there appears a small area in the middle of the screen where my mouse cursor is visible (DOOM3 doesn't let anything minimize itself, so it's the error message that's trying to view itself). When I press Ctrl-Alt-Del and go to the task manager, it's always the same. There are two error messages of DOOM3 crashing. So not only is the game crashing, it's doing it twice every time. DOOM3 version = 1.3.1.1304 OS = Windows 7 Pro 32-bit 6.1 build 7601 Processor = AMD Phenom II X4 955 3.2GHz Memory = 3GB DDR3 Graphics-card = NVidia GeForce GTS250 1024MB Sound = Creative X-Fi 5.1 surround
  14. Newly updated TDM (latest v1.06), not played in a long time, Doom 3 works fine (resolution is not avail for my 1440x900 screen but plays fine at lesser rez). When I launch using tdmlauncher in D3/TDM directory, I get a window (D3 runs full screen), I get sound, sound affects from moving mouse around, but no graphics, just black screen! I have ATI hd4650 512mb card, latest drivers, Win7-64. NE1 know what might be wrong? Thanks!! PS: Looked for similar problems but found nothing like this for win7.
  15. I am using Dark Radiant 1.6.1 x64 on Windows7 64bit (Intel Core i5 2500K; 4GB RAM; Radeon HD5770) and my camera window (3d window) in Dark Radiant doesn't seem to update properly. When I right click into it and move my mouse so that my view changes, it freezes at some parts and only moves on if I turn my mouse over and over. It kinda feels like a lag but it won't update (only if I turn my mouse that much that I "Skip" the part, that is causing the screen to freeze. Sometimes it doesn't even update if I Shift+left click brushes / objects in it. This even happens with only a little room and some objects in it. It doesn't seem to happen if I turn on the light computation. What the..?
  16. I cannot leave the model field empty. There must be something there, otherwise the change is not set in the entity. If I set "model -" I get a black box.
  17. Not a bug, but a feature creep proposal. Currently we have light/sources/all-kinds-of-torch-and-candle-flames the mapper can use for custom torches etc. We do not have such a source ELECTRIC light! When mapper wants an electric light light source he can attach to a street lamp post, he has to embed a atdm:lamp_electric_grill_lit inside the streetlamp to get it to work. That means an instant +300 tris the player will never see. Ordinary light-entity cannot be used if the mappers want the AI to be able to spot if the light is off. (Ordinary light-enties have no stims.) One might ask, why does not the mapper use the combo street lamp posts? The reason is: I cannot control the lamppost shadows. For instance atdm:streetlamp_round_lit appears to have the lamp post model casting shadows so that the lighting looks awful, unrealistic and unfit for gameplay purposes (a black square near the lamp post base.) If I set it to "noshadows 1" the LIGHT stops casting shadows, not the model! EDIT: Nevermind, it was the light texture, which I mistook for real shadows. The model shadow toggling was working alright. Now it works without embedded light entites. But anyways, a model-less electric light entity would be nice, since you never know what kind of electric light emitting contraptions the mappers might devise. Now such things cannot be made without adding a hidden model carrying light.
  18. I just downloaed TDM, worked my way through the training, and have started playing my first mission (Tears of Saint Lucia), but I've run into a strange problem, and searching the forums doesn't seem to bring up anyone else having this issue: I run TDM, click on "New Mission," install the mission I want to play, and TDM restarts with the new mission installed. All that works correctly. But when I quit the mission and quit completely out of TDM, the next time I run TDM, the mission isn't installed anymore. I have to re-install the mission every time (and wait for TDM to restart every time). Of course, once the mission is installed again, my saves are all intact, but if I'm just starting TDM up after having quit, my load/save screen is blank and no mission is installed. I've checked the currentfm.txt file in the darkmod folder, and it seems to show the correct FM (it says "saintlucia," without the quotes). I also experienced this issue with the training mission, but I assumed at the time that it was just an idiosyncrasy of how the training mission worked, but now that I see it's doing it with regular FMs, I definitely want to find a solution, since it's maddening to have to re-install a mission and wait for the game to restart every time I want to play. I'm running Windows 7 x64, my copy of Doom3 is via Steam (purchased just a couple of nights ago, so it should be the correctly patched version), and I've got DarkMod version 1.06. I don't know what other specs might be relevant, so if I've left out anything important, let me know. Thanks! --Jennifer
  19. beautiful mission but every time i scroll items in the bottom right of the screen: http://imgcrave.com/u/dark.jpg it happened at almost half of the mission, in the beginning no problems... awesome mod anyway, never get tired of say this...
  20. I put the Forger into my map and the gloves and apron render solid black and show no texture on the model in DR. Aprilsister, who is beta testing, also shows no glove or apron textures in-game.
  21. Hey, I don't want to bother you, but I think this has to be mentioned (?) I did a fresh install of my whole OS. (before: XP - now: Win7) and as I downloaded the graphics driver I chose only the display driver, so there was no Catalyst Control Centre or Catalyst AI. I just have installed the drivers now and still the screen is upside down when using Post Processing. Also the skybox is turned upside down (even if I DEACTIVATE Post Processing) and it is moving as I am moving the mouse! This can make you feel sick, believe me :-D Outdoor scenes become really really hated because of that. As there may be no fix I might have to live with this but I wonder how my graphics card can cause so much annoying errors to this game.
  22. Why do i have to press attack to start missions now? There appears to be a visual bug at the start of Alberic mission - but maybe it's nothing since i'm in wine - it manifests a black square particle effects spawning in a part of the sky above the start area.
  23. From playing the Seasons Contest missions (bugs added as I go). Bug [1] Bring up the blackjackOpen a readable (inventory map in my case)Click (attack1)Results in blackjack arm raised indefinitely Bug [2] (SOLVED - map related with existing workaround): In Rake Off, in the starting cave, looking anywhere below horizontal results in falling snow not displaying Feature [3] In Reap as you Sow, objectives are numerous and change quite often. Viewing them through the TDM objective screen makes it easy to miss a few, because only a handful of them are displayed at a time and the mouse scrolling doesn't work item by item. Thief had the very simple and clever idea of choosing a much smaller font for large objective lists. Is this possible in TDM and what do people think of that idea?
  24. What's your screen resolution? You may need to set the resolution and aspect ratio manually.
  25. I turned off AI in Radeon Pro for Doom 3, but now it won't start, it's just a light grey screen.
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