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Showing results for 'black screen' in content posted in TDM Tech Support.
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Oversized title screen [solved] caused by Aero
ianrace replied to ianrace's topic in TDM Tech Support
Catalyst AI has been disabled. Disabling crossfire also does nothing. This is the first time I've tried Dark Mod with the computer connected to my TV. Previously I had played it on a widescreen monitor. Now it's hooked up to a big screen HDTV. I wonder if there something about my TV it doesn't like. None of my other games are affected, though, including Doom 3. The only thing so affected by... whatever it is seems to be TDM. -
Oversized title screen [solved] caused by Aero
Bikerdude replied to ianrace's topic in TDM Tech Support
Ok try the following step and tell me "exactly" what happens - 1. delete the darkmod.cfg file. 2. go into the game and set the res to 800*600 and restart the game 3. if the game looks fine try the next res (1024*768) and so on. 4. if all the above work, change the aspect ration to 16:9 and select the lowest res (1280*720) 5. if the above works then select 1920*1080. 6. If the above res dosen't work, set the game to windowed and then select 1920*1080 again. 7. if the above res work in windowed, with the res at the above change the game to full screen and restart the game. I did some of the above to get TDM to display correctly on someone else's machine. -
Oversized title screen [solved] caused by Aero
ianrace replied to ianrace's topic in TDM Tech Support
Okay, I deleted the cfg files you suggested. I fired it up, but got the same result, but in 640x480. So I Alt/Tabbed into windowed mode and picked my settings that way. I clicked restart from the settings screen. The game rebooted, but I got the same result as pictured in the screenshot from the first post. -
Please create bugtracker issues for these 2. I'd have to look more closely at the second one, because I made that change for a reason, and I don't want to undo that until I remember what the reason was, and understand how to accomplish what I wanted to do, plus eliminate the miscount. For the first one, have you tested that one pickpocket turns into two on the mission stats screen? I don't recall anyone ever complaining about that.
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Running TDM in Ubuntu 12.04 -- 64 bit and other troubles
plasticman replied to plasticman's topic in TDM Tech Support
I took that one out of the equation. Looks like it wasn't to blame (in fact I never had any troubles with playing while using Compiz). Before reading your post I did not notice TDM has menu options for AA, AF and vsync (I looked for them in the advanced settings). However, no matter what I do via the menu or via the cvars (r_swapinterval, r_multisamples), it does not change anything and it seems to ignore any settings in the CCC. The only progress I made: There is an option in Catalyst to enable "Tear Free Desktop". My guess is, this enables triple buffering for desktop applications. While Vsync settings in TDM or the CCC seemingly do nothing, this option makes a visible difference and stops tearing windows apart when dragging. I found out this also works with TDM -- in windowed mode only. Now I am looking for a way to enable triple buffering for TDM in fullscreen. When there is no cvar for this, I guess I have to tell fglrx somehow to do it. Since the control center misses the option there must be a non-gui way to do this. Command line tools or manual editing of the xorg.conf. What's also puzzling ist why vsync without triple buffering doesn't work. With my previous card (nvidia) it was enaugh to disable vsync on the driver site an enable it in compiz. There is propably a misunderstanding between my actual radeon card and my TFT screen... -
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
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Thanks again. one thing though, what is it that causes textures the to turn black? seems like one of the more occuring (?) errors
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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.
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When I run "tdm_update.linux" the first thing it does is make sure it's up to date, which is fine except two things: 1. When it relaunches itself, it breaks the connection to the terminal screen so no amount of "^C^C^C^C^C" will stop it. 2. It changes directories somehow because it tries to download the whole mod again in ~/.doom3/darkmod/darkmod. Any ideas? Thanks, Richard
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Well I ran the updater twice and it still is doing the same thing. I notice though that even with the training mission it kicks me from the loading screen and I have to start it again. The thing is the training mission loads, where as the other ones just give me the error. Gonna just remove all of the files and re-download the whole thing just in case I have an invalid file some where. I'll tell you how that goes if I manage to fix it or get the same results. EDIT: Doing some crazy fast searching of your guys' Wiki and found this which totally sums up a bunch of issues I was having... Game freezes for several seconds when opening doors The following problems : A) "game freezes and loads some data from hard drive while opening doors" "while loading mission you are returned to the menu and need to restart loading" are often resolved by disabling EAX 4.0 HD in the Audio Settings menu. I figured having a good EAX card would help in the line of better sound so I had that running. I think I am just gonna go without though, since this seems to look like the core of my problem. Okay that is fixed and now I knocked down two birds with one stone. Really thinking about picking up the editor and trying my hand at a mission since I am loving this game so much.
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'The Builder Road' reappearing on 'Availlable Downloads'
Baddcog replied to gnartsch's topic in TDM Tech Support
Something weird for sure, I got stuck in the dl mission page, it kept saying i could dl this map, the updated maps i already got, but my missions to play screen was empty. restarted the game and this one was still in the list to dl, but was also in the play list. started fine though. -- Two visual bugs i'm noting... 1: the lockbox texture is mis-aligned again/still. arggg, I know I fixed it before 2: there's a new skin on the timber beds, white sheet. Must've been a specifc model texture because the normals are all wacky. Looks like crap... anyone making skins should check in game with lighting before commiting. Normals only show in game We can fix by making that skin have a no normals material, or we need to make a plain white blanket. ---------- Mission is great though, just had to come and look for a hint -
Guys, i am a big fan off the Thief series. Been playing it since earle 2000, and of course been playing TDM all the way. The thing is, i didnt have this problem before with TDM. I installed some missions yesterday, when i started i saw that all the graphic settings were on low somehow. I put the settings back to high, but still i have a very bad quality. It wasnt like this before, i have the most updated TDM. You guys know anything about it? I cant even see the blue text when in settings, which says that the game has to be restarted etc. Am i doing something wrong? I compare the TDM screens from the website with my, and my screens are very bad. I have put everything on, PP, AA and screen on 1600x.
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No i am playing with a regular computer screen, Asus. Like i said, a couple of months ago i didnt have any trouble running it. Maybe its because of the new updates etc for TDM? Should i delete everything and reinstall it? I use Doom3 in Steam.
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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).
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Possible bug with 1.08 or possibly my system
lost_soul replied to Oldjim's topic in TDM Tech Support
How much RAM do you have? When I used to play games with hardly any memory and I would quit the game, I would stare at a blank screen for seconds while the desktop was reloaded. This will happen if you try to run TDM on something like 1 GB of RAM with all settings cranked up. -
Darkmod on multi screens: anyone managed this yet..?
Bikerdude replied to Bikerdude's topic in TDM Tech Support
Ok, my GTX670 turned up today and Ive got all 3 screen hooked up but again TDM just wont play ball.Ive setup a single surround resolution of 5040x1050 via the nV control panel and TDM dosent list the res and forcing via the wiki artcle dosent work either. Can someone help me this as I know its works as I had TDM running on my old 5870 ages ago. That said I found this entry on the WSGF.rg website - http://www.wsgf.org/dr/doom-3 In the meantime I found this new app call "flawless widescreen", Im going to join the forum to see if a dev over there can create a plugin for our mod. -
My new PC came pre-installed with twin GTX580 graphics cards. Using just one, Dark Mod plays fine with excellent performance. When I checked Nividia's control panel I see only one card was enabled so I enabled both. Now in Dark Mod, in-game I see what I think is normal res but low colour, perhaps only 256 colours is my guess. I took a screenshot but as I pressed the key, the display showed correctly for a moment then went back to low colours and, of course, the saved screen looks OK. The only colour settings I can find are for the desktop and video playing. I got the latest Nvidia drivers yesterday. Any suggestions where I might look to fix this?
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Seems to be working now. It was to do with the Texture Anisotropy setting. If I reduced it then the graphic fault disappeared. But even when I then put the setting back to full it was still OK! Anyway, performance was not noticeably improved in my one test (compared with one card I mean) - probably because the rendering performance was maxed out but it was the multiple AI that slowed it down and probably that's more affected by the main processor than graphics processing. That screen error might be nothing to do with dual cards but simply that I bumped all the settings up full to see what it could do. Maybe the error would show with one card anyway.
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Er.. no. I've still got lots of things to sort out and I took a quick look at this. I see it already has doom listed and I think it has the darkmod icon so presumably it read that when I played it because I've not typed anything in - unless it was pre-primed with doom3. Anyway, where does that leave me. I've no idea what the profile means or how to change it or what is wrong. All I know is that in Dark Mod all the display is a mess. It might even be 16 colours for all I know. Lots of speckles - you know like when you substitute mixed color pixels to simulate more colors. This is just blind guesswork and it might not be what Im seeing. Maybe it's to do with the Dark Mod enhancements. Tomorrow I'll try running raw doom3. Hang on - just had an idea and tried it in window mode to try to get a screenshot but it looks OK so it's just full screen where it goes weird. Does that mean anything?
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caedes: When the gamma resets, could you please open the console and look at r_gamma? Is this value the same that you use, or was it changed? (If r_gamme stays but the screen changes, it is some external program. If r_gamma also changes, that it must be something inside TDM doing the change).
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Could it be a software firewall opening a "communication attempt by the thedarkmod.exe" notification window and you cannot see it, because the full screen game application blocks the view and you cannot even alt-tab out? This has happened to me with some other games.
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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.
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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.
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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.
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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.