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  1. 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.
  2. 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?
  3. 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).
  4. 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.
  5. I strongly believe your GTX 460 is downclocking in windowed mode. 1024*768 is low resolution and, sometimes, maybe when you look up?, your GTX 460 will downclock. The solution is to increase resolution or increase antialiasing or anisotropy or increase LOD. Same thing happens with my GTX 580 when I play Thief 1 and 2. The gpu often downclocks in game and sometimes there is a little stuttering (non-steady fps). To be honest, your stuttering is much worse than I've ever seen. At 1024x768, a GTX 460 can easily run 8x or 16x antialiasing and 8x or 16x anisotropy in the dark mod. I recommend uninstalling or turning off whatever program you currently use to see fps (fraps?) Use msi afterburner or evga precision. It shows a lot more data. I use the on-screen display in afterburner. It shows me: gpu temperature, gpu usage, fan speed, gpu clock, vram usage, and frame rate When my gpu downclocks, I immediately know. This is what I see when I play the Dark Mod at 1920x1080 8x Antialiasing 8x Texture Anisotropy LOD=very high
  6. Thanks for the answers. Overclocking is the last thing i would try. Only if no other methods are successful. What i found: I played tdm in windowed-mode (because i want to be able to switch to the desktop: But this works in fullscreen-mode only one time. After this tdm-screen comes immediately back to front after releasing the "switch-key"). In Fullscreen-mode it seems to be ok. At some locations moving is choppy; but often mission-authors warn about this in their mission describing. So this probably has nothing to do with my issue here. I will test for a time with fullscreen-mode and i will report the result here. Maybe it is important for other players too.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. r_fovRatio = 0 means it is ignored. So that is all right. It still smells like an ATI driver issue - I think I saw such a distortion before. Have you tried changing the screen aspect and resolution in the menu and restarted TDM?
  12. 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.
  13. 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?
  14. I fear that your graphic card might not be able to support compressed textures (Intel graphics are notorious for this... my laptop can't run TDM either), and since almost all textures are compressed (to be able to fit them into the video memory), you only see black. One thing you might try is this FAQ entry: http://wiki.thedarkmod.com/index.php?title=FAQ#Textures_are_missing.2C_screen_mostly_black Hope this helps!
  15. I've seen these too and I think it has something to do with situations where you have location A | visportal | location B Location A is very brightly lit, then pitch black location B may show these strange sparklies. The geometry is flawless, so it must be some kind of engine/video card thing.
  16. I'm running the Steam version of Doom3 under Wine (see elsewhere for my efforts with the native Doom3), and I'm encountering an unfortunate interaction with the restart required to "install" a mission and Wine. I start darkmod in the approved way, the menu screen comes up and tells me I have no missions installed. I select to install the training mission The game tells me "mission installed" and then restarts Darkmod exits Steam reports Error: This game is currently unavailable (Application running). When I restart darkmod, it tells me again I have no missions installed. What's going on here? Point (5) is presumably a subtle Wine error, but why isn't darkmod able to go ahead and load the mission anyway when I restart at point (6)? Is there any workaround? For what it's worth, Doom3 plays *perfectly* (apart from being a rather crap game, IMHO) under Wine. Edit: http://forums.thedar...ing-with-steam/ seems to be a similar problem, *without* wine! Only, I'm *not* getting the mission installed when I restart Edit: Aha: the trick is to ignore the advice in the wiki which says to run steam -applaunch 9050 +set fs_game_base darkmod and instead to run tdmlauncher directly!
  17. My 5750 is a 'black edition', factory OC. I underclocked it to regular speed and it was performing much better.
  18. Encountered a bug in Mandrasola, but I think it's TDM 1.05-related. Sometimes the gem lights up forever, no matter what kind of light sources are (or not) near. And when this happens, the screenshots taken are completely black!
  19. nbohr1more have done that, but did not work. But we are getting closer to make it work because it started to go black to load but showed error. Aluminium, i have not upgraded my video card, because tdm was working last week. the only thing ive done was to go into my nvidia consloe trying to solve the problem the game run way to fast even though i force the refresh rate 60 but still the same problem for thief 2 thanks Silent Warrior
  20. They are properly black. By the way, I have made sure from day 1 to have overscan OFF and I've never had a reason to turn it on.
  21. Just getting back to this: Google gives about 2.4 million hits for 1360x768, and about 34 million hits for 1366x768. So how widespread is this really? Edit: Here is an explanation: http://hd.engadget.com/2006/04/21/whats-the-deal-with-1366-x-768/ Apparently all TVs have about 3% "Overscan" (they ignore and throw away a few extra pixels because they expect some extra information encoded in them), and the problem might only appear if: * you have a TV (no a computer monitor) * it cannot deal with a computer resolution by throwing away the extra pixels * AND you cannot force it to be in monitor 1:1 pixel mapping mode Also, Komag, are the blank pixels black? Or annoyingly-white? I have now at least added an FAQ entry.
  22. If increasing the resolution causes a crash, I'd say that is a pretty good case that the textures consume more graphic RAM. If I were a betting man I would say that the normal maps could probably be excluded from suspicion (since normal map compression is not used in most cases anyway) but the textures with enhanced details might compress differently. Most compression schemes greatly reduce redundant data (like a large string of red pixels) but if you have lots of varied detail, then all that variation must be kept as a larger data-set (if you put pretty little cracks in your brick texture, it goes from being a string of red, red, red, red... to red, dark red, darker red, black, gray, etc). More detail = bigger when it comes to compression... All this said, I can't really fault the mod for making prettier textures that might require some users to lower their settings. I'm just glad it hasn't affected me.
  23. well, i myself never experienced spinning sky, but most of FMs never gets past the loading screen... then i get "Doom3 has stopped working" error. Strange thing, this happened with most of FMs, but not all of them. But now everything works fine. Thanks for your research and posting, Dram. I just checked all missions which didnĀ“t worked earlier and they load up properly. For the record, i have Win7 x86, ATI HD5570, Catalyst 10.9
  24. Well this issue occurs, evidently, in specific systems (card I would assume). My card in particular is a mobile 6990M, where trying to start Doom 3 caused the display driver to crash. I did'nt even get into the menu nor into the loading screen. I'm on win 7 with Catalyst 11.10. As I mentioned, it does not happen for everybody, just for a few unfortunate. So to save them the time of searching for several hours, as I did , I've posted it here. As for which versions are affected, apparently it's anything above 11.9 I believe. But only worry about trying this if you have problems, otherwise if it runs fine then it's a better idea to leave it be.
  25. If it hasnt struck yet, I'd enable PowerPlay again The black-screening and such it causes for some people is usually quite quickly visible, In this case I'd say that its something else. Once its enabled and such, next time you have a hang or whatever, could you check your system logs, dmesg etc?
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