Search the Community
Showing results for 'black screen' in content posted in TDM Tech Support.
-
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.
-
tdmlauncher.linux loads sounds, cursor, but blank menu screen
Tels replied to Cramadzy's topic in TDM Tech Support
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! -
Why do corners in walls look not perfectly joined sometimes?
Sotha replied to i30817's topic in TDM Tech Support
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. -
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?
-
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?
-
My 5750 is a 'black edition', factory OC. I underclocked it to regular speed and it was performing much better.
-
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!
-
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
-
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.
-
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.
-
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.
-
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!
-
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?
-
ATI Cards and new Catalyst drivers = No Dark Mod
Trickster replied to Dram's topic in TDM Tech Support
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 didn´t worked earlier and they load up properly. For the record, i have Win7 x86, ATI HD5570, Catalyst 10.9 -
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.
-
Black screen when trying to play Dark Mod?
sqwishy replied to lukeman3000's topic in TDM Tech Support
This is happening to me. After extracting the archive I got from moddb, I run tdmlauncher.exe and it works correctly. But, even if I don't mess with the configuration and I just quit, every subsequent time I launch the game it starts at a smaller resolution than the first run and everything is black except the fps. Edit: I made md5s of the files before and after running and DoomConfig.cfg and gamex86.dll were both modified. Edit: Yeah, so I replaced those two files from the downloaded archive and it fixed every launch thereafter. I had to modify the DoomConfig.cfg file in the training_mission directory in the root of the doom 3 install directory in order to change the resolution settings. I thought that was kind of odd. It seems to work anyhow. -
ah, reinstalls get so frustrating. I just reinstalled Doom3 and patches to 1304 , then with the HD issues I re-installed windows. Now when starting Doom3 it starts and goes in game fine. When starting TDM it hangs on the TDM screen, and my cursor arrow appears. I remember this happening before but not what I did to fix it. The paths are correct. this is my log Path to tdmlauncher is D:\Doom 3\darkmod\tdmlauncher.exe Darkmod directory is D:\Doom 3\darkmod\ Darkmod directory after normalisation is D:\Doom 3\darkmod Trying default value for engine executable: D:\Doom 3\DOOM3.exe Found engine executable in D:\Doom 3\DOOM3.exe Engine path after normalisation is D:\Doom 3\DOOM3.exe Could not find 'currentfm.txt' file in D:/Doom 3/darkmod/currentfm.txt Current FM is: Using the following argument vector: #0: +set #1: fs_game #2: darkmod Starting process D:\Doom 3\DOOM3.exe +set fs_game darkmod Closing logfile. I did delete currentfm.txt, but was getting the same thing before that. before that with creeps installed Path to tdmlauncher is D:\Doom 3\darkmod\tdmlauncher.exe Darkmod directory is D:\Doom 3\darkmod\ Darkmod directory after normalisation is D:\Doom 3\darkmod Trying default value for engine executable: D:\Doom 3\DOOM3.exe Found engine executable in D:\Doom 3\DOOM3.exe Engine path after normalisation is D:\Doom 3\DOOM3.exe Current FM is: thecreeps Using the following argument vector: #0: +set #1: fs_game #2: thecreeps #3: +set #4: fs_game_base #5: darkmod Starting process D:\Doom 3\DOOM3.exe +set fs_game thecreeps +set fs_game_base darkmod Closing logfile. I've always had the space in Doom 3, no issues. Please tell me I don't have to reinstall doom because I reinstalled windows (messed up reg?) Doom 3 works fine.
-
That patch got me in, thank you. I tried the training mission a few times - but the game freezes every time I go to black jack someone. I'll search the forum her and at TTLG to try and find an answer and write here again if I don't find one.
-
I have just reinstalled TDM and all of the skies seem to have a strange FOV, like you're zooming into them with binoculars. Similarly, when I jump into water my entire vision does this. Water also appears either black on the surface, or with severe visual ripping/artifacts (not sure how to describe). Win XP SP3, Intel T2300 @1.33Ghz (2 CPUs), 1 GB RAM, NVIDIA GeForce Go 7400. Unfortunately I can't update my drivers since it's a shitty Sony laptop that seems to be locked in.
-
I've encountered some strange things on these curtains: http://min.us/mbcQjnDAPQ NOTE: There are two screens in this link! (w/wo error) If I am far away, they project the texture of a new model (which has to be on the screen too) to itself. This only happens if you are some steps away from the curtain and is visible best, when in dark (it kinda lights itself). Did anyone encounter this too? The console prints no object related errors (see ) The object has 1.300 Polys and was finished with Turn To Poly (maximal polygon size: 3) and Edit Poly. It was created from a Plane. I am confused.
-
Hi, everyone. I've got a problem with resolution in full screen, it seems to be always 640*480, whatever numbers I choose in the game settings or put in config file. When I start or restart DM it may be set to 1280*1024 or any other I set previously in the settings, but actually it's 640*480. In the window mode the's another problem - resolution is ok, but part of the window is not seen, as if it's beyond the display. Win 7 x64, NVIDIA GeForce GTX 460 SE., DM 1.07. Any ideas?
-
Yeah pretty much everything is caused by the whole 'Surface Format Optimisation' setting, since it flips cubemaps and loses rotation on RTT. Hence why the sky moves in the wrong direction and the screen is painted upside down. The problem is that sometimes the setting is triggered by a profile, and other times it's the setting. If you're lucky just disabling the setting will be fine (it also makes things look a bit better). This miiight be fixed in 1.08, just having trouble finding a way to test it on my boxes, without quick testing it's hard to fix it in the most correct way. I have a tester lined up to test nearer release, so don't need offers or anything — just letting you know why it's hard to provide a Yes/No.
-
In many cases resolution settings won't stick unless you create an autoexec.bat with them. What screen resolution and aspect ratio? Do you have your video drivers installed properly? Post your cvars so we may review.
-
models projecting textures on other models
SeriousToni replied to SeriousToni's topic in TDM Tech Support
Baddcog, note that there are two screens in the link. One near the model without error and one with another model on the screen which projects its texture onto the curtain. I made a note in teh first post now, so everyone can see that there are two screens on the page The curtain was made out of one plane which I modified via "noise" and "FFD box". Then "Turn to poly" and "Edit Poly" like in every other model I made. Even for the .dds textures I didn't do anything special. I can't figure it out by myself. I looked in the edtior: The model isn't duplicated. I tried the DDS Utitlitys but they don't seem to work correctly. Whoa this is all goin' to hell -
For the record, I've never had any problems with screen captures before, but trying to do so just crashed on me last night in 1.08.