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  1. As I said above, the only setting required to fix the black textures is image_useallformats "1". We had played around with the others while trying to solve the problem back in the day, but later figured out you only needed to set that one setting. It won't hurt to have seta image_usePrecompressedTextures "1" set, although having seta image_useNormalCompression "2" and seta image_useCompression "1", is just going to recompress all the DDS files again at map load and increase your loading time.
  2. I had black texture bug a couple of times, but with an Nvidia card. I tried following directions on forum posts after searching as well with no luck either so based on my experience, i'd try to play with these three settings: seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useCompression "1" Those are my current settings.
  3. Thank you for your replies, @ Tels Yes the card is newish, I had disabled the Catalyst AI as was suggested in another topic, but I haven't yet tried disabling the entire Catalyst Control panel. @New Horizon As I stated in the topic, I have checked all the settings listed on the wiki as being related to the black textures. The setting you mention being one of them. @Ivan the B Thanks for your reply, this seems to support the idea that this is a driver fault. The machine was built at the end of October and all the drivers were up to date at that point, I will try a few different drivers both older and newer as well as disabling the catalyst control panel and edit\reply with results. (at work at the moment so will be a while)
  4. The only line in the doom config that really makes any difference with black textures is image_useallformats 1 If it's set to that, everything should show up fine....unless there is a driver problem with your card.
  5. Hi, i have some questions about the tdm, maybe you can help me! do keys dissappear after you kill/stune enemys? Is it possible to pinch out flare? I read somethin in the training mission that it is possible but there was no note how you exactly do that, there is no key or something. Can i adjust size of the symbols of the items which are shown on HUd, for example when i take sword you can see that the sword is selected in the left under corner on screen, or when you take the lockpick you see it in the right under corner, because for a unknown reason i changed the size, so i cant read anymore what item it is, when i have many books or keys in the inventory this is really bad and are there some commands for the console to generate items, like water arrows, flashbombs, .. ? thanks!
  6. You should be OK in Chalice and many other FMs because they do not use this dynamic portal sky. The problem is with this portal sky because the surface of the sky has a portal sky texture that acts like a CCTV screen with the camera in a separate skybox looking at a sky with eg, scrolling cloud textures etc. But many FMs don't use that. Instead they have a fairly static sky directly on the sky surface. They should all work OK and won't be affected by this method. This method only replaces any portal sky texture with a fixed sky. So, in Thief's Den 1 it is very cloudy, stormy, and raining. With this file in place you will still see the rain but I'm afraid it will be clear skies for you! A static cloudy version of this file could be made but you'd have to known when to switch files manually.
  7. It looks like the wrong font and it's cropped at the bottom. If you have changed the hud gui then I recommend you delete it and it should default to the one in the pk4. If not, exit Dark Mod and run the tdm updater again and make sure it has got all the files correctly. It's not enough just to change the font or font size in the hud - the text has to fit inside a specific rectangle so if the font size is too big then it gets cropped. You should be able to reduce the screen res in the Dark Mod Settings menus but I can't recall if the hud font shows larger or if it is scaled to be the same at any resolution. Also look at the setting for hud opacity or transparency if you have trouble seeing it. Maybe set it to be totally opaque it might be clearer for you?
  8. Neb

    Sky & water

    There seems to be a square in the bottom left corner of the screen where water renders correctly. I took some screenshots of the zoomed sky and underwater scenes, but there's probably little point in posting them since you can hardly make out anything.
  9. Actually I love DR and loathe Hammer. It hasn't had an interface update since about 1998. It's clumsy as hell. You have to be in the 'right mode' to do anything and it takes four or five steps to do something that takes 'click and drag' in any Radiant based editor. I finally managed to tinker with the settings to make the font in the program large enough that I could actually read it instead of it being so tiny, but if I have a part of the interface that's just in my way.... my choice is to completely remove it, (if I can find that option) or just deal with it. No moving it to an area that's out of the way where I can still use it if I need it. It's not officially supported by Valve and doesn't seem to be actively being worked on. Personally I'm not sure how anybody makes levels in Hammer. Tiny viewport, no way to scroll that viewport incrementally, (even clicking the scrollbars sends your perspective over by about a third of the screen) and basically none of the aspects of interface design that people have figured out over the last decade or so. Radiant in general (and DR in particular) is an elegant program. I can actually do what I want to do in Radiant without having to fight my tools every step of the way. DR adds more options into that, and does so in the same general way. The models menu? Works. Textures list? Works and I can actually read the name of the texture. Changing my perspective so that I can actually see what I'm working on? Works. None of this is true with Hammer.
  10. Here's another one for you guys- I haven't been able to find anything on this in the troubleshooting section or anything. The first couple of times I started TDM everything went fine. Since those first two or three times, I now get something weird happening on startup. When I launch Doom 3, it starts with the ID animation that ends on the beating heart with the ID logo- While it's doing the animation there is no sound and part of my taskbar is showing- only part because of the resolution change it can only show part of it. I can get little snippets of sound if I click the mouse button. Then when the startup screen for Doom 3 comes up, I'll get about a half second of the music and the enlarged partial taskbar pops up and the whole thing freezes. If I click the mouse, I'll get another half second of music where the taskbar goes away and I can sometimes move the mouse for that half second, but then it freezes when the taskbar pops on top again. If I keep clicking the mouse like this anywhere from 5-15 or so times, it will eventually stay up and not freeze. Then I click on 'Mods' and then The Dark Mod and the whole thing starts over again when TDM is loading. I usually have to click 20-35 or so times to get it to stay from that point. Once I've gotten it to load like that, I don't have any problems at all with playing. No crashes or stutters or anything. I think I might have a bit of a problem saving as it has me re-install the training mission every time even though I've saved a game and done some quicksaves- I'm not sure I'm doing it right because just getting the game going is too laborious right now to play around with it. If it means anything, I've noticed that when I open the console right after the game gets going, there are a whole bunch of lines in red that say things like: "WARNING could not open image/extinguishable/wall lantern/ blablabla" Some say other things, but most of them are could not open/extinguishable/something Anyway, here's the specs of my machine: Windows 7 Home Premium 64-bit ASUS Notebook G72GX Series Intel Core 2 Duo CPU P8700 @2.53GHz RAM: 6 GB NVIDIA GeForce GTX 260M Thanks
  11. could also be a bad sector on the harddrive, they also cause crashes to blue screen. or your hard drive might need defragging, as that sometimes fixes ctd's.
  12. No, the condump has to occur after the dmap. Rereading this, I doubt that you'll see the blue screen I was referring to in my previous note. It's too bad we can't tell dmap to dump to file what it's doing as it's doing it, instead of just writing to the console. Having to try to reconstruct events after the fact is a bit difficult. If we had the D3 source, we could debug the problem. I hope we don't have to wait for that to be released before this gets solved.
  13. I'm not sure why the condump showed nothing about the somewhere5a map. I hope I'm doing it all correctly: Started TDM. At Menu screen, opened console, did 'condump somewhere' then 'dmap somewhere5a'. Is that correct? When I get the crash, it's just your normal small Windows popup 'Doom3 has stopped working'. TDM is visible behind this popup, but nothing's happening (it's how I was able to type the last visible lines from the dmap earlier). I click on the popup, and TDM closes. Nothing else. Regarding the wornlarge and yellowwarp maps...both of those dmapped fine.
  14. and that has me running 100% where I want it thank you guys. I assume if I change my screen resolution I need to change the above too but I'll deal with that when/if I need to. thanks for all the help
  15. I saw it on some FM´s, lately in Melans Return to the City. When I changed the view horizontally I got these tear´s, don´t know how to describe it else. It´s like when you deactivate V-sync (then you have it on vertical), or when the Refresh-rate of your screen is too low. (I got once 50hz accidentally, now I have 60hz btw) It appears only on far textures and I guess it´s related to high quality textures, because I don´t saw this in Doom3 as I looked into it yesterday. In Melans´ mission I saw it quite often. Right at the beginning on the house where you can lockpick the door, if you wanna test it. So I wonder why there is no H-Sync setting? Is V-Sync so powerful that it oppresses such 'rivals'?
  16. I have an update on this front: As I started the new FM Betrayal by Fieldmedic the tearing was back, although I made the vid_restart after loading the mission. I saved, quit and reloaded that spot in 1280x720, no tearing, made vid_restart with custom res, tearing was there. But then I decided to test another custom res (only left possible between the two) and this (1232x700) is working just fine!! No need for vid_restart, just loaded Dufford´s and here no tearing too!!!! Damn, am I glad! Oh, I´m so happy cause the new res is cutting so less from the screen that I now can read the last loot-line that wasn´t possible in 1280x720 and nowhere else I had a feeling of 'cut'. I have a gut-feeling that I got finally and for sure rid of the tearing. No talking of the devil, I know, but that have to be it, I´m sure...
  17. Yeah, yeah, did you really had me to get two negative reps? Anyway, I still would like to know if it is possible to change the gray screen that appears while vid_restart. (I guess it´s the same that shows up a little second when starting TDM)
  18. But I already bought the expensive one! ... Just kidding. Ah, dammit. That are the reasons why I wanted a console, on a PC there is always something wrong. Hmm, this looks interesting, could be an improvement, right? That price I can afford. Should I buy it? I´ll do everything you say, almost! And my actual cables are three meters, don´t need longer anyway. But the DVI-cable is five meters. That´s too long, considering the 3-meter-cables, right? Maybe I´ll try it tomorrow. And my TV is not the best. On TV-programs I got after five minutes white diagonal stripes over the screen. The better TV of my girlfriend doesn´t have this stripes, so it is my TV that causes it. I guess the price was 700€, not sure because I paid 50€ every month and that´s two years ago. Doesn´t anyone else have this too? Because it is not constant let´s me think it maybe is a mod-problem. Finally tonight I´ll play Doom3 with Denton´s HDR-mod, but I don´t think I´ll see it there, because of the small hallways and good visportals. I´ll see...
  19. I don´t think it´s an overheating issue. Because I have it right after the reboot or when I started the next day and always on the same spots. The V-sync wasn´t simply activated in the widescreen-resolutions. And now I got rid of it, I just have to start the game in a different res and then I copy my doomconfig with my custom res back into the folder and it works fine. I could type in the res manually, too, but I´m too lazy for that. Now I´ll play Builder´s Influence so I´ll see if it somehow comes back during the game. I´m usually spending four hours in missions. So if it´s overheating, I´ll see. I hope not, though. Also, I have a software called 'Vtune' that sets a dynamic Fan speed for my GPU. But I never heard the Fan-speed increase. Is it maybe a reason that I use my Phillipps-TV as the screen? It´s connected via HDMI-cabel and the output is in HD-mode. Because of the HD-mode I had to downscale the res 1280x720 to 1216x692, otherwise the picture was too much zoomed in. Actually I haven´t tried to deactivate HD-mode yet...
  20. I tried now the newest drivers and hey, there working again with Doom3. But the tearing is still there. I used all GPU-settings. Only 'Triple Buffering' takes effect, but as I described above, it´s even worse. I´m pretty sure that it is a Mod-problem with open/wide areas. I never saw it in Doom3. My V-sync is working fine in other games and in TDM itself, without in open areas. ... Now I deactivated V-Sync and there is no difference. But as I changed the aspect ratio back to 4:3 it was gone!! So, I have the tearing in 16:9 (which is best for my screen) and 16:10!! I also tested 'r_displayRefresh 60' but that did nothing. I tested several resolutions in 16:9, but only 1216x692 works perfect without borders or cutting borders. (on my TV) Now that´s odd. I set back to my custom width (I play with the same in Doom3 btw) the tearing seems to be gone. ... I started the game now 3 times and the tearing is gone. Can someone explain this to me? I don´t think someone of you used an untearing-spell directly to my system, did you? I started Return to the City and there it wasn´t too, though it seemed to be slower in the beginning wide area. But Builder´s Influence is running perfect. (first I feared of some reverse-effect, but in the alley it is fine, too:)) So, the cure must have been to try several resolutions. Though I had the tearing in the 16:9 res 1280x720 (my actual res is downscaled from this one) that I tried lately. And then I even copied my backup of the doom3config back. But now it´s gone. Really strange, isn´t it? I still can´t believe it. Now I´ll post this and then I make a reboot and try again... edit: As I feared, the tearing was back after reboot. But I can get around it via res-changing. So, it works now. I only have to start the Main menu with another res. Gladly, I don´t have to load a level with another res before changing to my wish-res. After that do the other widescreen-res´s work fine too. On a sidenote: the res-setting is acting strange. As I set 1280x720 the DoomConfig talked about the next higher, 1366x768 that is. As I set in the Menu to this res, actually I then had the 1280-res. I think it´s related to 'r_mode -1'. As I remember I had to set this to '-1' for using my custom width. (1216x692) I think I earned the title 'strange problems Man'!
  21. So, you saw it too? I really would like to know that I´m not the only one having this. I could make a video with Fraps, though I don´t know where to upload it. But the effect is really like without V-sync or on low hz-rates. It´s like part of the screen are behind the movement. And yes, when moving the view slow all is fine. I´m really sure that it happens in wide areas: Tonight I looked into Builder´s Influence and I saw the effect at the starting area. But as I got into the side-alley left of the town-hall the effect was gone. Most likely because there was a visportal at the beginning of that area. I have now some little time so I´ll test some GPU-settings... edit: I found out something new: When I deactivate 'Triple Buffering' the effect is gone, but substituted with a stuttering view-movement. When I come to the areas with better 'visportaling' the view is smooth like it should be. This is even worse than the tearing, so I´ve changed back. Sadly, that means TDM has problems with big areas. Is there a high chance that the team is able to do something about it in the future? (with source code) As we speaking about the engine, I´m curious about what engines the Team thought about in the early days. Meaning, if you´d not chosen Doom3, what would it have been now? This is no critic on the engine, I´m just curious. I´m very happy with the appearance of TDM. If I would´ve been around in the early days, I would´ve never expected such quality TDM offers now, simply incredible when I think about that you even haven´t had access to the source code.
  22. Yes Fullscreen. I played Glenham Tower now and I´m very sure that this is related to the visportal/performance-thing. Because I saw it in a room with door open. As a closed the door again the effect was gone. It´s not limited to horizontal line, my fault. And it´s not limited to light sources too, was just better viewable on them. So, you´ll see it most likely in open areas or when you never close doors (I always close them). I saw it around the tower, but it seemed weaker because I only mentioned it as I got out at the end. Just for my understanding: A 'visportal' opens and closes an area for the renderer, right?. So it is really difficult to use in open areas I guess. Would be having too much visportals a problem, too? edit: On my TV I have maximum 60hz on actual res. Could that be the cause, too? On my old screen (very old) I always had 85hz.
  23. Were you in window mode? V-sync only works in full screen mode I believe.
  24. I just played Sons of Baltona and it never bothered so much until now that very often some textures seem to be too much bright and others may too much dark in shadows with no light sources. I´ve added a screenshot there you can see that the top and bottom are how they should be, I guess, but the walls and the beds/objects much too bright. I played around with 'r_lightscale' but this affects only the dark places. Is this still under development or will it be like this forever? Or is it somehow texture-related? edit: the shot appears to be darker as in real on my screen.
  25. Whoo, that´s a way too dark, at least at my screen. How did you get my shot, anyway? I wasn´t able to download the images so I had to make a screenshot of my originally own screenshot. I adjusted the gamma about 0.20 to get a version that´s bright enough to see the guard. I would appreciate a much more less bluish tone on outside night-sights, though. Yeah, there is not much wrong (on the first image), but the white textures could be 10 or 20% more dark. I know nothing about shaders yet, but I´ll look into it, always learning here...
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