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  1. Hm, yeah, did you choose 16:9 on the menu screen? (probably, because you also set your resolution). Oh, btw, you need to restart D3 to make a resolution change "stick". That is: * start D3 * change resolution * exit D3 * restart D3 * now install or play FM If you change the resolution, then install an FM or just play it, then exit, it might be that the setting is not saved and you end up with your previous setting. (because D3 only might write the config at exit but installing or playing an FM would reuse the setting from that FM). Just speculatin, but could be it
  2. "Catalyst AI" performs game-specific optimisations - the kind of optimisation that would break other games if it was used globally, but doesn't affect that particular game's correctness and provides a small speed boost for it. Unfortunately, one of those games is Doom 3, and while the optimisations that it performs work fine for base Doom 3, they are also applied to TDM (since it can't tell the difference between D3 and D3+TDM). TDM has some rendering modifications over base Doom 3 (bloom and skyportals), so those D3-specific optimisations are no longer appropriate and cause stuff to break. Hence, upside-down screen, weirdly rotating sky, etc.
  3. hi all, i enjoyed your 1st demo, athough it got me some time to make it work:-) but i can§t make work SaintLucia... tried it under vista, game falls to menu after finishing loading progress bar... rebooted to xp, reinstalled, and finaly game loads successfuly... but at beginning, i can see only wall to right, sky above, some grass and everything else is black ok, installed newest driver, still the same problem any suggestions? hope there will be some ;safe texture manager or something in d3
  4. absolutely no. btw, intro clip is not played correctly too. i see only background with black moving shapes in front of it. btw xp sp2, 8800gts, newest drivers...
  5. Hi. I'm sorry to post, since it's almost off topic. When running TDM on Linux (Ubuntu 9.04) I will occasionally get little cracks and dropouts in sound playback. Seems to be related to the number of sounds beeing played simultaniously -- like on the menu screen I can hear the title music, but when hovering over the menu cracks may occur due to the additional sound played. I start the mod from a terminal and get the following error message (lots of them) when it happens: snd_pcm_writei 4096 frames failed: Broken pipe preparing audio device for output Digging through the omniscient internet brought up a few things. It happens on linux with id Tech 4 based games usually when people use ALSA and the same soundhardware like me (soundblaster live 5.1 player). The Doom Linux FAQ suggests switching from ALSA to OSS. [i remember I had a similar problem with playback in Audacious (a Winamp substitute), turning to oss-emulation solved it.] So my only question for now is: how do I run TDM and tell Doom to use oss? I tried passing the "+set s_driver oss"-argument with the tdmlauncher, what didn't seem to do anything.
  6. Path to tdmlauncher is C:\Program Files\DOOM 3\darkmod\thedarkmod_v1.0_beta\darkmod\tdmlauncher.exe Darkmod directory is C:\Program Files\DOOM 3\darkmod\thedarkmod_v1.0_beta\darkmod\ Trying default value for engine executable is C:\Program Files\DOOM 3\darkmod\thedarkmod_v1.0_beta\DOOM3.exe Could not find engine executable at default locations, will be searching command line arguments for a path to doom3 executable. Could not find 'currentfm.txt' file in C:/Program Files/DOOM 3/darkmod/thedarkmod_v1.0_beta/darkmod/currentfm.txt Current FM is: Full argument string is: +set fs_game_base darkmod Starting process C:\Program Files\DOOM 3\darkmod\thedarkmod_v1.0_beta\DOOM3.exe +set fs_game_base darkmod Error when spawning D3 process: No such file or directory Closing logfile. Nothing for me seems to work could not print screen and I could not find file but I did find site where I could download thanks to another thread but it still does not work the above is all I get any help please
  7. Hi everyone! Everytime I start a FM (tested all of the website), I can flawlessly read the objectives and buy things, then click on "start misson". But after it reached 100% I am thrown back to the main menu, or, in case of the training mission, to the objectives screen. I can do this endlessly. In the console are a lot of warnings, such as: WARNING: Door XY not within valid AAS area. At the end it says: ERROR: Failed to open \\.\pipe\dm_renderpipe and ERROR: idRenderSystemLocal::uncrop currentcrop <1 I use WinXP (all patches), latest DirectX, latest videodriver (8800GTS) and I have 2 Gig of RAM. Doom3 Ver 1.3.1.1304 (game runs good). Darkmod was downloaded and copied into c:\games\doom3\darkmod with the update running. pk4-files were not extracted and are still named pk4. I am starting with tdmlauncher.exe and tried to change image_Compression as it says in the FAQ, but it did not help. Seems to be a folder-issue, but I have no idea how to solve it. Any ideas? Thank you in advance, I am really looking forward to play this great mod! //Edit: I forgot: Darkmod was downloaded with torrent. Maybe the configs are from someone´s computer. How could I find out / change that?
  8. Apologies if this has already been discussed. I did a quick search and didn't turn up anything. It seems like certain readable items are causing a huge drain on my framerate whenever they're in view. I don't mean the version that comes up when I've frobbed them to read, but the object in the world when they're visible anywhere on my screen. It seems like there's at least one in every mission I've played, while the majority of them are fine. Outpost is the mission in which I actually managed to narrow down the issue to a readable. The note on the desk in the Bishop's room causes massive slowdown, even with the candle taken away and with bloom turned off. If I stand on the desk, my framerate is fine in all directions except looking straight down. If I crouch in front of the desk, my framerate is fine in all directions until I stand up. If I look at just the chair, just the corner table, just the banner, etc., my framerate is fine. In the training mission, I encounter the same thing when I look at the book on the pedestal in the center. In the Saint Lucia demo, was there a readable in the basement? I remember a framerate issue in one particular spot, but I didn't figure out what the cause was there. I can go back and check if need be. I haven't played Chalice or Crown yet, but I can report on those once I have played them.
  9. Here is image of error. Also training mission finishes loading but never gets in game just crashes. Enabled compatibility for xp and administrator mode. Please help. Besides that I really like the loading screen and music, too bad I can't play. Doom 3 is updated with latest patch.
  10. ccaa

    TDM error

    yes , and after this I del this log and relaunch the TDM then appear the error screen and exit, the log is here: [.\DarkMod\DarkModGlobals.cpp ( 401):INI (INIT) FR: 0] LogFile created at 2009.09.23 14:47:45 [.\DarkMod\DarkModGlobals.cpp ( 404):INI (INIT) FR: 0] DLL compiled on Oct 13 2009 18:51:56 [.\DarkMod\DarkModGlobals.cpp ( 408):FRC (FORCE) FR: 0] Found Debug section [.\DarkMod\DarkModGlobals.cpp ( 415):FRC (FORCE) FR: 0] LogError: 1 [.\DarkMod\DarkModGlobals.cpp ( 423):FRC (FORCE) FR: 0] LogBegin: 1 [.\DarkMod\DarkModGlobals.cpp ( 430):FRC (FORCE) FR: 0] LogEnd: 1 [.\DarkMod\DarkModGlobals.cpp ( 437):FRC (FORCE) FR: 0] LogDebug: 1 [.\DarkMod\DarkModGlobals.cpp ( 444):FRC (FORCE) FR: 0] LogWarning: 1 [.\DarkMod\DarkModGlobals.cpp ( 451):FRC (FORCE) FR: 0] LogInfo: 1 [.\DarkMod\DarkModGlobals.cpp ( 462):FRC (FORCE) FR: 0] LogClass_FRAME: 0 [.\DarkMod\DarkModGlobals.cpp ( 472):FRC (FORCE) FR: 0] LogClass_SYSTEM: 0 [.\DarkMod\DarkModGlobals.cpp ( 482):FRC (FORCE) FR: 0] LogClass_MISC: 0 [.\DarkMod\DarkModGlobals.cpp ( 492):FRC (FORCE) FR: 0] LogClass_FROBBING: 0 [.\DarkMod\DarkModGlobals.cpp ( 502):FRC (FORCE) FR: 0] LogClass_AI: 0 [.\DarkMod\DarkModGlobals.cpp ( 512):FRC (FORCE) FR: 0] LogClass_SOUND: 0 [.\DarkMod\DarkModGlobals.cpp ( 522):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0 [.\DarkMod\DarkModGlobals.cpp ( 532):FRC (FORCE) FR: 0] LogClass_ENTITY: 0 [.\DarkMod\DarkModGlobals.cpp ( 542):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0 [.\DarkMod\DarkModGlobals.cpp ( 552):FRC (FORCE) FR: 0] LogClass_LIGHT: 0 [.\DarkMod\DarkModGlobals.cpp ( 562):FRC (FORCE) FR: 0] LogClass_WEAPON: 0 [.\DarkMod\DarkModGlobals.cpp ( 572):FRC (FORCE) FR: 0] LogClass_MATH: 0 [.\DarkMod\DarkModGlobals.cpp ( 592):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0 [.\DarkMod\DarkModGlobals.cpp ( 602):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0 [.\DarkMod\DarkModGlobals.cpp ( 612):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0 [.\DarkMod\DarkModGlobals.cpp ( 622):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0 [.\DarkMod\DarkModGlobals.cpp ( 632):FRC (FORCE) FR: 0] LogClass_MAINMENU: 1 [.\DarkMod\DarkModGlobals.cpp ( 642):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0 [.\DarkMod\DarkModGlobals.cpp ( 651):FRC (FORCE) FR: 0] Found GlobalParams section [.\DarkMod\DarkModGlobals.cpp ( 734):FRC (FORCE) FR: 0] Jump hold mantle milliseconds: 100.000000 [.\DarkMod\DarkModGlobals.cpp ( 735):FRC (FORCE) FR: 0] Mantle hang milliseconds: 750.000000 [.\DarkMod\DarkModGlobals.cpp ( 736):FRC (FORCE) FR: 0] Mantle pull milliseconds: 750.000000 [.\DarkMod\DarkModGlobals.cpp ( 737):FRC (FORCE) FR: 0] Mantle shift hands milliseconds: 500.000000 [.\DarkMod\DarkModGlobals.cpp ( 738):FRC (FORCE) FR: 0] Mantle push milliseconds: 800.000000 [.\DarkMod\DarkModGlobals.cpp ( 740):FRC (FORCE) FR: 0] Lean milliseconds: 600.000000 [.\DarkMod\DarkModGlobals.cpp ( 741):FRC (FORCE) FR: 0] Lean degrees tilt: 12.000000 [.\DarkMod\DarkModGlobals.cpp ( 743):FRC (FORCE) FR: 0] AICommStimRadius: 5000.000000 [.\DarkMod\DarkModGlobals.cpp ( 744):FRC (FORCE) FR: 0] maxHidingSpotTestsPerAIFrame: 10 [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: actor.cpp 3709 2009-09-24 03:37:37Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: af.cpp 2926 2008-10-06 05:12:54Z ishtvan $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: afentity.cpp 3570 2009-07-23 18:29:36Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: brittlefracture.cpp 3328 2009-03-28 05:32:31Z ishtvan $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: camera.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: entity.cpp 3709 2009-09-24 03:37:37Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: fx.cpp 2458 2008-06-08 12:35:44Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: game_local.cpp 3717 2009-10-04 05:38:39Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: game_network.cpp 2458 2008-06-08 12:35:44Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: gameedit.cpp 1513 2007-10-21 23:57:17Z ishtvan $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ik.cpp 2081 2008-02-10 11:34:58Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: item.cpp 3070 2008-11-30 16:16:13Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: light.cpp 3679 2009-08-30 10:28:05Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: misc.cpp 3184 2009-01-19 12:49:11Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: moveable.cpp 3433 2009-05-08 15:36:35Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: mover.cpp 3268 2009-03-18 12:27:16Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: multiplayergame.cpp 3660 2009-08-09 08:37:27Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: player.cpp 3715 2009-10-01 03:09:04Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: playericon.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: playerview.cpp 3027 2008-11-14 21:02:35Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: projectile.cpp 3195 2009-01-20 07:41:47Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: pvs.cpp 3451 2009-05-21 12:51:23Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: securitycamera.cpp 2461 2008-06-08 13:30:47Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: smokeparticles.cpp 2462 2008-06-08 13:39:42Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: sound.cpp 2968 2008-10-22 19:19:08Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: target.cpp 3577 2009-07-24 17:43:53Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: trigger.cpp 1998 2008-01-18 18:02:26Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: weapon.cpp 3614 2009-07-30 05:10:52Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: worldspawn.cpp 2589 2008-06-30 05:09:36Z dram $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: aas.cpp 3261 2009-03-17 09:45:40Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: aas_debug.cpp 3453 2009-05-22 03:31:58Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Source$ $Revision: 3453 $ $Date: 2009-05-22 05:31:58 +0200 (Fr, 22 Mai 2009) $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: aas_routing.cpp 3453 2009-05-22 03:31:58Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ai.cpp 3713 2009-09-27 05:45:31Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ai_events.cpp 3630 2009-08-02 05:27:39Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ai_pathing.cpp 3305 2009-03-25 16:15:24Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ai_vagary.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: AreaManager.cpp 3053 2008-11-21 16:31:52Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Subsystem.cpp 2822 2008-09-13 04:50:55Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: DoorInfo.cpp 2338 2008-05-15 16:23:41Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Memory.cpp 3689 2009-09-03 12:40:05Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Mind.cpp 3070 2008-11-30 16:16:13Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MovementSubsystem.cpp 3672 2009-08-15 03:17:43Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Subsystem.cpp 3524 2009-07-09 04:20:12Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Conversation.cpp 3512 2009-07-03 03:51:35Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ConversationCommand.cpp 3148 2009-01-16 18:59:23Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ConversationSystem.cpp 3148 2009-01-16 18:59:23Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: AgitatedSearchingState.cpp 3531 2009-07-13 13:27:15Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: AlertIdleState.cpp 3676 2009-08-19 08:00:46Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: BlindedState.cpp 3628 2009-08-01 04:46:12Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: CombatState.cpp 3668 2009-08-14 17:03:57Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ConversationState.cpp 3446 2009-05-19 16:49:30Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: DeadState.cpp 3705 2009-09-15 09:58:24Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: EmergeFromCoverState.cpp 3431 2009-05-08 02:54:31Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: FailedKnockoutState.cpp 3586 2009-07-26 12:37:43Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: FleeDoneState.cpp 3460 2009-05-23 13:41:04Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: FleeState.cpp 3547 2009-07-18 17:44:57Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: IdleSleepState.cpp 3222 2009-03-04 13:37:27Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: IdleState.cpp 3689 2009-09-03 12:40:05Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: KnockedOutState.cpp 3698 2009-09-07 11:01:56Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: LostTrackOfEnemyState.cpp 3363 2009-04-05 06:19:50Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ObservantState.cpp 3626 2009-07-31 16:39:11Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PainState.cpp 3563 2009-07-22 13:49:21Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: SearchingState.cpp 3635 2009-08-02 17:29:37Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: State.cpp 3702 2009-09-08 16:04:15Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: StayInCoverState.cpp 3354 2009-04-04 11:41:43Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: SuspiciousState.cpp 3635 2009-08-02 17:29:37Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: SwitchOnLightState.cpp 3354 2009-04-04 11:41:43Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: TakeCoverState.cpp 3354 2009-04-04 11:41:43Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: UnreachableTargetState.cpp 3625 2009-07-31 16:18:18Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: EAS.cpp 3453 2009-05-22 03:31:58Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RouteInfo.cpp 2817 2008-09-11 17:38:12Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RouteNode.cpp 2338 2008-05-15 16:23:41Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: AnimalPatrolTask.cpp 3184 2009-01-19 12:49:11Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ChaseEnemyRangedTask.cpp 2443 2008-06-07 13:48:49Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ChaseEnemyTask.cpp 3323 2009-03-27 23:44:04Z ishtvan $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: CombatTask.cpp 3549 2009-07-19 10:47:25Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: CommunicationTask.cpp 3184 2009-01-19 12:49:11Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: CommWaitTask.cpp 3428 2009-05-07 17:34:08Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: FleeTask.cpp 3472 2009-05-26 06:24:10Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: GreetingBarkTask.cpp 3582 2009-07-25 18:13:04Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: HandleDoorTask.cpp 3655 2009-08-06 07:29:36Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: HandleElevatorTask.cpp 2959 2008-10-20 15:46:29Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: IdleAnimationTask.cpp 3693 2009-09-05 14:43:56Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: InteractionTask.cpp 3537 2009-07-15 15:05:05Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: InvestigateSpotTask.cpp 3426 2009-05-07 16:44:17Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MeleeCombatTask.cpp 3555 2009-07-19 16:53:13Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MoveToCoverTask.cpp 2443 2008-06-07 13:48:49Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MoveToPositionTask.cpp 3629 2009-08-01 04:53:27Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathAnimTask.cpp 3278 2009-03-20 19:53:12Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathCornerTask.cpp 3695 2009-09-06 19:27:53Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathCycleAnimTask.cpp 3086 2008-12-14 07:30:30Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathHideTask.cpp 3278 2009-03-20 19:53:12Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathInteractTask.cpp 3278 2009-03-20 19:53:12Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathLookatTask.cpp 3689 2009-09-03 12:40:05Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathShowTask.cpp 3278 2009-03-20 19:53:12Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathSitTask.cpp 3086 2008-12-14 07:30:30Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathSleepTask.cpp 3086 2008-12-14 07:30:30Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathTask.cpp 3184 2009-01-19 12:49:11Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathTurnTask.cpp 3278 2009-03-20 19:53:12Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathWaitForTriggerTask.cpp 3278 2009-03-20 19:53:12Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathWaitTask.cpp 3291 2009-03-23 09:08:23Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PatrolTask.cpp 3689 2009-09-03 12:40:05Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PlayAnimationTask.cpp 2693 2008-07-18 16:28:56Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RandomHeadturnTask.cpp 3092 2008-12-28 21:26:07Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RandomTurningTask.cpp 3585 2009-07-26 11:42:54Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RangedCombatTask.cpp 3651 2009-08-05 16:45:14Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RepeatedBarkTask.cpp 3427 2009-05-07 17:02:16Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ResolveMovementBlockTask.cpp 3672 2009-08-15 03:17:43Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ScriptTask.cpp 2697 2008-07-18 17:01:32Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: SingleBarkTask.cpp 3575 2009-07-24 06:57:08Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ThrowObjectTask.cpp 3467 2009-05-24 11:12:58Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: WaitTask.cpp 2443 2008-06-07 13:48:49Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: WanderInLocationTask.cpp 2443 2008-06-07 13:48:49Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: anim.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: anim_blend.cpp 3622 2009-07-31 09:21:41Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: anim_import.cpp 3435 2009-05-08 17:27:20Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: anim_testmodel.cpp 3561 2009-07-22 12:54:08Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: class.cpp 2980 2008-10-26 11:41:35Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: debuggraph.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: event.cpp 2423 2008-06-02 16:22:52Z dram $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: savegame.cpp 3014 2008-11-11 18:12:59Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: syscmds.cpp 3449 2009-05-21 07:09:56Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: syscvar.cpp 3717 2009-10-04 05:38:39Z greebo 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[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: physics_actor.cpp 3611 2009-07-29 07:10:24Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: physics_af.cpp 3683 2009-08-31 06:20:14Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: physics_base.cpp 2404 2008-06-01 06:05:14Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: physics_liquid.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: physics_monster.cpp 2584 2008-06-28 15:10:38Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: physics_parametric.cpp 2458 2008-06-08 12:35:44Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Source$ $Revision: 3696 $ $Date: 2009-09-07 06:28:50 +0200 (Mo, 07 Sep 2009) $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: physics_rigidbody.cpp 3718 2009-10-13 14:07:26Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: physics_static.cpp 2404 2008-06-01 06:05:14Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: physics_staticmulti.cpp 2404 2008-06-01 06:05:14Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: push.cpp 2147 2008-03-28 20:48:42Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: script_compiler.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: script_interpreter.cpp 2443 2008-06-07 13:48:49Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: script_program.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: script_thread.cpp 3196 2009-01-20 08:26:46Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: AIComm_Message.cpp 2634 2008-07-12 08:20:10Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: BinaryFrobMover.cpp 3486 2009-06-01 14:56:59Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ButtonStateTracker.cpp 3412 2009-04-27 03:22:11Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: DarkmodAASHidingSpotFinder.cpp 2443 2008-06-07 13:48:49Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: DarkModGlobals.cpp 3631 2009-08-02 15:03:59Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: darkmodHidingSpotTree.cpp 2443 2008-06-07 13:48:49Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: darkModLAS.cpp 3631 2009-08-02 15:03:59Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: decltdm_matinfo.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: declxdata.cpp 1549 2007-10-23 17:47:45Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: EscapePointEvaluator.cpp 3453 2009-05-22 03:31:58Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: EscapePointManager.cpp 2817 2008-09-11 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greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: func_shooter.cpp 2734 2008-08-15 05:50:27Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Grabber.cpp 3602 2009-07-28 04:09:56Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: HidingSpotSearchCollection.cpp 2817 2008-09-11 17:38:12Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Intersection.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: liquid.cpp 2959 2008-10-20 15:46:29Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MeleeWeapon.cpp 3514 2009-07-03 22:23:08Z ishtvan $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MissionData.cpp 3588 2009-07-26 13:10:17Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MultiStateMover.cpp 3318 2009-03-27 18:14:00Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MultiStateMoverButton.cpp 2346 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[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: mersenne.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ranrotw.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: timer.cpp 2443 2008-06-07 13:48:49Z angua $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: mapfile.cpp 2461 2008-06-08 13:30:47Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: heap.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: cmdargs.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: winding2d.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: box.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: token.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: parser.cpp 2485 2008-06-14 10:52:09Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: lcp.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ode.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: md4.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: crc32.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: polynomial.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: simd_generic.cpp 2084 2008-02-10 18:37:29Z tels $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: simd_mmx.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: simd_sse.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: simd_3dnow.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: simd_sse2.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: simd_sse3.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: surface_patch.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: jointtransform.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: surface.cpp 1435 2007-10-16 16:53:28Z greebo $ [.\DarkMod\ModMenu.cpp ( 525):DEB ((empty)) FR: 0] Looking for darkmod.txt file in fms/2492_outpost. [.\DarkMod\ModMenu.cpp ( 525):DEB ((empty)) FR: 0] Looking for darkmod.txt file in fms/chalice. [.\DarkMod\ModMenu.cpp ( 525):DEB ((empty)) FR: 0] Looking for darkmod.txt file in fms/crown_of_penitence. [.\DarkMod\ModMenu.cpp ( 525):DEB ((empty)) FR: 0] Looking for darkmod.txt file in fms/training_mission. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Both targetmode and mode are MM_STATE_NONE, switching to main menu. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect done. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching to MM_MUSIC_MAINMENU. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect done. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching to MAINMENU, forking to MM_STATE_MAINMENU_NOTINGAME. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect done. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching to mode MM_STATE_MAINMENU_NOTINGAME. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect done. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuStateInit called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Trying to call main menu intro animation. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuIntroAnimation called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuIntroAnimation started playing. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Tried to switch to same music as already set, exiting. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect done. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] ESC pressed. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Main menu: ESC leads back to main menu. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching to MAINMENU, forking to MM_STATE_MAINMENU_NOTINGAME. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect done. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Tried to switch to same mode as before, bailing out. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect done. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching from mode MM_STATE_MAINMENU_NOTINGAME, calling state end. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching to mode MM_STATE_QUITGAME. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect done. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuStateEnd called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] QuitGameStateInit called. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Quit confirmation is enabled. [.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuIntroAnimation successfully executed, stopping.
  11. ccaa

    TDM error

    the error screen pic URL also here: http://www.imgnets.com/viewer.php?id=98798233.jpg
  12. Thanks be to eberyone involved in making this great MOD I have a request: please fix the rotating sky problem. And yes... I have read the faq and totally uninstalled ATI Catalyst, but am using driver version 9-4_xp32_dd (cuz it's the last Theif I/II-friendly driver for ATI) and I have an ATI Radeon 4850. Pleeeeease for the love of God, Satan or whatever entity you do/don't believe in fix this swirling, rotating, hypnotizing screen. Thanks in advance
  13. When I select a new mission to play, the launcher restarts DM. After that restart is complete, my mouse pointer is frozen and the splash screen will stare at me endlessly. I have to ctrl-alt-delete to get Task Manager to kill Doom. After restarting again from tdmlauncher it is fine. It's fairly minor, but thought I'd point it out. What does the launcher do before restarting? Is there a way I can do the task(s) manually to avoid this for now? I'm running on XP service pack 3 with nvidea GeForce 6800. All else is well, just that oddity. The Mod is looking mighty fine! -DS:12
  14. Yeah but he said that already and the manual restart is very cumbersome. Just for the record, I got the same issue, but never thought of reporting it before. For me a d3 restart is always painful, because on exit it forgets to reset the screen, so I need to CTRL+ALT+PLUS to get it back to the normal resolution (and sometimes it even "forgets" the mouse). So adding a 1second or so delay to tdm_launcher would probably make us happy.
  15. I had the same problem but found out I made a silly mistake. Please look the following topic, hope the solution is in there. Keep in mind that the resolution is not in the usual order in the cfg file. So it's not 'width x height' but 'height x width'. http://modetwo.net/d...screen-problem/
  16. Hi there, Seeing how the the Dark Mod has just been released (), I re-installed Doom 3 (and the Resurrection of Evil expansion pack as well. just for the hell of it) in order to play this great looking mod. Yes, I installed the official 1.31 patch as well. Also, I have the latest Nvidia drivers. However, for the life of me, I cannot get Doom3 to play on anything other than a 640 x 480 display resolution! Sure, I've altered the 'cfg' file (as laid out in the appropriate Wide Screen Gaming entry) but it always defaults to the most basic resolution possible. Very frustrating! Any ideas how I can resolve this problem, as it looks Pig Ugly at this minimalist resolution? Thanks, DANNY My Specs: XP Home+Vista Ultimate (32-bit) \ Intel E6750 @ 3.47 \ Abit IP-35 Pro \ Antec 900 Ultimate Gamer \ Arctic Cooling Freezer 7 Pro \ 4gb Corsair Twin2X2048 XMS Xtreme Performance (800mhz) \ XFX 8800GTS 320mb \ Samsung SpinPoint F1 1TB \ Samsung Writemaster SH-S223 \ Corsair CMPSUHX 620w PSU \ DGM L-2248WD 22" TFT \ ZyXel P-660RU-T1
  17. If you still want to use bloom, the option I suggested will allow you to do so without the flipped screen issues.
  18. Not sure if this is what you mean, but there's a known issue where TDM doesn't have focus (windows application focus, not visual sharpness) after tdmlauncher restarts for a mission install. I'm not one of the programmers, but I believe there is/might be a fix for this at some point. For now, it can be 'fixed' by simply clicking the screen after TDM restarts.
  19. Sounds like a "Blue Screen of Death" (fatal whole-system crash) to me, which almost always indicates a hardware problem. Could be video card, RAM, etc. It's quite common for these problems to exist in your system but not manifest themselves until you exercise a particular feature or location in memory or whatever, and they can also only happen some of the time. So Doom 3 and even Saint Lucia work fine because they're not stressing a particular part of your system, but you fire up TDM and bam! It also sounds like the time/place where you're seeing the crash is changing, which is another key indicator of an intermittent hardware fault. If you can afford it, replacing the whole computer is your best bet. Sounds like it's time for an upgrade anyway. Otherwise, if you're knowledgeable enough to be messing around in your computer's insides, try (1) dusting it (seriously! you'd be surprised how many cases of system instability are due to dust building up inside the case, blocking airflow and insulating key components, causing overheating), (2) new RAM, (3) new graphics card, etc. If you take it to a computer repair shop they can do all of this for you.
  20. Hi guys, it's my first post here as well and unfortunately my Dark Mod doesn't work properly. I've patched D3 to 1.3.1.1304 (version info in the console) and it works fine. I've extracted the /saintlucia folder into the D3 folder and copied the devil.dll into the windows/system32/ folder. I ran TDM by creating a desktop shortcut (that works) and started a new game. The video-briefing works fine and so does the buy-menu, but when I try to start the mission and the loading bar reaches 100% (at least I suppose, but you can't tell exaxtly by those blooddrops), the game freezes for about 30 sec and finally returns to the menu screen. From this point on the sound is gone as well. I've tried different sound and graphics settings and installed the newest audio and video drivers. I also tried to run TDM from the D3 mod-manager and loading the map manually via console. Same result Did I probably miss a step? Please help a newbie so he can enjoy TDM as well! System: XP professional 32bit SP3 3GB RAM Athlon X2 3800 @ 2Ghz ATI HD 3850 512Mb Soundblaster Audigy 2 ZS
  21. Hehe, that's the lightgem debug The way to turn that on/off is through console via the following command: tdm_lg_hud 0 (default) "Shows the rendersnaphost n = <1..6> of the lightgem on-screen. If 0 none is shown." It displays the rendershot of the lightgem in the bottom left, quite useful for debugging.
  22. I have a Problem running the Saint Lucia demo. The loading screen (which is fantastic by the way) seems to freeze after a few minutes, the loading bar seems to be full already. The last demo did work on my PC.. i have 1GB Ram and 256 video ram (Ati x1950pro), Windows xp and a Intel Pentium D (2 x 2,8GHz) processor. Any Idea?
  23. After installing and patching doom 3 (with the patch provided on the dark mod wiki), and installing saint lucia, I ran the game, and got to the point of clicking "start mission" on the purchase equipment screen. Then a dialogue box appeared and asked for my cd key, with "<EMPTY STL" half cut off behind the field to enter the key. Also, there was an 8 in the field, but when I typed in my cd key it got superimposed on top instead of replacing the 8. Anyway, my cd key is not being accepted so I cannot play the game. The dialogue box that says my key was not accepted has "#STR_071 94" at the top. Does anyone know what's going on? P.S. The forum would not let me search for "cd" or "key", apparently because these words are less than 4 characters. I see what this hurts, and I don't see what this helps. Can this restriction be removed?
  24. I got this problem with Doom3 after patching as well. It's not a mod problem because it happens in just Doom3 as well. I've actually been too lazy to attempt to fix it because there is a workaround. In Saint Lucia, hit Start Mission and go thru the purchasing screen and everything up to the point where it gives you the error. Open the console (CTRL-ALT-~ on US keyboards) and type map saintlucia.map. This works in general to load maps from the console even though you get that erroneous CD key popup box. You get the popup box the first time you try to load a map, but can then try again and it works.
  25. ok, I was fooling around in Theif's Den a few days ago and something really strange happened that I think the team should know about. I was on the roof just above the door niche the street guard likes to stand in and I was watching him walk around. I was hiding behind a corner. I leaned to the right then while holding the right hand lean I leaned forward. suddenly I was floating above the fenced in yard accross the street looking at Creep and his henchman walk around below me. I started testing it out in diferent places and I found that pretty much any time you are behind a corner that can fill most of your screen if you lean to one side (both right and left do it) then lean forward while you are leaning to the side you will jump a large distance to one side or another. while I was hovering over the yard I could shoot arrows and kill or KO AI (gas arrow) everything worked as if I was actually in the new place. I was litterally able to lean accross the street and see and interact with what was over there. this can be done while croutching or standing and there are even a few corners on the street level that will do it. give it a try: hide behind a corner then lean to the side and lean forward while you're leaning to the side. it has to be done in that order too. leaning forward then leaning to a side doesn't work. hope this isn't too hard to fix because it could really mess up some missions. thanks for you time, and just remember the only reason I found this was because I've been having so much fun playing around in the little bit of game we have. thanks for all your hard work guys.
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