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Showing results for 'black screen' in content posted in TDM Tech Support.
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My little helper.. But diffuse, specular and normal maps are definately working ingame (can't make screenshot)! Here's a screen out of the editor Dark Radiant whith two different custom models. (one also in model viewer)
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The first thing I suggest you do (which I forgot about before typing all of the below) is to patch your "Doom3.exe" file so that it can address more than 2GB as mentioned above. The util you need is called the 4GB patcher, this should stop those malloc errors - if it dosent and you need to dmap, see below. Easy, follow the following steps. Delete the folder/s called heart from 'Doom3' folder and the 'FMs' folder inside the darkmod folder.Create a folder in the rot of your Doom3 folder called "Heart"upacks the contents of heart to said folder.Create a short-cut to the doom3.exe in the root of the Doom3 folder.Right click on said short-cut and go to the properties and then find the target entry.The add the following to the end of the text already in there ' com_allowConsole 1 +set fs_game_base darkmod +set fs_game heart 'Then rename this short-cut to what ever you like, I would Suggest "heart" For me my target looks follows "D:\Games\Doom\Doom3.exe +set com_allowConsole 1 +set fs_game_base darkmod +set fs_game heart" +set com_allowConsole 1 = this allow the console to be brought up by only pressing the acute key (the one above the tab key) instead of the usual Doom3 method of 3 buttons (ctrl-alt-acute)+set fs_game_base darkmod = this is to set the base folder for the mod itself, so doom3 know where theses files are.+set fs_game business = this is to set the game folder for the mission, so doom3 know where theses files are (in this case Heart) Now your probably wondering why I have stated all of the above, well heart along with lots of mission have custom content (in this case textures). i wont go into to details but put simply the map wont compile (dmap) without these textures. So now you have a new short-cut on your desk to Heart, but before firing up Darkmod there is one last step! go into the newly created "Heart" folder and find the "maps" folders and what you need to do then is delete all the folder in that folder bar "heart.map" and "heart.script" (again I wont go into to details why they are needed)Next double click on your Heart short-cut and load up Darkmod.Press the acute key to bring up the console and then type "dmap heart" - at this pint a load of text will whizz up the screen and will take upto 5 minutes to perform.Close down TDM and browse back to the Heart folder and remove the following files 'config.spec' 'DoomConfig' 'gamex86.dll'Then while still inside the Heart folder select all the files and click on the "send to" then "compressed (zipped) folder" option - this will create a zip archive.Copy said archive to your desktop and rename the whole file to "heart.pk4" And there you have a new compiled version of the Heart mission, copy the heart.pk4. to your fms folder in your darkmod folder. And finally delete the heart folder and short cut. Then play the Darkmod as normal. If this is all confusing I can make a small video tut for link it etc
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Hey! This mod seems awesome! But I got a problem.... Doom 3 runs perfectly fine..I downloadeand TDM yesterday d when I try to start TDM it shows a splash screen but then within seconds gives this error: --------------------------- Microsoft Visual C++ Runtime Library --------------------------- Runtime Error! Program: C:\Games\Doom 3\DOOM3.exe This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. --------------------------- OK --------------------------- I searched all the Wiki, could not find anything about this EDIT: Forgot to mention: I have Windows 7;ultimate Thanks!
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cant get the tdm_update_helper.command working in Mac OSX
BringBackXP replied to BringBackXP's topic in TDM Tech Support
Im wondering If I just have files in the wrong place because I dont have a "game.dylib" file in the darkmod folder, its in my base folder. When I cd to Base folder & file game.dylib, I get: game.dylib: Mach-O universal binary with 2 architectures game.dylib (for architecture ppc): Mach-O dynamically linked shared library ppc game.dylib (for architecture i386): Mach-O dynamically linked shared library i386 I also have a gameppc.dylib in the base folder, and I get this: gameppc.dylib: Mach-O dynamically linked shared library ppc Im going to attach some screen shots of my folder contents, maybe you could look at them and tell me if something is in the wrong place? -
From playing the Seasons Contest missions (bugs added as I go). Bug [1] Bring up the blackjackOpen a readable (inventory map in my case)Click (attack1)Results in blackjack arm raised indefinitely Bug [2] (SOLVED - map related with existing workaround): In Rake Off, in the starting cave, looking anywhere below horizontal results in falling snow not displaying Feature [3] In Reap as you Sow, objectives are numerous and change quite often. Viewing them through the TDM objective screen makes it easy to miss a few, because only a handful of them are displayed at a time and the mouse scrolling doesn't work item by item. Thief had the very simple and clever idea of choosing a much smaller font for large objective lists. Is this possible in TDM and what do people think of that idea?
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Hey there! Ingame all object textures are missing and replaced by plain black color. Only the textures of NPCs and floor/wall/ceiling are displayed. I am not sure if the problem lies in my hardware ... every time i start the updater it claims "size mismatch, getting it." at most of the .pak copies in my tdm folder. My specs are: Intel Core 2 duo processor T8100 - 2.1 GHz ATI Mobility Radeon HD 2400 XT 2GB DDR2 What is your suggestion how to solve the problem? Greetings, .jdb
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Does this happen with any other mission, or just the training mission? Some people with ATI cards reported odd crashes when specific textures were on screen, though I thought that was fixed (and you don't have an ATI card).
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I am using Dark Radiant 1.6.1 x64 on Windows7 64bit (Intel Core i5 2500K; 4GB RAM; Radeon HD5770) and my camera window (3d window) in Dark Radiant doesn't seem to update properly. When I right click into it and move my mouse so that my view changes, it freezes at some parts and only moves on if I turn my mouse over and over. It kinda feels like a lag but it won't update (only if I turn my mouse that much that I "Skip" the part, that is causing the screen to freeze. Sometimes it doesn't even update if I Shift+left click brushes / objects in it. This even happens with only a little room and some objects in it. It doesn't seem to happen if I turn on the light computation. What the..?
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beautiful mission but every time i scroll items in the bottom right of the screen: http://imgcrave.com/u/dark.jpg it happened at almost half of the mission, in the beginning no problems... awesome mod anyway, never get tired of say this...
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I just downloaed TDM, worked my way through the training, and have started playing my first mission (Tears of Saint Lucia), but I've run into a strange problem, and searching the forums doesn't seem to bring up anyone else having this issue: I run TDM, click on "New Mission," install the mission I want to play, and TDM restarts with the new mission installed. All that works correctly. But when I quit the mission and quit completely out of TDM, the next time I run TDM, the mission isn't installed anymore. I have to re-install the mission every time (and wait for TDM to restart every time). Of course, once the mission is installed again, my saves are all intact, but if I'm just starting TDM up after having quit, my load/save screen is blank and no mission is installed. I've checked the currentfm.txt file in the darkmod folder, and it seems to show the correct FM (it says "saintlucia," without the quotes). I also experienced this issue with the training mission, but I assumed at the time that it was just an idiosyncrasy of how the training mission worked, but now that I see it's doing it with regular FMs, I definitely want to find a solution, since it's maddening to have to re-install a mission and wait for the game to restart every time I want to play. I'm running Windows 7 x64, my copy of Doom3 is via Steam (purchased just a couple of nights ago, so it should be the correctly patched version), and I've got DarkMod version 1.06. I don't know what other specs might be relevant, so if I've left out anything important, let me know. Thanks! --Jennifer
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I got a new screen and a new graphics card. I run TDM at 1920x1080 and I have "fish eye optics", which means that the objects and brushes which are far from the screens center are stretched some way. Looks like I have a 270° field of view. It gets even worse if I lean on an edge with "Q" or "E". Someone's already encountered this? My GPU is ATI Radeon 5770.
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Hey, I don't want to bother you, but I think this has to be mentioned (?) I did a fresh install of my whole OS. (before: XP - now: Win7) and as I downloaded the graphics driver I chose only the display driver, so there was no Catalyst Control Centre or Catalyst AI. I just have installed the drivers now and still the screen is upside down when using Post Processing. Also the skybox is turned upside down (even if I DEACTIVATE Post Processing) and it is moving as I am moving the mouse! This can make you feel sick, believe me :-D Outdoor scenes become really really hated because of that. As there may be no fix I might have to live with this but I wonder how my graphics card can cause so much annoying errors to this game.
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So i'm on laptop with ati6770. And screen was upside-down until i disabled post-processing (what a fail?), but my skies are still upside-down, and there are no way to turn off catalyst a.i. in driver. What should i do, and how you managed to achieve such outstanding bugs? In doom 3 everything is ok.
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What's your screen resolution? You may need to set the resolution and aspect ratio manually.
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I turned off AI in Radeon Pro for Doom 3, but now it won't start, it's just a light grey screen.
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Okay, good, thanks for the tips, guys. This might help some other games, where I am "forced" to turn VSync OFF because of the framerate "problem" (micro-stuttering, more than low FPS) and have to watch screen tearing frequently, but it plays smoother, it just doesn't look smoother. Funny, isn't it? Why do we choose to work with these things again (PCs)?!?! Oh, right, the customizability. {Right, hang in there, just.....hang....in....there....}
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I added the Tray Tools reference to the "upside-down screen" section of the Wiki page. Edit: I moved it down to the section where Radeon Pro is discussed. I also cleaned up some grammar/spelling issues in the Troubleshooting section while I was in there.
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Thinking laterally I'd say that in `Patently Dangerous' you do not need to fight anyone: the mission can completely be ghosted or played only using Jack the Black. About the load problem: did you tested the unmmodded doom 3? Can you start a game play a little, and reload? Usually doom 3 is slow on start and fast on reload. In your case it seems it is always slow. I was wondering if it was really a TDM problem.
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Shadowhide, I played your mission (Winter Harvest) last night. It's different than other missions, not like typical thief missions, which explains why some people will not like it. Personally, I welcome alternative styles, especially horror and even sometimes interesting combat. It needs some polish for sure, but I like your style very much. Let me make my point. Even with an older video card, the graphics settings can simply be lowered. But to reduce cpu load is not so easy. In the forest, on your map, sometimes, my fps was only 20-30. And I dont believe it's because of my graphics card. My graphics card gpu usage is always less than 100% on all TDM missions which I tested. Seems to me, a very powerful cpu is needed to run The Dark Mod at 60 fps at all times. Unfortunately, doom3 is single-core threaded. If the doom3 engine was dual core-threaded, performance would be much better, I think. Crysis 2 runs well for you because it can use 100% of your dual-core cpu. TDM can only use 50% of your dual-core cpu. I am playing TDM on a dual-core i3 530@ 4.15GHz and my frame rate is usually 60 but in some places in your forest (especially at the end , when it is bright), my frame rate drops to 20-30. The only solutions I know are to redesign the map or to buy a powerful,fast cpu. With a E7400 @ 2.8GHz, I think there will be bad lag in some places. Overclocking your cpu should help a lot (may need new cpu cooler). You could download and install MSI afterburner and show gpu data on-screen, then look at gpu usage. If gpu usage is less than 100%, then probably, it's a cpu bottleneck. If gpu usage is at 99-100%, then lower the graphics settings and/or resolution.
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There is no stutter. I am just pointing out that vram usage is high (without compression). Yes, I check vram usage in all games which I play. My vram usage is displayed on-screen while gaming. Most games do not come close to using 1.5GB vram at 1920x1080. I played several other TDM missions (without compression) and they used 1000-1500MB of vram.
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I assume you mean you double clicked the helper script rather than tdm_update.macosx? I think the instructions would be largely the same except for the recommendation to use the Application Support folder for the D3 location. The darkmod.zip file should only need to contain the update program and helper script (with execute set) and everything should be good to go once the pk4 and launcher files are included in the update process. Can you let me know whether the following revised instructions seem okay or need to be amended in any way: Install on Mac OSX (Intel) Ensure that Doom 3 is patched to v1.3.1 RevA (which provides native support for Intel processors): http://support.aspyr.com/index.php/kb/article/000579 It is recommended that the "Doom 3" program folder is installed into the Application Support folder (i.e. ~/Library/Application Support/Doom 3/). If Doom 3 is installed into a different location then additional steps will need to be followed. 1) Download darkmod.zip, and place it in the "Doom 3" folder (alongside "Doom 3.app" and the "base" folder). 2) Decompress the darkmod.zip file by double clicking it, which creates a darkmod folder. 3) Within the darkmod folder, double click the tdm_update_helper.command file to begin downloading the latest release of TDM (approx 2GB). 4) If the Doom 3 folder is not located in the Application Support folder, see 'Using a custom Doom 3 location'. 5) Once this is complete, double click the tdmlauncher_helper.command file to launch TDM. Note: A shortcut to these .command scripts can be created to make launching or updating TDM more convenient. Right click on the .command file and choose 'Create Alias' to create the shortcut, which can then be moved to the Desktop or Dock for example. Using a custom Doom 3 location Until idTech4 is open sourced, there is some dependency on the Application Support folder, where FMs are currently downloaded to. If the Doom 3 folder is not located within Application Support, you'll need to do the following to allow TDM to function as intended: 1) Open up a terminal window (if you don't know how to do this, type 'terminal' into the SpotLight search bar and press 'Enter' to run the terminal application). 2) Type the command 'cd ~/Library/Application\ Support/Doom\ 3/' (without quotes) and press the 'Enter' key. 3) Enter the command 'mkdir darkmod' and then 'cd darkmod' to change to the new darkmod directory. 4) Create a symbolic link with the command 'ln /folder/darkmod/tdmlauncher.macosx tdmlauncher.macosx' where /folder/ is the path to your "Doom 3" program folder. 5) You should now be able to launch TDM by double clicking the tdmlauncher_helper.command script in your "Doom 3" program folder where TDM has downloaded. Known issues: The automatic restart (when installing a FM, or restarting from the Graphics screen) currently fails to relaunch TDM v1.06 occasionally. If this happens, TDM will need to be launched manually by running the launcher program or script.
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I also solved this problem this way: - started the game. - started the game again, now it is pitch black. I used the console to quit. - copied the default DoomConfig.cfg into .doom3/darkmod directory. - started the game again, now it works fine. Maybe it deserve a note in the FAQ?
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The _alchemist.pk4 file is created during download and renamed to alchemist.pk4 successfully, it is then moved to a new alchemist folder as well. The darkmod.txt and readme.txt files aren't in this folder though, just the pk4 file. These txt files only appear after a restart. I tried downloading two missions at the same time and both missions only show up after a restart once the txt files are created. Strangely the tdmlauncher.log file wasn't created at all until the restart as well, when it was created in the Resources folder. The Darkmod.log file remained the same after the restart. I've attached these files as well as the output from terminal: Darkmod_before_restart.txt tdmlauncher.txt terminal.txt Also, this time around the prompt 'New missions available' appears when I go to the main screen immediately after download, but the prompt doesn't display any missions, it's blank (I assume this is because of the different code for downloads).
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Well, no luck getting Doom 3 to run on my G1S. The graphics card is recognised correctly by D3 (I can see the console output), but when I launch the vanilla game (no TDM yet) the screen goes all wonky, just weird output where the intro video should be (and I can't even terminate the app, I have to reboot the hard way). I tried running it with r_fullScreen 0 and this gives me a 640x480 D3 window in plain grey. Updating to 1.3.1 makes the game not launch at all. Back to square one on this, very frustrating overall. I certainly won't buy an Intel Macbook just for this!
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Failed. I placed tdmlauncher.macosx in the binary area, and an alias (symlink) to it in the App Support area. I replaced the game pk4. I set the logging stuff in darkmod.ini. I started TDM using the launch helper and it came up okay. I used the download screen to grab a copy of Outpost. I asked to install and start Outpost. TDM said it couldn't find tdmlauncher. I couldn't find Darkmod.log anywhere. I looked in Library/Logs first, then in the binary folders, then in the App Support folders. I used Spotlight, but it came up empty. I moved my Doom 3 binary folders over to the App Support area and tried again. TDM came up fine, it found the training mission. I asked it to install that and start it. TDM went away and didn't come back. The missions are being unpacked and set up with their own directories for play, but TDM isn't relaunching successfully. Again, no LOG file. At this point I'm inclined to wipe everything, reinstall Doom 3 in the App Support area, and lay in darkmod alongside it and try again. Before I do that, is there anything else you want me to try?