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  1. Ok I tried what you said. I cannot generate a qconsole log with 2.09 or any of the test releases I tried. I tried test15973-8787 again. It doesnt run and I get the same problem. I tried test15973-8797. It doesn't even start, no black screen no music and mouse noises in the background, just a crash and I get a blue crash window with "error during initialization. too few!" written on top, whatever that means. I tried test16019-8980. Same problem as above with the too few thingy. Normal log says nothing usefull, no qconsole log. I went back to 2.07 to generate a qconsole log as I couldn't with the others. I couldn't get this release from the installer by the way as my antivirus blocks it saying it's a trojan and when it's disabled it shows, after a little while : ERROR: Missing chunk 51451011..40965251 (4284481536 bytes) after downloading URL http://mirror.mstrmnds.me/releases/zipsync/release/release207_from_release206/tdm_shared_stuff.zip Warning: Showing error message: Missing chunk 51451011..40965251 (4284481536 bytes) after downloading URL http://mirror.mstrmnds.me/releases/zipsync/release/release207_from_release206/tdm_shared_stuff.zip So I had to get this version from moddb. Other versions I tried download normally from the installer. Anyways I still got a few problems with 2.07, mainly that some textures are pink, but not all the time. For exemple in the training mission, the food plates in one of the rooms turn pink when I approach them while they are the normal gray color otherwise, same thing happens in other missions with these plates. There is some pink stuff above some doors too, and the FM "Coercion" has a big pink spot outside of a window. I believe this is visible in the qconsole log of 2.07 that I will attach here. I'm thinking this whole shit could be an Opengl error. I'm not sure my GPU is capable of running Opengl3.3 fully. It runs 3.1 I believe but I'm not entirely sure it runs 3.3 on windows 10. qconsole.logqconsole.log qconsole.log
  2. Do you know where to find vcrun2015? It doesn't seem to be among the other components. The video problem (the black screen) remains when I launch the game in windowed mode with low screen resolution. The screen also stays black when I try to start the game using start argument "+set r_customHeight 600 +set r_customWidth 800 +set r_fullscreen 0" I created a log (I think) using your instructions: [game\DarkModGlobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2018.10.08 13:37:14[game\DarkModGlobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on May 16 2018 15:57:22[game\DarkModGlobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.06/32, code revision 7400 (7400M)[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 0[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 0[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 0[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 0[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 0[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0 Any ideas?
  3. Regarding 2.09 vs 2.09a / hotfix: Did you install TDM using tdm_installer.exe ? You can see whether you have 2.09a or 2.09 by looking at .zipsync/lastinstall.ini: [Version] version=release209a Or you can find line seta logFile "0" in darkmod.cfg and change it to seta logFile "1", then find qconsole.log and attach it here. It should contain engine revision number, which can be used to understand which version it is. Anyway, your problem will most likely happen both in 2.09 and 2.09a. Regarding the black screen problem. Most likely it is the same issue @freyk linked above. Especially since you confirm that test15973-8787 works properly. The current workaround for this problem is to set following in darkmod.cfg: seta r_glCoreProfile "0" After that 2.09a should work fine. Also, this problem is fixed on the latest dev build. But dev build are not recommended for normal playing: better use release2.09a with core profile fix. Also, I think we will release another hotfix for 2.09 (that would be 2.09b) somewhere in November. Specifically to fix this particular problem, and maybe something else. Make sure to install this second hotfix when it is released.
  4. Red-cyan mode works on any screen, it's the only mode that does. However it messes up the colors a lot so it's less than ideal. For VR the mode that's needed is side-by-side stereoscopy, one view on each half of the screen. It doesn't even need to be rounded with lens distortion as you see in most cases, though you will need to increase the FOV by roughly 50% since the lenses only see a part of the screen in the middle so it would appear very zoomed in. The HUD also won't be visible since you generally can't see the screen edges, all panels would need to be moved around the crosshair where they're easier to see... here's how I made a VR friendly HUD in Xonotic using the builtin editor:
  5. As far as I remember, TDM 2.09 requires OpenGL 3.3 to start. So either your OpenGL does not fit the requirement, or (as I guessed above) it has separate GL versions for core and deprecated profile. Perhaps version in core profile is newer than 3.3, but the version in deprecated profile is only 3.1 By the way, do you also have the problem with black screen in main menu and sound playing?
  6. so I just downloaded the game but every time i boot it up it doesn't work my device is the ASUS x550c it only shows a grey screen i have the intel(R) Core I3 Inside and the Intel (R) HD Graphics 4000
  7. I only have the default missions installed, the menu isn't visible at all. just a black screen with sound.
  8. Right, The game now runs but the screen is black. I can hear the menu music and when I move the mouse I can hear the menu names being selected.
  9. @duzenkoTwo problems, first I did have my folders named darkmod in succession so I renamed to tdm and darkmod respectively. But the asset issue was fixed cause I forgot to run the flippin launcher... LOL So the engine boots up however... @stgatilovThe first time running, it decompressed textures but the game wouldn't start. Launched a second time and I get a fullscreen window, but it hangs on a black screen, last item in terminal is "Async thread started". When I run "thedarkmod.custom.debug" I get an ELF Exec error like it's compiled for wrong architecture, however a 'file' shows it is an aarch64 ARM executable. My terminal output below: EDIT: I noticed below the line "Unknown command '#'", I do know one project I was compiling on required me to modify a C file and change the # hashtags to // double forward slashes as ARM assembly uses // for comments. *Shrug* wooty@wootylx2k-ubn:~/build/tdm/darkmod$ ./thedarkmod.custom TDM 2.10/64 #9574 (1435:9574M) linux-aarch64 Aug 23 2021 01:34:57 failed parsing /proc/cpuinfo measured CPU frequency: 1000.1 MHz 1000 MHz unsupported CPU found interface lo - loopback found interface enx00249b1e62ae - 151.151.88.220/255.255.0.0 found interface virbr0 - 192.168.122.1/255.255.255.0 Found Unsupported CPU, features: TDM using Generic for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: /home/wooty/build/tdm/darkmod/ /home/wooty/build/tdm/darkmod/tdm_textures_wood01.pk4 (376 files) /home/wooty/build/tdm/darkmod/tdm_textures_window01.pk4 (389 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_natural01.pk4 (133 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_flat01.pk4 (302 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/wooty/build/tdm/darkmod/tdm_textures_sfx01.pk4 (69 files) /home/wooty/build/tdm/darkmod/tdm_textures_roof01.pk4 (72 files) /home/wooty/build/tdm/darkmod/tdm_textures_plaster01.pk4 (142 files) /home/wooty/build/tdm/darkmod/tdm_textures_paint_paper01.pk4 (63 files) /home/wooty/build/tdm/darkmod/tdm_textures_other01.pk4 (127 files) /home/wooty/build/tdm/darkmod/tdm_textures_nature01.pk4 (286 files) /home/wooty/build/tdm/darkmod/tdm_textures_metal01.pk4 (497 files) /home/wooty/build/tdm/darkmod/tdm_textures_glass01.pk4 (51 files) /home/wooty/build/tdm/darkmod/tdm_textures_fabric01.pk4 (43 files) /home/wooty/build/tdm/darkmod/tdm_textures_door01.pk4 (177 files) /home/wooty/build/tdm/darkmod/tdm_textures_decals01.pk4 (465 files) /home/wooty/build/tdm/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/wooty/build/tdm/darkmod/tdm_textures_base01.pk4 (407 files) /home/wooty/build/tdm/darkmod/tdm_standalone.pk4 (4 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals06.pk4 (696 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals05.pk4 (119 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals04.pk4 (2869 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals02.pk4 (1299 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/wooty/build/tdm/darkmod/tdm_sound_sfx02.pk4 (605 files) /home/wooty/build/tdm/darkmod/tdm_sound_sfx01.pk4 (966 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient02.pk4 (163 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient01.pk4 (220 files) /home/wooty/build/tdm/darkmod/tdm_prefabs01.pk4 (961 files) /home/wooty/build/tdm/darkmod/tdm_player01.pk4 (125 files) /home/wooty/build/tdm/darkmod/tdm_models_decls01.pk4 (103 files) /home/wooty/build/tdm/darkmod/tdm_models02.pk4 (2053 files) /home/wooty/build/tdm/darkmod/tdm_models01.pk4 (3163 files) /home/wooty/build/tdm/darkmod/tdm_gui_credits01.pk4 (49 files) /home/wooty/build/tdm/darkmod/tdm_gui01.pk4 (721 files) /home/wooty/build/tdm/darkmod/tdm_fonts01.pk4 (696 files) /home/wooty/build/tdm/darkmod/tdm_env01.pk4 (152 files) /home/wooty/build/tdm/darkmod/tdm_defs01.pk4 (187 files) /home/wooty/build/tdm/darkmod/tdm_base01.pk4 (198 files) /home/wooty/build/tdm/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/wooty/build/tdm/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_guards01.pk4 (378 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_females01.pk4 (172 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files) /home/wooty/build/tdm/darkmod/tdm_ai_base01.pk4 (9 files) /home/wooty/build/tdm/darkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files failed parsing /proc/cpuinfo alternative method used /proc/cpuinfo CPU processors: 16 /proc/cpuinfo CPU logical cores: 16 ----- Initializing Decls ----- ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command '#' Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL: found device 'SB Omni Surround 5.1 Analog Stereo' [ACTIVE] OpenAL: found device 'Kensington SD4700P Dual Video Dock Digital Stereo (IEC958)' [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL: device 'SB Omni Surround 5.1 Analog Stereo' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display Borderless fullscreen - using current video mode for monitor 0: 3440 x 1440 ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: AMD OpenGL renderer: AMD Radeon (TM) Pro WX 4100 (POLARIS11, DRM 3.40.0, 5.11.0-31-generic, LLVM 12.0.1) OpenGL version: 4.6 (Core Profile) Mesa 21.3.0-devel (git-2b4b310 2021-08-21 hirsute-oibaf-ppa) core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding v - using GL_ARB_bindless_texture X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 8 Max geometry output vertices: 256 Max geometry output components: 4095 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program shadowMapN ... Linking GLSL program shadowMapNG ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.10/64, linux-aarch64, code revision 9574 Build date: Aug 23 2021 Initializing event system ...852 event definitions Initializing class hierarchy ...172 classes, 1690368 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 45, 7160 bytes Statements: 20303, 812120 bytes Functions: 1278, 166124 bytes Variables: 91948 bytes Mem used: 2019680 bytes Static data: 3989840 bytes Allocated: 5034004 bytes Thread size: 7904 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 3 mods in the FM folder. Parsed 0 mission declarations, no mission database file present. -------- Initializing Session -------- session initialized -------------------------------------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. --- Common Initialization Complete --- WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 4706 Async thread started Killed
  10. The title says it all.... I just got myself a dual monitor setup, with a cheap display on the left side (DVI) and a better display on the right side (VGA/HDMI). The right side display is my main display, and the one I would like to run Darkmod on. The game is set to run full screen, and it ALWAYS opens on the left monitor. Is there something in the game that makes it run on the wrong monitor? I googled the problem and found no workable solutions, but other people did complain that only some games did this, so I'm guessing it's possible, but I don't really have any idea how to fix this. Running Kubuntu 14.04 LTS, with Nvidia's drivers.
  11. Alright: When I load my FM in DarkRadiant I see just a handful of relevant messages highlighted in orange or red in its console. Stage keyword not recognised: portalrendermap Stage keyword not recognised: screen ShaderLibrary: definition not found: black ShaderLibrary: definition not found: Default ShaderLibrary: definition not found: textures/darkmod/wood/floor/boa Error parsing mirrorRenderMap. Expected two integers: stoi Stage keyword not recognised: _scratch2 [shaders] Unable to load texture: textures/decals/stain01bwet.tga ShaderLibrary: definition not found: tudor01_doorwin_mix ShaderLibrary: definition not found: models/md5/chars/nobles/noblewoman/noblelegs The last two lines seem to address exactly what I'm seeing: Missing leg texture for the female mage, plus a missing window texture for one of the Tudor buildings.
  12. https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls Try CTRL+ALT+ ^ or whatever key is in the upper left of your keyboard. If everything is still black, just try typing the command as if you did enter the console and see whether any file was created.
  13. Downloaded 2.07 update, neither the x64 launcher nor the normal x32 launcher work. The x64 launcher only gives me a black screen and then goes back to desktop. The usual x32 launcher gets me a black screen with the TDM mouse in the center and nothing more, if I click around the game goes into not responding mode and crashes as well. Tried deleting and redownloading the game but still doesn't work. Is the forum working correctly? Can't upload any files from my game directory, but I can upload the DxDiag file (it says "Error You aren't permitted to upload this kind of a file"). DxDiag_laptop.txt
  14. Wow, this is impressive I think crash on shader compilation is like getting internal compiler error from ordinary C++ compiler. Except that GLSL compiler is embedded, so consequences for crashing are much worse. Luckily, the problem can be worked around by simply removing the manylight shader. I think the black screen issue will return back to you after that By the way, do you want to go into the quest of reporting the issue to AMD? I recall I did it with the bug that texture fetches in global variable initializers didn't work, and got response like "upgrade GLSL version". At least that was response from someone from AMD, as far as I understood. Maybe a crash will get more attention. Also, it is very easy to debug if you attach a full crash dump...
  15. Okidoki, downloaded the installer & extracted tdm_installer.linux64 to /home/darkmod, it wasn't marked as executable so I changed it's permissions Slight correction it's actually /home/karen/darkmod, files just shows it as Home/darkmod Properties for /home/karen are drwxr-xr-x Properties for /home/karen/darkmod are drwxr-xr-x Double clicked it & got a very nice GUI front end, clicked OK without touching anything else, the text indicated 2.09a was being installed Had a look at the tdm_installer log file once it finished, no errors that I could see "Closing installer after successful install" is the last line. I can upload the log if you need it tdm_update seems to have been deleted by the installer Ran TDM, the screen resolution had reset to 800x600 at 4:3 resolution so I reset that, front screen still says version "2.09/64", installer log file says "release209a" Set up "Living expenses" & "The Painters Wife" for download & told it to go do it "Living expenses" was downloaded & TDM crashed to desktop without attempting "The Painters Wife" Looking in the fms folder there's a "living_expenses.pk4" file, this seems to be OK, I can open it & see the contents Rerunning TDM & selecting "new mission" I get the in game pop up saying "Living expenses" is available as a new mission Exiting TDM & looking at the fm's folder "living_expenses.pk4" appears to have been installed in a "living_expenses" subfolder "living_expenses" seems to play OK Just in case it's a hangover from an earlier install/update I would have no issue wiping the entire TDM installation & restarting from scratch if that would help
  16. That is how my own simple LOD system works, it does a origin to origin float distance number and I have yet to see any major problem with it, but I will not claim that I have tested it that much, specially in a complex scene with hundreds of LOD entities. I do make sure to do the check, only when the player is within the same area has the LOD object and the player is moving, no need to do it, if the player is stationary or the distance value didn't changed that much between frames. I also do the check in a larger interval, if the entity itself is totally hidden. Btw would love to do the LOD, based on size of object in pixel/screen space, (size of object on screen) like Unreal Engine does but currently I don't know how to do that, if someone has a hint...
  17. @Jedi_Wannabe, could you please check something about this issue? As written above, the problem depends on r_glCoreProfile cvar, which must be set in darkmod.cfg before starting TDM. We know that "r_glCoreProfile 2" does not work for you, but "r_glCoreProfile 0" does work. Does "r_glCoreProfile 1" work for you? Or you get black screen?
  18. Hi. I've been searching around for help and I've found some similar reports but no solutions. I downloaded TDM yesterday. First time I tried to run it: The game went into fullscreen mode, and my desktop (KDE) was "kind of" showing on the screen- most of the screen was black but a small section of my desktop was all zoomed in and distorted. I could hear the TDM menu options click as I hovered my mouse over them, but could not see any part of the main menu.Googled, someone said to change resolution in the config. So I set r_customWidth and r_customHeight (2560x1440). Saved the config and ran the game.. it worked! I could see the main menu, and everything seemed to be working.From here, I exited because I wasn't ready to play, just wanted to get it working. As soon as I exited, my desktop resolution changed to some ultra-low res zoomed in mode in 4:3 aspect ratio (I think). My desktop was being displayed letterboxed at like 320x240 and zoomed in, and I could pan around my desktop by moving the cursor to the edges. I had to reboot to fix this.Now when I try going into the game, I just get a black screen with a desktop cursor.. no main menu sounds and tilde->Exit doesn't work, I think at this point I was still interacting with the desktop, not the game. I don't think the game was actually even open.. it just jacks up my resolution and turns the screen black. Had to reboot again to fix it. I'm at a loss. I've found an old post where one of the devs said to set r_mode to -1, which I tried.. and nothing happens. The game opens and immediately exits. What do I have to do to get this game to actually run?
  19. I don't know if it's the same issue or an unrelated one, but I just got this weird artifact after entering the basement sewer area of Blackgrove Manor. It's red rather than black, but does appear a similar shape. It started on the left and sort of spread across the screen towards the right. UPDATE: Further experimentation revealed that Bloom is the cause of this particular artifact. If I disable bloom, the red boxes disappear. I then noticed some much smaller patches of the same red colour which were not affected by the bloom settings; these disappeared when I switched color depth to 16 bits rather than 64 bits.
  20. I was finally able to fix my Black Screen problem. I had tried all the solutions listed in this thread but I still wasn't able to get TDM to work without the dreaded Black Screen so I decided to improvise and combine a couple of things that other people had found successful. This is exactly what I did: I renamed my Doom 3 directory to Doom3. Installed the torrent version of TDM and installed the 1.3.1.1304 patch. Launched TDM but didn't install the training mission nor any other mission instead I went directly into the "Settings" and changed my video settings. I then quit the game completely and then relaunched TDM and that's when I encountered the Black Screen so I quit the game (Alt+F4). I then went into my darkmod folder and deleted the "gamex86.dll" file and the "doomconfig.cfg" file. Launched TDM again and it worked fine. Note: I'm not sure if renaming my Doom 3 directory to Doom3 really helped but I noticed that someone else had tried this and I noticed that some of the documentation referenced Doom3 not Doom 3. Additionally, I didn't install the training mission or any other mission because on a previous attempt to fix the Black Screen problem I had installed the training mission to initiate the Black Screen and then I ended up having to delete the training mission and any files associated with that mission in order to get TDM to work. I just found it was simpler to initiate the Black Screen by going directly into the "Settings" and making some video changes. I'd hazard a guess that you could fix the Black Screen problem by just going in and deleting the "gamex86.dll" file and the "doomconfig.cfg" file from your darkmod folder but I'm too tired of messing around with this thing to test out that theory. I hope this information is helpful to someone.
  21. Nice to know that sollution works for your display monitor. Please note that warning screen is coming from your dell display monitor, not from TDM. On the following site you will find some sollutions for this warning screen from your monitor display: https://appuals.com/fix-the-current-input-timing-is-not-supported-by-the-monitor-display/ (also the sollution to change the screen resolution of a game)
  22. I'm noting other problems which I'll post issues for once we're up and running again. One of those is related to this one: textures for some non-frobable objects (worldspawn and func_statics) aren't being painted. The same textures will be missing through several dmaps, then suddenly they appear again, and different textures go away. It's as if a) the texture can't be found (though other surfaces with the same texture are fine) or b) the surface is behaving as if no light--not even ambient--is touching it, so it's painted black. In favor of the "texture not being found" thought is that on one load the loading screen was black, as if it couldn't be found. There are no missing texture warnings. Will file an issue with examples when we're back online.
  23. Btw, I'm running into the same problem after updating to 2.09. Tried changing all of the aforementioned CVARs, but nothing solved it. I ended up updating to one of the test builds (I think test15973-8787). I'm on a laptop with an Intel UHD 620 and a dedicated nVidia GeForce MX150 here. Switching GPUs doesn't change anything, except that the screen is turning all white on Intel, instead of all black on nVidia. I haven't tried wiping the entire TDM tree to see if any old assets (like glprogs) might be lying around, conflicting with the downloaded ones. I also haven't tried yet recompiling TheDarkModx64.exe, to have the glprogs copied over afresh in the post-build step. edit: a fresh download of 2.09 is working, so it seems something in my existing darkmod/ tree is messing things up.
  24. If it were not compatible, you should be getting a black screen because nothing could be rendered without textures. But in practice, it does render, just with confused texture associations. It looks and feels very much like a bug, but unfortunately I don't (yet) have access to an AMD device myself, so it' very hard to debug...
  25. Addendum: if image_usePrecompressedTextures "0" -> BLACK SCREEN (game is working)
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