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  1. What is your exact screen resolution? Monitor brand and make will help also.
  2. Doesn't the current method sample some screen-shots and evaluate them on the CPU? If so, then being able to abstract that out to a simplified mathematical model would definitely be a boost. I always thought that "in the future" the renderer would be freed to be 99% GPU driven work while you could keep some of the CPU based light evaluation mechanics as part of your Light Gem calculation. You could probably cover the outlier lighting properties right now with encoded spawnargs for the light entities. Basically make a tool that takes the size and shape of the light volume and calculates how the light textures will fill it then cuts the data into a low resolution volumetric grid. You could then use that data like any other table structure that can be accessed via SDK\Script. You would create a spawnarg that could call that table at run-time. For moving lights you would perform matrix translations based on the movement. So the key would be to have Dark Radiant pre-process all these lights into their simplified light-grid volumes. Actually you could be even more clever and have prebaked templates for a standard volume size then just translate the values to the volume size at run-time too. If only I knew how to code it...
  3. As said, it's mostly just textures/material shaders. That said, black isn't very attractive and you need a pretty high base brightness on stuff to keep the game from being annoyingly dark, you also have to take into consideration that the 'blacks' on 95% of the target audience will not be as good as they were 10 years ago when everyone had CRT's. In very low ambient light the contrast between lighter surfaces and solid colours increases quite dramatically, however the balance of "what is light and what is dark" is outside the scope of my "give a damn", making sure that say, walls and floors have similar brightness as to avoid "bad" contrasting in the same environment, well that's very important (i.e you can feel free to report it)! It's one of those areas that realism is really quite bad in terms of enjoyable experience, the example looks fine to me. At the end of the day, perceived brightness/realism/your eyes/your monitor/your software config/your screenshot adjustment will all play a role, the best thing you can do is adjust your gamma in TDM to match what you would want (and when testing to release a map, make sure to test the defaults )
  4. If I understood correctly, it's not a problem with the engine but with the laws of physics If it were completely dark everything would be pitch black, but if you add just a tiny bit of light, the whiter objects would pop out before the darker ones. Edit: Except the lights! those have an evident shader problem.
  5. 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)
  6. 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
  7. I'm using Ubuntu 10.04, 64-bit. I have doom 3 installed in an unusual directory, but it is symlinked to /usr/local/games/doom3. When I play TDM, the light gem is totally black (except for during mantling). The guards cannot see me. The console is constantly flooded with "cannot open ../../../../dev/shm/tdm_lg.tga" or something like that. Any ideas? I checked, and a file exists in /dev/shm, but it is blank. When I installed Doom 3, I just restored it from my external hard drive, rather than running the installer again. Could this be the problem? Doom 3 plays fine.
  8. 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!
  9. 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?
  10. Is the tick a light grey one or a black one?
  11. Odd, generally its caused by not having write permissions. Please try : Go to D:\games Right click your doom3 folder -> properties Untick "read only" (i.e a blank square not a light grey/black tick) It should ask you about subdirectories and perhaps hidden files - yes to everything.
  12. I think a technical support sub-forum would be great as crashes,black screens, install problems seem to overflood the main forums. Also i think its kinda alarming for new ones to the mod who come here to look for infos only to see that crash logs are allways floating on top of forums.
  13. 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?
  14. 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).
  15. 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..?
  16. 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...
  17. 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
  18. 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.
  19. 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.
  20. 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
  21. 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.
  22. What's your screen resolution? You may need to set the resolution and aspect ratio manually.
  23. I turned off AI in Radeon Pro for Doom 3, but now it won't start, it's just a light grey screen.
  24. 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....}
  25. 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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