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  1. Sorry, I don't know where to look. Here's a screenshot with your .cfg (minus gamma/brightness) Do particles turn black for you? What is your video card? Are you on the latest driver?
  2. Doom 3 \ TDM's affinity for low color saturation aesthetics or even black and white shader filters... Means that red-cyan glasses would probably work better for us than with other games...
  3. I guess that printing to the console and to the top of the screen would be the ideal, as long as there aren't an abundance of missing assets. Otherwise it would need a still obvious, but not as invasive, way to notice the error. Perhaps a frog could croak every time there's some warning, not joking ? That way it would be clear without affecting the game-play. Or just having an easy way to show the console in game...
  4. Alberto, I think we can introduce a cvar which would control warnings behavior. With possibilities: Print to console and do nothing else (like it does now). Print to console + show a few latest ones on top of the screen even with console closed (this already happens in debug builds, maybe there is even a cvar for it). Print to console + show last few, and produce a beep sound. Raise every warning to error. Errors throw exceptions, efficiently ending the current game session and going to main menu. Given the amount of already released missions, I seriously doubt we w
  5. I once got tdm working on my desktop once, and it was great! But I have since scrapped it, and now have a laptop instead. Though I have got it running on my laptop, things aren't as smooth as hoped. For instance, if I enable vsync the game becomes VERY choppy, even from the menu screen. This makes it virtually unplayable. I've managed to get it to run by forcing vsync off in the nvidia control panel, but this has left me with the annoying lines that vsync corrects. Also, one thing I have not been able to change at all is the the screen size. For some reason the game doesn't utilize my entire s
  6. O-key is a neat way to bring forth the objectives list (the 'O' screen) in game. The other way to see objectives is to go in the main menu and select objectives in there. I noticed that the 'O' screen shows the back-button overlapping with the last objective text if the objective does have two lines of text. See the image. I've smudged the objective texts to shield you from spoilers, but you should see what I mean. If I look the same objective list in the main menu objective list, the back-button is not overlapping with the text and everything looks neat. I'd say that the 'O' screen and
  7. I have tried the Binary, the Wine, and the PlayonMac versions. Each one successfully installs, but when I start the .app the programs runs for a second and shuts down. In the Wine version, the game would go to a black screen with no sound and then shut down. Also I cannot find the darkmod.cfg file in any of the versions that I attempted to run. I will try the PlayonMac version again.
  8. If so, then run the tdm-updater (and click "continue"), apostrophe. (because the updater checks the data for maingamedata-corruption. And if there corruption is detected, the updater downloads the original file) I thought that gray screens are opengl loadingscreens, so an opengl video-issue-thingy. -edit- But as a test I renamed tdm_gui01.pk4 to something else (simulating incomplete download). As result i got a black screen and a "invalid gui" error on top. and if i remove some binary codelines of the zip (simulating data corruption), i get a black screen. So i think still, its a video issue.
  9. Thank you very much, 32 bit bit TDM launches and works fine, but for some reason when launching an FM there is no visible light sources from torches/lamps (probably I need to fiddle around with darkmod.cfg or something else because I remember I had this issue with previous versions of TDM on this laptop in the past). TDM 64 bit shows black screen and still does not work, which leads to a crash in a few seconds. I did not have time up to the end of the week but if it is still of any use I will provide tomorrow gconsole.log as you requested.
  10. Okay, I changed #version 120 to #version 130. Yes, correct I only get the TDM mouse but no main menu and no music. Just black screen. Unfortunately still did not help.
  11. Bit of background first: when I first downloaded TDM v1, I suffered the same symptoms: after the first start or two, the main menu would be always completely black. The music would play, and you could click on the menu options if you moved the invisible mouse cursor to the right spot, but still obviously a game breaking bug. At that time, running the updater fixed the problem, and I figured it was probably a corrupted download. Now the problem is back. Just now I've installed a new FM, and the program rebooted itself to a completely blank black main menu screen. Everything behaves the same w
  12. No crash with r8003 thanks! I found the info was a bit spread around: http://www.thedarkmod.com/downloads/ for the public svn repository link. http://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide for building http://wiki.thedarkmod.com/index.php?title=SVN some info on the structure (but out of date?) There are two "thedarkmod.x64" binaries built... the ~200MB has the debugging symbols and what you want to run if you want to get a readable backtrace after a crash. Copy the exe to your darkmod installation and run it in the gdb debugger: $ gdb -ex run ./thedar
  13. Evening Any of you guys got a dual screen setup, and if so have any of you managed to get TDM/DOOM to reliably open on the second monitor..? - I managed to get working once with ultramon, but it cant be done reliable (as I cant figure out how I got it working) - as I have an Ati card I can install Hydravision, but that randomly mucks about with my windows sizes. Ultramon work fine will ALL non-directX/Direct3D apps, Im hopping there is a way to get windows via an app to force TDM to open on second screen etc.
  14. Evening I have borrowed a friend's monitor to test out tri-screen eyefinity on my HD5870, I want to test RTTC at 5040*1050 and see whats its like... he he he ... I know some got TDMN working on 3 screens, but I cant get ot to play nice, whats the settings in the autoexec file thats needs etc..? :-)
  15. Hi i am back again, before i start building my map any further i wanted to play the fms, now the shadows are pitch black no texture visible, i had it before but cannot remember what it was, i think it had something to do with direct x? I searched the forum for the topic that solved my problem but i cannot find the post anymore HELP and it is not bloom i turned it off already. for the rest it runs great, only shadows are pitch black spots where no obj or textures are visible. Ty for your help in advance.
  16. Another issue: Single pass shadow maps sometimes make the compass render black. r_shadows 2 r_shadowMapSinglepass 1 Quickest replication: 1) Install mission Closemouthed Shadows 2) After the mission starts open the console and type: spawn atdm:playertools_compass 3) Cycle Inventory until the Compass appears With the default r_shadowMapSinglepass enabled, the compass will be black but moving around will sometimes illuminate it. Disabling r_shadowMapSinglepass causes it to remain visible with no artifacts including the issue reported above.
  17. Good day, As the title suggests or perhaps implies (It certainly doesn't outright reveal) I have a problem, the mod I have been looking forward to for more than a year is unplayable on my system and I have exhausted all avenues which did not involve posting and potentially revealing my ignorance. The following may sound familiar to many of you but I implore you to read carefully before replying as a simple "Read the wiki" reply will reveal more about your ignorance than it will about mine. Detail : When the game loads I can see torches, doors and other items, everything else is black.
  18. Hello All, I'm not getting a lot of joy out of 2.0.6... Here are my system specs: Dell XPS M1330 Intel Core 2 Duo T7250 @ 2.0 ghz NVIDIA GeForce 8400M GS 2 gig of RAM I was using XP mainly for 2.0.5, and it ran without problem, as did the first testing releases of 2.0.6. This was on a XPS M1530, whch has since died, but the specs were the same apart from a larger screen. I have now tried 2.0.6 on XP Pro (32bit): just get a black screen but hear the main menu music. Tried it on linux (32 bit Void) and it does get to the menu. The included missions show but will not install. The game will not
  19. windows 7 updated driver is 391.35 here is my dump TDM 2.06/32 #7400 (7400M) win-x86 May 16 2018 15:57:20 2294 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 Winsock Initialized Found interface: {5540C832-B701-4AEC-B0AC-9786CCD069B1} Microsoft Virtual WiFi Miniport Adapter #3 - 0.0.0.0 NULL netmask - skipped Found interface: {6B342E17-4B02-47E0-B959-38EC80F830C8} Qualcomm Atheros AR8151 PCI-E Gigabit Ethernet Controller (NDIS 6.30) - 0.0.0.0 NULL netmask - skipped Found interface: {1BAA30DE-276A-4A26-A908-B8A900BC43D4} Qualcomm Atheros AR9002 WB-1NG Wireless Network Adapter - 1
  20. https://bugs.thedarkmod.com/view.php?id=5055 There seems to be an issue with shadow rendering in the engine: When enabling both Stencil Shadows and Soft Shadows, shadows get incorrectly mapped and are stretched across the screen in front of the camera. I have no issues when using Stencil Shadows without shadow softness, nor when using Map Shadows both with and without soft shadows. I'm running TDM 2.07 x64. My operating system is Linux openSUSE Tumbleweed x64. Kernel 5.2.14. Mesa 19.1.7 (amdgpu module). My video card is an AMD Radeon XFX R9 390. I attached two screenshots from t
  21. Evening Got this issue where when I go to the messaging system to check PM's it always never displays the actual last page of the conversation, which quite frankly is getting beyond annoying.. This effects both FF and IE.
  22. Here are more details as I promised: I've updated darkmod, some little files were downloaded, but I supposed only CRC files, next I started my tests. The failure message always is: Joint 'HIPS' not found for attachment position 'HIPS_SHEATH_L' for entity 'XXX' - where XXX is always some different name of some entity in the map definition. There are two kinds of behaviours: A ) - mission falls off to the difficulty/objectives screen without any message, there is no difficulty choosed, and objectives sheet is empty, you can choose difficulty again and click start mission again, loading sta
  23. As the title says, I have been trying to get TDM 2.0.7 working on two computers with Windows7 32 bit. Both have older Radeon displays, and the best I can get is a Mission Loading screen that crashes to desktop half-way through. I have tried every tweak mentioned on this forum, to no avail. I can get TDM 2.0 from 2013 working on both machines.
  24. Downloaded the new 2.06 update on laptop. 2.05 worked decently. When starting any FM, the load screen goes for about 5 seconds into progress. When the bar goes a little after the start, the game reverts back to the briefing screen and all sound disappears. If pressing start mission again, it does the same thing, sound still gone. Doesn't matter which FM to try, even training mission. No error message or crashing. No freezing. Tried different settings including performance tweaks in the wiki. What could be wrong? DxDiag_laptop.txt
  25. hi all! this is my first post here, and i want to congrat. with all of the people who work around this fantastic conversion for d3... ok here is the problem, i've enabled the bloom option, via consolle ( r_bloom 1) . but when i come back to game, the screen is flipped up\down...and all movement are inverted-- anyone have idea? my specs. phenom II 550 -->3.6 Gh ati sapphire hd 4780 1 gb win 7 64 bit thX!!!
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