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  1. 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 screen. Instead it only takes up about only half of the screen, leaving black borders on the sides. I've tried messing with the aspect ratio an resolution to no avail. This, coupled with the vsync problem has proved very annoying. Has anyone had a similar issue? My specs are: Windows 7 64bit i5 2.40GHz quad core GeForce 335M 4gb DDR3 RAM Note: This might even be a problem with my video drivers. Last I updated them, they've been conflicting with my source games. Thanks!
  2. 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
  3. 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 the menu objective screen should be consistent in how much text of objectives they can show. Two full lines of objectives text should definately be available. The up and down arrows should be moved downwards a bit. Or maybe put them in a row instead of a column? It looks a bit bad when the text overlaps with the button. Thanks!
  4. 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.
  5. Well, when playing full screen it is a black screen with a TDM mouse. When playing windowed screen it is a black screen inside a window with a TDM mouse. Here are the screenshots.
  6. 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 way, with one difference: running the updater does NOT fix it. In fact, the updater says my installation is up to date. Help would be appreciated. System specs: WinXP Dual Pentium CPU 4 GB RAM GeForce 9600 None of this has changed since I last played, so I doubt it's a hardware problem. EDIT: I've downloaded the torrent (non-updater based) version and overwrote my previous installation with it. It fixed the problem - at least for a short while. I now suspect the problem is integral to one specific FM, namely Glenham Tower. Will post more if I have anything. EDIT: Turns out the issue was most likely that Total Commander automatically puts brackets around certain (hidden?) directory names, and I thought they were meant to be an actual part of the name, so the installation of the FM went wrong. I think, anyway. Problem no longer around.
  7. 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?
  8. I only have the default missions installed, the menu isn't visible at all. just a black screen with sound.
  9. 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.
  10. So I recently updated to 2.07, one thing I noticed is that when i'm ingame now the 3d window is only a small window. I thought this was quite strange and maybe somehow a problem with the mission I was working on so I booted up an already released working on 2.06 mission and had the same problem. Then I thought well maybe the issue is that I updated from 2.06 to 2.07, maybe a fresh install will solve this problem. I downloaded a brand new fresh version of 2.07 and i'm having the exact same problem as before. The only settings I changed in the menu is that the screen size was reduced from 1920x1080 down to 1280x720 and "Fullscreen" to "no". This is the exact setup i've run for years now without any problems, however whenever I click the maximize window button on 2.07 with those settings, on a fresh install the screen does this: That 3d window in the bottom allows me to move around but for whatever reason the rest of the screen is just a static image of either the main screen menu or it's entirely black. If I have the window set to the regular size it looks fine, but as soon as I click the maximize button on the window, rather than scaling the 3d screen upto whatever it needs to be, it stays at the 1280x720 and the rest of the resolution is just a static image. So to put simply if you want to replicate this bug. 1- Load any mission 2- Set the resolution to 1280x720 3- Set fullscreen to no 4- Restart the game 5- Load the mission 6- Click the maximize button on the window If I change the resolution to 1920x1080 (my monitors default resolution) and then click maximize there are no issues, and running the game in fullscreen works fine too. This isn't a deal breaker bug, but just something new I noticed with the new version and thought it should be brought to your attention. Perhaps there are other mechanics tied into this that might cause problems.
  11. 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.
  12. @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
  13. 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..? :-)
  14. 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. My Story so far. 1. Downloaded DarkMod 2. Installed DarkMod. 3. Loaded DarkMod. 4. Started swearing because of black textures. 5. Googled solutions. 6. Read FAQ/Wiki. 7. Searched Forum. Google, The forum and the wiki all give me the same solution, check the values in the config file if the textures are black. I have checked the following configs in the following order DOOM 3\darkmod\DoomConfig.cfg DOOM 3\training_mission\DoomConfig.cfg I have ensured that all the settings are what they should be, I've played with settings that look relevant. I've reinstalled DOOM 3, I've repatched it and tried all of the above again and I still have no luck. My Setup. Mobo - Asus Maximus III Gene CPU - Intel I7 860 (2.8ghz on the 1156 socket) Ram - Corsair DDR3 1600mhz 4gb Gfx - Asus ATI HD5850 OS - Windows 7 Ultimate (x64) Kind Regards, PS. DOOM 3 plays fine. PPS. If no solution exists then simply consider this a bug report T_T
  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. 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 starts again, falls of again to the same screen but message box with error description is shown. You can choose start mission again and again and every time the message box with same description will be shown. So the message is not shown only first time. This kind of behaviour is in the missions when animated description of plot is shown before objectives screen like alchemist or beleaguered fence. Additionally - I can't tell if it is normal or no - I can't skip the animation - when I press escape DarkMod's main menu is shown and next escapes do not take me back to the animation - I need to start mission again. B ) - mission falls off to objectives screen or rarely (once or twice) to menu, messagebox behaves like before, but sound is disabled. I can start mission over and over again with same effect - joint hips error and no sound. From my experience this happens when missions have plot displayed the same way as the objectives - on the sheet of yellow crumpled paper. After restarting DarkMod sound is OK. There are deviations from both A and B behaviours sometimes described below. It also seems that optional presence of buy screen (some missions have it, others do not) does not influence the behaviour. Often next tries of loading once installed mission make the progress bar go slightly further but it's only true for first 1-3 attempts. Then mission loads or always fails at the same level of progress bar. Here is the mission list with additional details if some occur: 01) alchemist - no, behaviour A plus after escaping the animation cursor is not visible but I can move the mouse and highlight menu positions if I'm lucky and click them then or cursor is not visible and I cannot find any position like cursor is not moving virtually anymore, but this happens only after load failure. When I escape plot animation before first failure occurs cursor works fine. Entity name is Pertti. 02) awaiting the storm - no, behaviour B 03) beleaguered fence - no, behaviour A 04) betrayal - (this is the mission with prison and skeleton) - yes, but behaviour A - how this is possible? Mission loads successfully after second, third or rarely fourth time - never first. Previous behaviour is the A-kind, messagebox is not shown only the first time. Saving works. Loading the save works always the second time, first time messagebox is not shown as always. 05) builder's influence - this is interesting. First try - behaviour B, although there is animated intro in that mission. Second time - full success and sound comes back after loading when 3d mode is on (when plot animates and objectives/buy screens are displayed there is no sound). I can switch to menu and back and sound is fine everywhere. Mission looks beautiful, mmmm!!!! Saving and loading works great, no need for additional attempts when loading the save. Another try - escaping animation of plot and again I can't go back to it - I need to start mission again. I do it waiting whole animation to end every time and mission loads after second attempt as before. 06) business as usual - no, behaviour B, tried about 10 times because second time was interesting - game loaded completely, 'game loaded - please wait' label was displayed, few seconds of waiting like in every missions that reached this point and instead of mission I got objectives screen with hips error message. This never happened again. 07) caduceus of st. alban (mission with beautiful lamp with planets around the bulb:)) - exactly like builder's influence, but this mission has no animated plot - I come the reasonable idea that existance of plot animation in the mission has really nothing to do here (unlike I thought before). OK, let's go to next mission. 08) chalice of kings - like 5 and 7 09) crown of penitence - like 5 10) entertainment - like 5 11) flakebridge monastery - like 7 12) glenham tower - like 7 13) heart of lone salvation - mission has animated plot intro and is unusual - first attempt fails to objective screen as always after displaying the plot during loading, every next attempt of starting the mission by clicking 'start mission' button on objectives screen loading finishes and game escapes to objectives screen with joint hips error on entity 'andrew' - I remembered the easy name. Also interesting - in every next attempt since second I do not need to watch animated intro, I've got objectives screen instantly. Of course when I go to main menu and start mission I need to watch intro again - but only first time. Also next - when game fails to objectives screen names of difficulty levels are corrupted - they look like constants in the code or some configuration file, not like content of this constants. Something tells me this might be good mission for testing.... Finally I press escape and instead of displaying DarkMod menu I got intro again. I press escape again and have menu with no cursor. I use ctrl-alt-delete and first time I have no cursor in windows also - to be more specific windows task menager is not over the desktop but over darkmod screen and I suppose this is the cause for which cursor is still not available. I need to use keyboard shortcuts to kill darkmod in task manager. 14) illusionist tower - like 7 15) kinghton manor - no animated intro in this mission, this mission has plot displayed with interactive buttons to display next, previous screens of plot or skip it. Behaviour B. Entity name is 'Female_servatnt1'. No other bugs like in mission 13 so try looking into 'Female_servant1' definition and testing on this mission. 16) living expenses - behaviour B, entity is complex but contains word 'nobleman' 17) lockdown part 1 - started on the first attempt and starts every time easily!!!!!!! But there is other little problem, it has empty plot screen, but you can click next and difficulty screen and all after it is OK 18) mad's mountain - first attempt fails without messagebox, no sound then. Every next attempt causes message box but for the first time error is different but error message might be very usefull because it defines C++ class and method that failed: idAFEntity_BASE::LoadAF: Couldn't load at file 'GUARD_BASE_NEWSKEL' on entity 'ADTM_ENV_RAGDOLL_BEGGAR_1' 19) mandrasola - like 15, of course different entity name 20) NHAT mission 1/3 - First after restarting DarkMod after installing mission the great thing is changed main menu theme. Second is the movie, wow! but sometimes pixels in this movie are corrupted. Next the animated intro, difficulty screen, I click start mission and after 1/4 of progress bar it returns to difficulty screen. I click start mission again, loading starts from the point it ended (!) and mission works great starting from another animation and then I can play(save/load too). I can only suppose next two missions work the same way but to check this must finish first mission. 21) outpost - first time failure without message box, second time loads successfully. This is example of mission that fails to main menu, so you need to start it over, watch the animated intro again and again as many times as it fails. Despite of starting mission over loading starts from when it ended before - that is odd. 22) pandoras'box - behaviour B except two things: fails to main menu after first attempt (luckily no animated intro is here, so second attempt is fast) and voila - second attempt is successfull. It seems that disabled sound after first attempt is a good sign. 23) parcel - don't praise the day before the evening - disabled sound after first attempt, going back to main menu, then always joint hips error on entity 'jack'. 24) patently dangerous - like 23, entity 'Oswald'. 25) return to the city - like 15 and 19 (the same interactive plot screen) except that at second attempt everything works fine 26) rift - first attempt failure with no message, second attempt joint hips error on something like 'ADTM_something_GUARD_1'. I've seen this entity before in other mission with joint hips error so it's worth mentioning, but I can't remember which mission that was. Also it's worth to notice that instead of loading screen there is standard DarkMod theme with clock displayed - the same like when the DarkMod starts. This maybe some problem indicator or also it may be this way in this mission. 27) somewhere above the city 1.1 - very long intro but fortunately on first attempt mission fails to objective screen and second attempt is successfull 28) sons of baltona part 1 - no intro, first attempt fails, no sound, second attempt successfull from where loading finished on first attempt 29) sound alert and blackjack trainer - no objectives (funny and loading screen is theme with clock as in 26 (so I suppose this is the way it should be). First attempt fails to objectives screen, second attempt join hips error. 30) special delivery - first attempt fails to main menu, no sound, second attempt successfull 31) st. albans cathedral - first attempt fails to objectives menu, every next gives message box with join hips error on entity ADTM_AI_CITYWATCH_1 32) swing (mission with swinging something) - first attempt, full success 33) tears of st. lucia - first attempt fails to main menu, I haven't tried second because of very long intro, but as I remember from yesterday it's joint hips error 34) thieve's den - first attempt fails to objectives screen, no sound, no objectives displayed, you need to choose difficulty again and start mission again and got joint hips error on ADTM_AI_CITYWATCH_1 entity at every next attempt 35) thieves - first attemt fails to main menu, intro must be watched again when starting over and there it is: joint hips error on ADTM_AI_CITYWATCH_1 entity, probably st.lucia has the same entity as I remember 36) too late - first attempt fails to main menu, starting over (no intro) brings success 37) training mission - surprise, first attempt fails to objectives screen, no sound, second attempt successfull. Identical mission before was in french language, I don't remember which one 38) transaction - first attempt brings you to main menu, no sound, starting over returns message box with joint hips error on entity CITY_WATCH_STREET_PATROL_ALPHA 39) trapped - first attempt brings you to main menu, no sound, starting over successfull Don't you think that if so many missions fail because of joint 'hips' error than it isn't rather a problem with missions themselves but a common problem inside the engine? Responding to some other advise I'll try downloading all content tomorrow, now I must go asleep. I'm attaching list of files in "C:\Program Files (x86)\DOOM 3" directory - I haven't found any suitable tool for this task so I wrote one myself - I hope output is easily readable. I've attached my tool so you can generate your own result and compare them in kdiff3 or some other editor with compare option. You use it by entering the desired diretory in command line and call java -jar C:\dirscan.jar [--md5]. Parameter is optional. Ofcourse dirscan.jar in this example is placed in C:\. dirscan.jar will fail if scans the directory where is placed but I have no time to fix it now. Output is properly idented on linux, I can't now find reason why indent is not correct on windows, but should be readable. I hope my hard work will pay off and serve you well - I worked almost 6 hours on it instead of helping my girlfried tidying up our apartment but she understood so don't worry ;P. Farewell taffers. mission-failure-list.txt doom3_content_210411_232309.txt darkmod_content_210411_232828.txt
  17. 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
  18. 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.
  19. Models with missing textures, missing models showing up as black cubes, missing sounds, maps not loading due to missing scripts or broken entityDefs... the list could go on forever. This is why the TDM team is very conservative with modifying existing assets, especially renaming or relocating them, and only makes such changes after close scrutiny to make sure nothing that relies on these assets (both in core assets and any released FM) will break as a result. Obviously just fixing whatever you see in front of you produces fast and easy results, but it's unlikely someone else will do the remaining work to make sure it won't break things elsewhere.
  20. 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.
  21. 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!!!
  22. 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...
  23. 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...
  24. It's been like that for as long as I can remember, and I never really considered it a problem as such. This is a 3D game with constant mouselook — I expect it to grab the mouse while it is in the foreground. With in_grabMouse 1 I get a permanently grabbed mouse, as if I were playing the game exclusively. Bringing down the console releases the mouse, as does Alt+Tab or Super+Tab to another application. With in_grabMouse 0 the normal cursor displays on top of the window, in addition to the TDM cursor (if on a menu screen). If the cursor is moved outside of the window, the game stops receiving mouse events, which means there is a limit to how far you can rotate the player camera. This is probably useful for testing GUIs and menus but doesn't seem that useful for actual player navigation.
  25. Hi. Got the mod yesterday. And so far the only real issue ive encountered is when you have entered all the rooms in the tutorial map the game slows down and get choppy, between 5 and 40fps. In the begining i get the constant 60. Every time i open a door the game freezes a few seconds, guessing it needs to load objects. But i dont remember doom 3 freezing when opening doors. Vista-32 4 GB RAM Q9400 Quad 2.66GHz 4870x2 2GB [EDIT] getting something called "Malloc Failure for 699200" whatever that means. could be the white screen i got just now when i tried to start the mod.
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