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  1. Ok, can't get it to work on native without black textures errors. Probably need a symlink in that /usr/local/games/doom3 folder like you PranQster. BTW, i agree that the button recognition is buggy in linux. I had problems with other buttons. Wine works with the same install so it should be not being able to find the resources without them being on that system path (ughhh). edit: it was that, i symlinked the base dir there. Anyway to set a 'toggle run' instead of 'always run'? 'always run' prevents the creep button from working.
  2. Driver problems likely. Which are you using? glxinfo output, even after 'installing' a driver you need a additional config command with ati. The crash is probably something badly wrong on the new jpg code or the compile options. Myself am waiting for the new driver from ati for ubuntu (it's package is triaged and waiting for release), but i found before: The torches flames had a transparency problem: edges (large area around actually) were all black, (but not rectangular, flicked according the the stage of the anim).
  3. I confirm graphical bugs on torches and trasparency. The only resolution that i can use it's my native resolution of the screen 1920x1080 all other res it's a mess. I have a lot of black/not present textures in some areas (maybe it's because i don't have doom3 base directory installed?)
  4. I canceled the incremental package (136 MB), and re-downloaded all. And nothing, when applying the update i have always the error from the beginning. Now i try to manually edit the script. Edit: nothing, i cannot solve the problem :-( I also tried to remove all .doom3 directory, re-install all doom3 there from scratch, updated, and there run tdm_update.linux, but always with the same error when apply the incremental update downloaded. I think there is some problem on the script (the default path that the script try to use) Nobody has this problem with Linux? Edit2: I solved today: I deleted *all* doom3 stuff, created a new directory /.doom3/darkmod, copied the TDM_updater4linux there, and launched. It crashed/stopped 2-3 times on download. Re-Launched every time, it ended ok the installation, without any error! So now it works the main menu, and i'm completely without doom3 installation :-D I launched training mission and it works! (but with a lot of graphical bug, no trasparency on flames, gliches, black textures, etc etc) Anyway, i'm happy that at least now i can launch the main menu, first step done ;-)
  5. Ok, got it to run, but ... not well. Reminded me why i only played this in wine. Anyway, torches have a non-transparency problem (black nimbus) confirm/deny? Updating drivers now (Ati). No sound even with pasuspender. Fucks with the resolution after getting out (the resolution is my desktop 16:9, 1366x768, which, btw, is the only way to set the game (same resolution as desktop) if you don't want the menu to look like ass due to some kind of filtering.) But when it exits is suddenly turns into another 16:9 : 1026X600. Unsatisfactory, may need a bash file bashing. How do you turn off the default 'mission started' popup? Highly annoying since i had the attack button disabled edit: ah! seta tdm_player_wait_until_ready "0"
  6. That Rosewill has the Cherry black MX switches so should on paper be a good keyboard, and yeah I have read about the "buckling spring" and those Unicomb keyboards look very solid and beefy. I am typing on the Qpad atm, and I have observed 2 things: 1. Its a way too loud when typing (I dont know if I will be able to get used to this) 2. I keep mistyping left right and center, and that's because the keys are a tad smaller & closer together then my old Dell SK-8125. As I have found a brand new replacement for my SK-8125 I will most likely send this Qpad back.
  7. Hi all, I'm so happy that I found this mod again - I totally forgot about it, although as a Thief fan I really anticipated it back when it was first announced. But there's a problem when I launch it. The menu screen is completely black, just the cursor is visible. I hear the menu music and hear when I select menu items, but no visuals at all. Here's the console log (I can access the console just fine): http://pastebin.com/pzJEG30r As you can see, he was unable to load many of the files/textures/images, including "WARNING: Cannot find guis/mainmenu.gui", so I guess that's the problem. Doom 3 itself (and all other games as well) runs without any problems, it has the required patch, and the TDM updater did its work without a problem. I have an early Intel Dual Core CPU and an NVidia GTS 450 card, if that matters. Running on Windows 7 x64 with latest updates. Also, latest NVidia driver. I already looked through the FAQ and changed the multi display mode to "Single Display Performance" (since I use two monitors). But the problem persists. Doom 3, on the other hand, always runs, with or without these tweaks. Furthermore, I ensured that the "darkmod\DoomConfig.cfg" contains these settings from the FAQ: But that didn't help either. I also tried changing the resolution from 1920x1080 to 800x600, but as expected that doesn't change anything as well. Was just a try. Any help is very appreciated.
  8. Anyone else have this issue? I've had it for quite awhile. Sometimes I get lucky and get a screen, but it usually has black lines through it. And sometimes it doesn't crash. But right now I basically have to be prepared to reboot if I want to try and grab a screeny. 5850, newest drivers, Win7 64 Home...
  9. You will need to make sure that image_useAllFormats and image_usePreCompressedTextures are both 1. There are situations where these will default to 0, in that case you will get a black screen and cursor, as described. I think this will fix it. You will also need to understand that Intel gfx is beyond the scope of what we will try to actively support. Hatemail for this topic can be directed to Intel. It also looks like you are using PulseAudio - in which case, you're going to have trouble at the next turn. Hatemail for this can be direct to Ubuntu devs for picking the worst horse.
  10. I recently tried to install TDM with the 1.07 Linux installer but for some reason it doesn't download the actual launcher script. [m@thoth darkmod]$ ls config.spec tdm_game03.pk4 tdm_textures_base01.pk4 crc_info.txt tdm_gui01.pk4 tdm_textures_carpet01.pk4 DoomConfig.cfg tdm_gui_credits01.pk4 tdm_textures_decals01.pk4 fms tdm_mirrors.txt tdm_textures_door01.pk4 gamex86.so tdm_models01.pk4 tdm_textures_fabric01.pk4 tdm_ai_animals01.pk4 tdm_models02.pk4 tdm_textures_glass01.pk4 tdm_ai_base01.pk4 tdm_models_decls01.pk4 tdm_textures_metal01.pk4 tdm_ai_humanoid_builders01.pk4 tdm_player01.pk4 tdm_textures_nature01.pk4 tdm_ai_humanoid_females01.pk4 tdm_prefabs01.pk4 tdm_textures_paint_paper01.pk4 tdm_ai_humanoid_guards01.pk4 tdm_shared_stuff.zip tdm_textures_plaster01.pk4 tdm_ai_humanoid_heads01.pk4 tdm_sound_ambient01.pk4 tdm_textures_roof01.pk4 tdm_ai_humanoid_mages01.pk4 tdm_sound_ambient02.pk4 tdm_textures_sfx01.pk4 tdm_ai_humanoid_nobles01.pk4 tdm_sound_ambient03.pk4 tdm_textures_stone_brick01.pk4 tdm_ai_humanoid_pagans01.pk4 tdm_sound_ambient_decls01.pk4 tdm_textures_stone_cobblestones01.pk4 tdm_ai_humanoid_townsfolk01.pk4 tdm_sound_sfx01.pk4 tdm_textures_stone_flat01.pk4 tdm_ai_humanoid_undead01.pk4 tdm_sound_sfx02.pk4 tdm_textures_stone_natural01.pk4 tdm_ai_monsters_spiders01.pk4 tdm_sound_vocals01.pk4 tdm_textures_stone_sculpted01.pk4 tdm_ai_steambots01.pk4 tdm_sound_vocals02.pk4 tdm_textures_window01.pk4 tdm_base01.pk4 tdm_sound_vocals03.pk4 __tdm_textures_wood01.pk4 tdm_defs01.pk4 tdm_sound_vocals04.pk4 tdm_update.linux tdm_env01.pk4 tdm_sound_vocals05.pk4 tdm_update.log tdm_fonts01.pk4 tdm_sound_vocals06.pk4 tdm_version_info.txt tdm_game01.pk4 tdm_sound_vocals07.pk4 tdm_game02.pk4 tdm_sound_vocals_decls01.pk4 This is the contents of the directory. Is there a mirror that I can just download the launch script straight from? Also if I go to the "mods" section of Doom3 and try launching the game I get an engine restart with a black screen with music but no windows. Is there something I'm missing? Thanks.
  11. Newly updated TDM (latest v1.06), not played in a long time, Doom 3 works fine (resolution is not avail for my 1440x900 screen but plays fine at lesser rez). When I launch using tdmlauncher in D3/TDM directory, I get a window (D3 runs full screen), I get sound, sound affects from moving mouse around, but no graphics, just black screen! I have ATI hd4650 512mb card, latest drivers, Win7-64. NE1 know what might be wrong? Thanks!! PS: Looked for similar problems but found nothing like this for win7.
  12. Another known issue, when in game bring up the console and type "r_showtris 1" and look to see where the texture turns black is a vert point or if two or more brushes intersect. If its a vert then move the vert point, if its a brush then see if you can make said brush inot a func_static
  13. Thanks again. one thing though, what is it that causes textures the to turn black? seems like one of the more occuring (?) errors
  14. Hellooo. Resurrecting this topic cause a fella here seems to have figured out a cool way to make rain: ...and because I can't seem to get it working! I'm fairly new to the concept so perhaps that's at fault here but I really think it should make sense and work. I made a .mtr file in darkmod/materials called mysky1.mtr where I copied the quoted script to try it out. I put the newly made shader of tdm_rain_light and skinned my former rain patch with it (could this be the mistake?). It says "shader not found" all over the texture even though it directy refers to my mtr. file with all the fancy coding. Ingame Now normally I don't take this seriously, but ingame those patches are just black and there's no rain. Mmh =/ P.S. If anyone replies here maybe he/she knows the answer to another dumb question? I'm curious on how the "script" tab is used (between entity, media, console and textures tabs) since all the scripts seem to be happening in a saved .mtr file and stuff.
  15. Hello Taffers, Today when I tried TDM, and the resolution was not full screen. I don't know why, i changed absolutely nothing. This is the effect on my screen: http://bayimg.com/nAkOOAADG (the game start perfectly but not scale at full screen, i have alway the the little black border on left high, as you can see on the image) I tried configuring a lot of settings in the doomconfig.cfg on the darkmod root, but without any success :-( Any idea/suggestion to solve this? My HW/SW configuration is on my sign.
  16. Hi all Due to Baddcog, who helped me out very nice and patient with the first problems while creating my very own models (and many hours of trial and error) I got the first models working nicely ingame since yesterday and I'm working diligently on new ones. Since I'm creating complexer models, I got the issue, that the textures are not showing properly in Dark Radiant. They are simply white. In The Dark Mod the models (and textures) work fine. It's the thing only with new created shaders and only partly (not every new texture I create is white and not the whole model). For the .dds I use DXT1 compression and for the .tga (normals) I use 24-bit. 3ds Max is my software. It's not one of the "My object is completely black ingame!"-errors I read on the internet (and encountered myself sometimes before).
  17. I tried all the suggestions and none worked. Deleting the config file, now launches TDM non windowed but still just a black screen. I had several D3 mods, deleted all but TDM, but will try a reinstall. That's about all it likely can be at this point! Thanks for the suggestions and will try to feedback once it is working. PS: launching via D3 tdm mod and TDMlauncher results in the same thing btw. Happy gaming all!!
  18. I cannot leave the model field empty. There must be something there, otherwise the change is not set in the entity. If I set "model -" I get a black box.
  19. Not a bug, but a feature creep proposal. Currently we have light/sources/all-kinds-of-torch-and-candle-flames the mapper can use for custom torches etc. We do not have such a source ELECTRIC light! When mapper wants an electric light light source he can attach to a street lamp post, he has to embed a atdm:lamp_electric_grill_lit inside the streetlamp to get it to work. That means an instant +300 tris the player will never see. Ordinary light-entity cannot be used if the mappers want the AI to be able to spot if the light is off. (Ordinary light-enties have no stims.) One might ask, why does not the mapper use the combo street lamp posts? The reason is: I cannot control the lamppost shadows. For instance atdm:streetlamp_round_lit appears to have the lamp post model casting shadows so that the lighting looks awful, unrealistic and unfit for gameplay purposes (a black square near the lamp post base.) If I set it to "noshadows 1" the LIGHT stops casting shadows, not the model! EDIT: Nevermind, it was the light texture, which I mistook for real shadows. The model shadow toggling was working alright. Now it works without embedded light entites. But anyways, a model-less electric light entity would be nice, since you never know what kind of electric light emitting contraptions the mappers might devise. Now such things cannot be made without adding a hidden model carrying light.
  20. I put the Forger into my map and the gloves and apron render solid black and show no texture on the model in DR. Aprilsister, who is beta testing, also shows no glove or apron textures in-game.
  21. Why do i have to press attack to start missions now? There appears to be a visual bug at the start of Alberic mission - but maybe it's nothing since i'm in wine - it manifests a black square particle effects spawning in a part of the sky above the start area.
  22. I fear that your graphic card might not be able to support compressed textures (Intel graphics are notorious for this... my laptop can't run TDM either), and since almost all textures are compressed (to be able to fit them into the video memory), you only see black. One thing you might try is this FAQ entry: http://wiki.thedarkmod.com/index.php?title=FAQ#Textures_are_missing.2C_screen_mostly_black Hope this helps!
  23. I've seen these too and I think it has something to do with situations where you have location A | visportal | location B Location A is very brightly lit, then pitch black location B may show these strange sparklies. The geometry is flawless, so it must be some kind of engine/video card thing.
  24. I updated to 1.05 from 1.04 and afterward I could not get missions to load properly, even training. I removed everything, downloaded/installed 1.05 from scratch. I had no missions installed, installed the training, then while the training was loading, I had an error regarding my video card driver. I have intergated Intel 82945G Express chipset family gpu, Vista home sp2 running. Doom 3 is from Steam, and it runs fine, even the resurrection of evil addon pack. I have the most recent video drivers for this Intel chipset installed via HP update. Not sure what tweaking I can do to my TDM configuration to work well with the video chipset. I was fine on earlier versions of this TDM. This problem happened on TDM fms also. During the loading screen "please wait" screen all seems fine, then I hear the sounds of the torches in the background, the screen changes to black, then Windows tells me the video driver had an issue and had to recover. From event viewer: Faulting application Doom3.exe, version 1.0.0.1, time stamp 0x45ad459a, faulting module ig4dev32.dll, version 7.14.10.1461, time stamp 0x47e9296a, exception code 0xc0000005, fault offset 0x0002e4cb, process id 0x169c, application start time 0x01cbfc51e27d9fe4. Can anyone shed some light?
  25. My 5750 is a 'black edition', factory OC. I underclocked it to regular speed and it was performing much better.
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