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  1. Encountered a bug in Mandrasola, but I think it's TDM 1.05-related. Sometimes the gem lights up forever, no matter what kind of light sources are (or not) near. And when this happens, the screenshots taken are completely black!
  2. nbohr1more have done that, but did not work. But we are getting closer to make it work because it started to go black to load but showed error. Aluminium, i have not upgraded my video card, because tdm was working last week. the only thing ive done was to go into my nvidia consloe trying to solve the problem the game run way to fast even though i force the refresh rate 60 but still the same problem for thief 2 thanks Silent Warrior
  3. They are properly black. By the way, I have made sure from day 1 to have overscan OFF and I've never had a reason to turn it on.
  4. Just getting back to this: Google gives about 2.4 million hits for 1360x768, and about 34 million hits for 1366x768. So how widespread is this really? Edit: Here is an explanation: http://hd.engadget.com/2006/04/21/whats-the-deal-with-1366-x-768/ Apparently all TVs have about 3% "Overscan" (they ignore and throw away a few extra pixels because they expect some extra information encoded in them), and the problem might only appear if: * you have a TV (no a computer monitor) * it cannot deal with a computer resolution by throwing away the extra pixels * AND you cannot force it to be in monitor 1:1 pixel mapping mode Also, Komag, are the blank pixels black? Or annoyingly-white? I have now at least added an FAQ entry.
  5. If increasing the resolution causes a crash, I'd say that is a pretty good case that the textures consume more graphic RAM. If I were a betting man I would say that the normal maps could probably be excluded from suspicion (since normal map compression is not used in most cases anyway) but the textures with enhanced details might compress differently. Most compression schemes greatly reduce redundant data (like a large string of red pixels) but if you have lots of varied detail, then all that variation must be kept as a larger data-set (if you put pretty little cracks in your brick texture, it goes from being a string of red, red, red, red... to red, dark red, darker red, black, gray, etc). More detail = bigger when it comes to compression... All this said, I can't really fault the mod for making prettier textures that might require some users to lower their settings. I'm just glad it hasn't affected me.
  6. cannot start tdm 1.04 after updating from 1.03 ERROR: Error: file script/tdm_events.script, line 215: Unknown event 'log' updater says all ok. 1.03 was working update: downloaded from torrent, works now. seems like my files was changed update2: no, I'm unable to run this version. the second time I launch it, black screen with a cursor appears and music playing. also id logo instead of tdm. I'm on Windows7 64, nvidia drivers 266.58 it seems it was a problem in DoomConfig.cfg now working after deleting it)
  7. If it hasnt struck yet, I'd enable PowerPlay again The black-screening and such it causes for some people is usually quite quickly visible, In this case I'd say that its something else. Once its enabled and such, next time you have a hang or whatever, could you check your system logs, dmesg etc?
  8. I've noticed black artefact's for fraction of seconds on the left side of the screen, but they don't appear in the bottom corner (more like distributed all over). I thought it was a consequence of the light gem hack you're doing.
  9. 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!
  10. After a while I wanted to play the dark mod again, I am happy to see the community is still active. I once again got the `black screen' on startup, and I solved it the same way. The get the feeling of the game again I wanted to play the Training Mission, but I got the message on post title. Exploring the source code a little I got the game seek that executable using g_Global.GetDarkmodPath() / "tdmlauncher.linux", and according to the log 'Darkmod directory is /opt/doom3/darkmod/'; so it seems a little strange as the resulting path seems correct. I read about in the wiki, but my dmargs.txt contains only comments (or so I think, it contains only lines starting with #). What can I try? Thanks etb
  11. This is happening to me. After extracting the archive I got from moddb, I run tdmlauncher.exe and it works correctly. But, even if I don't mess with the configuration and I just quit, every subsequent time I launch the game it starts at a smaller resolution than the first run and everything is black except the fps. Edit: I made md5s of the files before and after running and DoomConfig.cfg and gamex86.dll were both modified. Edit: Yeah, so I replaced those two files from the downloaded archive and it fixed every launch thereafter. I had to modify the DoomConfig.cfg file in the training_mission directory in the root of the doom 3 install directory in order to change the resolution settings. I thought that was kind of odd. It seems to work anyhow.
  12. Well I have Doom 3 for Steam, and you can set "launch options" for Doom 3. The option I had set was: +set fs_game sikkmod (to start the hdr mod made by sikkpin) But then I decided to change it to: +set fs_game darkmod (to start the dark mod) Then I read you were supposed to use tdmlauncher so I took that out of the launch options, but still no joy. Edit: Anyways, I took the launch options out and I just double-click "tdm launcher" but I'm still getting a black screen (after seeing the default doom 3 loading screen)
  13. That patch got me in, thank you. I tried the training mission a few times - but the game freezes every time I go to black jack someone. I'll search the forum her and at TTLG to try and find an answer and write here again if I don't find one.
  14. I have just reinstalled TDM and all of the skies seem to have a strange FOV, like you're zooming into them with binoculars. Similarly, when I jump into water my entire vision does this. Water also appears either black on the surface, or with severe visual ripping/artifacts (not sure how to describe). Win XP SP3, Intel T2300 @1.33Ghz (2 CPUs), 1 GB RAM, NVIDIA GeForce Go 7400. Unfortunately I can't update my drivers since it's a shitty Sony laptop that seems to be locked in.
  15. I finally got around to installing The Dark Mod 1.02. Been meaning to for a long time. The mod looks superb from what I've seen so far. However, the mod was somewhat tempermental to get running well. At first, I had the "menu is a black screen" problem. It seemed to occur the first time I set the window to be full screen. I've also had the issue with the game crashing after several quick saves. But my main reason for posting was to mention the rendering issues I've been having. I'm mentioning a solution I found to one of them, in case anyone else runs into this specific problem. My setup: Win 7 x64, Althon X2 6400+, 2 GB, Radeon 3870, Catalyst 10.6, 1680x1050 resolution. I was having dramatic framerate drops similar to what's been mentioned in this topic. This happened during the training mission included with the mod, in the practice area where you learn mantling and using rope arrows. My framerate was being annihilated whenever I approached the gas lamps near the beginning of that area, after mantling the crates. I knew it had something to do with the lamps, because whenever I specifically approached them the game slowed to an absolute crawl. While up until that point, everything was smooth even at 1680x1050. After trying countless tweaks, I finally found the solution. For Performance Tweaks on the Dark Mod Wiki, it mentions something to try if you get framerate drops around water. On a hunch, I suspected this same setting might help with the lamps. Sure enough, after creating an AutoExec.cfg file with this command, the massive framerate drops disappeared. I'm not entirely sure how this command is detrimental to the image quality of the lighting that the lamps cast, as I don't notice that much of a change. (I think the lamps aren't casting rays on the walls or self-shadowing?) But without it, the game became unplayable. Unfortunately, I've noticed that using this command causes water surfaces to disappear completely for me. No matter what other settings I change. But it was worth the tradeoff. This topic mentions another problem I'm having. The sky isn't being mapped correctly. But Catalyst AI enabled or disabled, it makes no difference. (In fact, I don't notice a difference in loading times either.) Can't seem to find any solution to this. Does anyone have any other ideas? It's not too big of a distraction, though. Maybe I just need to wait for another Catalyst update. (Staying away from Catalyst 10.7.) Oh, and a new tool that ATI owners may find useful is RadeonPro. It's the equivalent of nHancer, for ATI cards. Lets you control and/or force AA, AF, VSync, Catalyst AI, Triple Buffering, and so on.
  16. oooooo, ok i tried importing one of the prefabs as you mentioned fid, and something DIFFERENT happened! a box popped up with this in it: "Failed to load gui definition guis/readables/scrolls/scroll_calig_medusa.gui. Do you want to open the import summary?" also at this time, the preview window of the readable editor is messed up and shows my desktop or firefox window in it. I answer "yes" and then a window pops up and it says: "Could not open file: guis/readables/scrolls/scroll_calig_medusa.gui" now the window stays open and does not crash DR, but the preview window stays black, and every time i type a character in the title or body section, that first error box pops up with the same message. now what on earth could all that mean?
  17. Thanks. Gonna try it now. Ok. There has been an improvement. Now it renders normally in DR, and shows in TDM... although completely black. I had double-checked the filename for the bumpmap and compared it to the .mtr file and added the missing 's'. I'll look closer in all my directories in case I still have a .pk4 or an extracted directory which may be conflicting.
  18. I'll look but that should make it appear black. oop, guess I can't look, you only linked the ase. I meant the entire zip so I could check materials/paths/etc..
  19. I had this at one time with the trainer and also I think for a time during development of my current FM - might have been while I was trying to optimize some big visportals in the city area. I saw black for a few seconds then very briefly the blue screen then reboot. My guess is that it is a normal CTD but also screws up Windows or RAM management somewhere. We used to see blue screens much more commonly years ago but that doesn't mean that Windows is now perfect and traps everything. BTW are you using either of the Alchemist patches and what date did you download (because the combination lock patch was included in an FM update but the spiky ball one remains a separate patch.) The spiky ball bug was the one that CTDed but only on some systems. The combo lock didn't cause a crash just failed to work properly in some situations.
  20. Don't bother, it was only black in the beta version. I thought you had done something to fix it as it turned out fine in the final release. Is it worth providing stripped out map files to try narrow things down (i.e. split the map in two, see if either will dmap, rinse and repeat)? Or is it more likely to be a resources thing?
  21. Well, I have ATI and have had no issues with Rift crashing. Or any other map for that matter. But I have been meaning to look at one texture. The stones up the side of the church tower were black for 2 of my testers, but they are white/speckly to me like they should be. That was the only issue I'm aware of though and nobody else mentioned it. And the only custom thing included was a skin (gold texture on rock).
  22. Guys, I'm having crashes in TDM sometimes. Today was the first time I managed to see a TDM error message (as opposed to just a black screen). It read as follows: IdMovable 'IdBarrel_ATDM:Movable_Junk_WBottle01_Broken_1027': Cannot Load Collision Model Models/Darkmod/Junk/WBottle01/Broken.LWO The crash happened in the third NHAT mission, while trying to open a drawer in a room in the upper floor. Just before doing that, I had snatched a golden bottle from a table on the opposite side of the room. Does anyone have any idea what causes these crashes, or where the error message is supposed to point me to? P.S.: I'm experiencing this kind of crashes in other FMs, so it's definitely not limited to NHAT 3.
  23. Another question: While video_restart there is a gray screen. What do I have to do if I want the screen in another color, like pitch black. Or is even a picture possible, like TDM-logo?
  24. 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 )
  25. 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.
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