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  1. Ok, I finally got it to work, but it didn't involve either of the fixes you guys were talking about. First, I would change only these options: Screen Ratio: 16x9 Resolution: 1920x1280 Fullscreen: Yes Are you sure you want exit (Ask every time?) No (in other words, I told it not to ask me every time). Then the next time I started dark mod, black screen. Although I saw the fps counter (which by the way is rather odd in my opinion to have enabled by default..) So I went into my doomconfig.cfg and started changing everything back to default settings. Still black screen. (Weird, huh?) Next, I overwrote the entire darkmod folder with the one I had originally downloaded (unaltered). It worked, but I had the same problem as in the beginning (wasn't full screen, lower res, etc.) So I begun changing options again, restarted, and black screen. Then, I simply the darkmod.cfg from the original, unaltered darkmod folder that I downloaded, and overwrote the one in my darkmod folder, and then it worked! Although oddly enough, it was still set to 1920x1080, 16x9 and fullscreen was enabled when I started dark mod. I thought it would've overwrote it back to default settings (1280x720 and whatnot), but it didn't. Instead, it worked. Although it did seem to forget that I told it not to ask me if I wanted to exit for some reason. So whatever. I'm just glad I got it to work. Although I think something strange is at play here.. Edit: As a side note, it'd be nice if there was a "mods" option on the front end dark mod menu so that I could switch to another mod. I modified my doom 3 shortcut to start right into darkmod, but unfortunately I can't switch to other mods after I do that, so I may just take that out for now and switch to darkmod within another mod.
  2. I guess it's also a problem with S3TC: Checking portable OpenGL extensions... v - using GL_ARB_multitexture v - using GL_ARB_texture_env_combine v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_env_dot3 v - using GL_ARB_texture_env_add v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression X - GL_EXT_texture_compression_s3tc not found v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_texture3D v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate X - GL_NV_register_combiners not found X - GL_ATI_fragment_shader not found X - GL_ATI_text_fragment_shader not found v - using GL_ARB_vertex_buffer_object v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program X - EXT_depth_bounds_test not found It's strange because my hardware/software actually supports S3TC. Could it be I would need to install libtxc_dxtn for 32bit? The solution from the FAQ doesn't work: seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useAllFormats "1" seta image_useCompression "0" seta image_preload "1" Besides, I've got a completely black screen, not a "mostly" black screen.
  3. I've got an Nvidia GTX670 and I'm wondering what affect the Nvidia application settings via the Control Panel has on TDM render quality. In TDM everything is maxed - 16x AA and TA with the resolution set to my monitor's native 1440x900. I then did a few tests using the following settings on TheDarkMod.exe in the Nvidia Control Panel as follows: Default - nothing changed - everything left on "global setting" Only one setting changed - forced 32 CSAA - presumably this overrides the 16x setting in game All application settings overridden and set to their max I took a screenshot from a saved game on each setting and zoomed in 200% so you can see better what's going on (zoom out to 50% in your browser to see the images to original scale). Look to the far right of the image to see the biggest differences. Results are shown here: It's subjective but my feeling is that either the default setting or 32CSAA gives the best results while everything maxed looking the most rough. If you keep your eye on the lower edge of the black step, you can see jagged black and white edges on the maxed settings. Perhaps the forced AA and TA isn't actually working for some reason even though we've told it to max. The 32CSAA setting appears to smoothen everything overall while losing detail which you may or may not prefer on the whole. I may need to play with default and 32CSAA to get a feel for them before deciding which I prefer.
  4. When I first started with TDM 1.8, particle emitters were emitting black cubes. It got fixed. Now I'm on TDM 2.0, I've got the black cubes again. I've searched the forum and cannot find what I did to fix it the first time (a post by OldJim, I believe). It was certainly something very simple, but my memory has failed me. Any suggestions? EDIT: Ah - I did find the old solution, which was to delete and reinstall Doom3. As Doom3 has now gone from my system, I don't think that's going to work this time.
  5. Checked Nvidia control panel, nothing looks forced, things are left up to applications. The updater was crashing instantly so I tried a fresh copy of the game, updated, same problem in the game even with default in-game settings. I can get one or two 1 frame flashes on the pre-mission screen, then just black. If I can find any solutions on my own by messing with things, I'll post it.Found the problem (sort of). Alberic's Curse mission was causing the problem. Other missions work fine, but the pre-mission menu for that one mission causes a black screen. No idea why, I'll try uninstalling it and re-downloading it.
  6. So I was playing a mission when TDM decided to shoot itself and lock up. After resetting my computer, I found that the screen was smaller: Now I have two black bars on both sides, with the actual screen compressed between them. I tried playing with the screen size and aspect ratio, but all I can seem to do is make the graphics sharper or force TDM into a window instead of the full screen. Is there some ideal to get the screen back to where it was? Or should I just go with this, since the game seems to run a little better. Essentially, I've gone from this: http://imgur.com/a/mV6Hr to this: http://imgur.com/a/a43xn Apologies for the poor quality, I'm mainly trying to show screen compression. First one is wider, second one is narrower. EDIT: Current settings for the second pic. 4:3 for aspect ratio. 1024X786 for screen size
  7. So I was following a tutorial on GUIs, and I since discovered that my installation (or TDM itself) seems unable to load both the custom GUIs (when you use the console command "testgui xxxxx.gui"), or the GUI editor that is supposed to come included in DOOM. The first simply fails, saying that the game cant load the gui, and the screen turns black (I´ve tried with a few different ones, even stuff from the startmap pack, and the results are the same), and the editor actually loads up, but when you click "new", nothing happens; when you try to load any gui, it says it cant import it or load it, and when you exit the program, TDM crashes, is unable to continue. Is that only on my end, or has the gui functionality somehow changed during the standalone process? Perhaps some of it hasnt been ported yet?
  8. And if you get a black screen, there is a error in your gui-code. And the console will display the number of the codeline.
  9. Well, I FINALLY managed to get my grabbers on a copy of Doom3 (not to mention a computer that'd run it?) and got it set up last night. Got the darkmod running and downloading and left that overnight. When I came back this morning, I was looking forward to playing. -sigh- The thing is RUNNING fine. But looks. . .not quite so nice. I seem to be missing some textures in certain area. I tried with the training mission and with the Santa Lucia mission and both have the same problem. Things seem to play alright, but these dark areas are a little. . .odd, especially the ones you have to walk through. Some environmental issuse The torches The crates And some grounding textures I've tried changing various settings, gamma, etc, and these seem entirely uneffected. If I totally wash out the screen - I get really light environments with black blocks like this. I tried turning effects on and off. No change. The torches are the oddest, as the squares around the flames are actually moving. And in the Santa Lucia mission there was a shelf that had a bunch of black squares flying out of it like it was infested or something. Any help for this issue? I've got the Doom 3 BFG Edition - if that counts for anything. Thanks! I'm looking forward to getting this all fixed so I can settle back and play. Been wanting to try the DarkMod for a good long while now. Though I see you are all working on a stand-alone version. Honestly, I think that'll be a LOT better in the long run. Wish I could offer some help there, but I'm only *just* starting learning the whole 3d/modelling thing now that I have a computer again. Got Blender, now I have to figure out what to do with it.
  10. Yes, the proper way to do this is to take advantage of shader branching. I remember looks at the backend awhile back and seeing that it creates black textures for any stage not supplied in a material so that the ARB shaders always have a texture input... (and I thought that was pretty dumb). Branching would also solve the issue were TGA normal maps require a different interaction than RGTC or other compressed formats.
  11. Hey! Thanks for the great help! I was able to get it running in windowed mode. There wasn't an existing darkmod.cfg file, so I created one with the seta r_fullscreen "0" command as the only line in the file. This allowed TDM to run successfully in a small window, from which I was able to adjust the video settings to run in a larger window. The game is now playable and runs great even at a 'Very High' LOD. (And, it is a spectacular and very worthy continuation of the Thief series!) Prior to getting TDM running in windowed mode, I did not see a darkmod.log file (that doesn't mean there wasn't one). I re-edited the darkmod.cfg file to contain the seta r_fullscreen "1" command, which does still cause the black screen/frozen computer issue if TDM is run normally. Then, I ran the command you posted to this thread and in the 'Debugging TDM systemerrors' online manual: thedarkmod.exe +gfxinfo +condump mylog.txt +quit. The resulting file, pbhallamlog.txt is attached to this reply. Any thoughts on how to get TDM running in fullscreen mode? Thanks again! pbhallamlog.txt
  12. The blue windows, the multi-colored windows, and the black windows are all back to normal now. Good work. Thanks!
  13. Another mission to look at is Lords & Legacy. The transparent windows in the opening poor section of town are now a mix of things: okay, rainbow-colored, bright blue, etc. A good example is where the open window where the female is wandering around is clear, but the closed window on the other side of the door from it is blue. Go to the central part of the map where the guard station is and look at the surrounding transparent windows. They're all black. Lots of problems in this map.
  14. I edited my previous post with the updated log. I can only dump the log when I'm on the first screen after loading the mission. The console won't open when the screen goes black.
  15. Don't need the DMAP log. Just open TDM, try to run the mission as normal. When you get to the black screen, then drop down console.
  16. Still this lol. The console will usually show the cause of such issues, black screens are sometimes caused by failures to load textures or gui files etc.
  17. Ok, apparently the problem isn't solved. The mission worked fine on my laptop, when trying again on my desktop, I get the same issue. I have tried reinstalling the Dark Mod with no luck either. When deleting the mission from the fms folder and just loading the mission from console, everything works fine as it should. It is only when I make a .pk4 file and load it via new game that I get the black screen when hitting objectives... When I put that .pk4 mission in my laptop, it worked fine... very confusing...
  18. I know that engine is the most modern but also more similar to the original one, it has full support for all vanilla idtech 4 features and tools, for example the vanilla GUI system, where all engines based on Doom 3 BFG source require Flash, at lest for fullscreen GUI's. There's other stuff on it that is cool has well imo, support for Qt GUI based tools, for example the fhDoom engine light editor is made with it, and looks very nice imo, unfortunately is the only converted tool for now plus i don't know if you can do game based GUI's with it. It also has direct support for GLSL shaders, their usage in materials is very similar to the ARB ones. Btw MirceaKitsune is just a technicality, but fhDoom has support for Parallax Occlusion Mapping or POM (off by default), that is a different tech from Parallax Mapping, that is a older and imo uglier technique (makes everything look like molten glass), POM is similar to Horizon Mapping for example. Also vanilla Doom 3 has support for POM as well but you need to install a modified ARB interaction shader, if i'm not mistaken SIKKmod has one, POM also requires a bump map (black and white texture) in the case of fhDoom that bump map most be put onto the alpha channel of the specular map, btw not confuse with the bump keyword for TDM materials that only convertes a bump map into a normal map.
  19. In 2.05, this model: models/darkmod/nature/bush_small03.lwo using this skin: nature/long_grass_lightyellow_dense displays correctly. In 2.06, the same model with the same skin displays the alpha channel as a black texture. First image is 2.05, second is SVN. Could someone with materials knowledge please figure out what's been broken since releasing 2.05? I took a quick look and didn't see any differences in the material or skin definitions, or the tga file for the grass texture. Other bush skins might have the same problem. The bugtracker issue is #4511.
  20. the texture files are not the same size so it looks like one has been altered. maybe the alpha channel has been removed on the later texture. it might depend on a texture editor some use 0 as transparent value and some use 255 as transparent value, if they've been swapped then the alpha channel would appear black.
  21. Check that you do not have epifire's custom materials in your TDM's directory. In the 2.05 update a fair amount of his models got added in so now you'll be having two different .mtr files defining the same thing, which throws an error. Don't worry about "Unable to load texture: _default", these are arguments that make automatic textures in the material files. _black, _white and _flat produce uniform black, white and normalmap colors, respectively. _default either isn't supported or isn't defined in TDM, yet some .mtr file somewhere still probably refers to it.
  22. Yes. You can go that far. Most folks wouldn't wanna lose bump map altogether but it's an option. If you use regular image_downsize make sure Postprocess is off or the screen will be black.
  23. I've played my far bit of TDM missions with gamma on 1 and brightness on 1 and I finally noticed how easy it would actually be able to see the player sneaking around in the dark if there was another player walking around as a guardr. So I finally decided to give the gamma and brightness guide in the training mission a fair amount of effort to get the "best" settings for an immersive experience. After a couple minutes of re-reading the guide and fiddling around with the sliders I was never satisfied. When I was sitting in the corner to the right of the book I kept the darkest corners of the room and the torch in my FOV. When I got the dark corners dark enough to the point where I could barely make out the individual bricks (e.g. "realistic"/immersive), so that if I was a guard looking in that corner I wouldn't see shit if the player was sitting there if I'm just strolling by like most guards in the game, but the torch was incredibly dark or the colors were messed up. So I was thinking, what if there was 2 sliders, one that basically made the "darks" darker and the "lights" lighter individually. I think that contrast basically does what I just said, but if you want to have near black corners e.g. "realistic" to the point where if a real person was walking by that hallway they wouldn't see you, the flaming torch is now going to give off just as much light as a zippo. Anywho I don't even know if its possible to have a slider that just adjusts the dark areas of the game and another for the light. If anyone knows what I'm missing when trying to get the brightness right some help would be greatly appreciated.
  24. The map is "Diffuse". Anything that is "painted-on" and does not react to lighting is generally "diffuse" you can traditionally say this it the texture. Bump-map or Normal-Map is a special texture that simulates surface rough-ness or shapes, they are made visible via the light interaction. Specular is a special texture that controls how "shiny" a surface is. Some surfaces might have a pure white (full shine) texture other may have gray (medium shine) and others black (no shine at all). Some surfaces have various shades of white, black and gray to show variations in shine. Finally there is colored specular that can produce the rainbow shine effect that you see in a water puddle with oil in it or the look of pearl (This is rarely used.).
  25. no need to explain so i finally got the updater to work right and then switched to the nvidia driver and the game works great. i may have to tweak settings simply because it is running the GPU hard and the fan is nuts, but that is not due to the game itself, but the display setup is what i suspect. it is kind of annoying but the problem lies with the fact that it is a laptop, and i have a secondary monitor since the main one went out. if i could figure out how to completely bypass the built in monitor then it would probably behave much better, but i guess i may have to start saving for a refurb desktop from new egg or tiger direct. EDIT: ok, something new to add, for those who want the game to go to their external monitor in linux machines. If they use their Nvidia control panel or equivalent, and save to a new xorg config file, then they can force the laptop monitor off, and make the secondary the primary monitor in the xorg settings, which will allow the game to play in full screen on the external monitor, and the GPU will run a lot cooler. I was having issues with the graphics due to the fact i could not run it in full screen because it was forcing the laptop monitor back on (albeit without the back-lights behind the LCD, so basically black with faint details) and until i adjusted things i had to try playing in windowed mode, which is not very GPU friendly. Still have yet to figure out the controls and what the objective really is in the first mission, but i know it runs ok. I got killed by the first two guards. Now i have to find out if i can balance the graphics settings just right for better eye candy.
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