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  1. Doom 3 \ TDM's affinity for low color saturation aesthetics or even black and white shader filters... Means that red-cyan glasses would probably work better for us than with other games...
  2. Solved (sort of)! There is evidently a minor bug in the way skybox tdm_sky_starry1 works with portal sky. The somewhat different tdm_sky_starry2 doesn't suffer it. The bug is not typically visible due to ground structures and clutter. To reproduce the problem: 1) Start a new project, with a hollow box as a room (e.g., 512 units per side) 2) Texture the sides with portal sky, except give the floor a typical (not too dark) texture. 3) Outside the room, create prefab nature/skybox/tdm_sky_starry1.pfb 4) In the room centroid, create entity Lights/sources/atdm_ambient_world. As usual, extend its scope to all the room. 5) For easy bug detection, change its colour spawnarg to be something too bright, e.g., RGB(255,255,255). 6) Set the player start, then save, dmap, run. 7) Run the player around the floor perimeter, with the black sky to the player's left, and the player viewing the floor. As you move the player around, look for a small square in the lower-left corner of the screen, when that corner is over the portal sky texture. It's as if it's the view of a high-contrast security camera (attached to the player's chin?)
  3. Hello! I can compile and run 2.07hotfix from SVN. I tried compiling the SVN trunk, using exactly the same method. It doesn't work, though - I get a blank screen and nothing else, not even audio. Here's the output. Note there's some binary junk in it. DarkMod.cfg: The suggestions at http://forums.thedarkmod.com/topic/19919-problem-with-207-some-level-unplayable/?p=435907 didn't help.
  4. Holy hell that many! I tried "Tears of Saint.Lucia" and add no ctd's but i did noticed one thing that I didn't noticed before, the skybox was pitch black! I saw it because the water puddles reflected a starry night and I looked up and saw black. So i take back what I said about having no problems. Also this is more a suggestion when the intro for this mission starts, after some time, a tip could show telling the player how to skip it, telling him to use the action button, why, because I tried to skip with ESC and add to start the mission again.
  5. All the PC's are Intel ! The computer I've been playing TDM on for the last few years, has an AMD Radeon HD 7700 Series card with 2 GB Ram The others are equipped with AMD Radeon R7-200 Series with 4 GB Ram. But the result is always the same This missions are not playable : CTD 107) A New Job 1) Tears of Saint.Lucia Training Mission 3) Chalice of Kings 12) Business as Usual. 15) Heart of Lone Salvation 17) The Alchemist 19) TP2 The Beleaguered Fence 30) Talbot 2 Return to the City 32) St. Alban 2 (Cathedral) 33) TP1 The Knighton Manor 34) SW1 Flakebridge Monastery 36) TP4 The Transaction 37) TP0 Mandrasola 38) Talbot 3 Fiasco at Fauchard Street 42) A Score to Settle 50) Sneak and Destroy 51) Rightful Property 53) TP5 The Phrase Book 54) Vengeance for a Thief Part1 The Angel's Tear 56) WS1 In The North 60) TP6 Lich Queen's Demise 61) Old Habits 2 64) Not An Ordinary Guest 65) Lords & Legacy 66) Vengeance for a Thief Part2 A Pawn in the Game 67) Requiem 68) Siege Shop 72) WS2 Home Again 73) WS3 Cleighmoor 79) PD2 All the Way up 80) Ulysses Genesis 81) Lockner Manor 83) Briarwood Cathedral 84) Exhumed 87) Vengeance for a Thief Part3 The Art of Revenge 88) Sir Talbot's Collateral 89) Ulysses Protecting the Flock 91) No Honor Among Thieves / Politics / City / Forest 92) The Golden Skull 97) Crucible of Omens Behind closed Doors 99) The Smiling Cutpurse 100) A2 New in Town 101) King of Diamonds 102) Full Moon Fever 103) V1 Volta and the Stone 104) PD3 Erasing the Trail 105) Down By The Riverside 109) The Ravine 110) A Matter Of Hours 111) Briarwood Manor 112) King Of The Mountain 113) A1 Thieves And Heirs 114) In The Black 115) V2 Cauldron Of The Gods 116) The Elixir 117) The Arena 118) Sir Taffsalot's Sword 119) Shadows Of Nortdale ACT 1 120) Cos 1: Pearls And Swine 122) WS4 The Warrens 124) The Night Of Reluctant Benefaction 125) Hidden Hands Initiation 126) Cleaning Up The Neighbourhood 127) Shadows Of Nortdale ACT 2 128) Marsh of Rahena 129) WS5 Comercebank 130) Cos2 Precarious Position The other missions are running !
  6. But those logfiles dont show any video startuplines. So i keep advising to use the arguments. Its nice to hear you get tdm running, but I (or we) want to see how tdm loads your video driver How about the following command: thedarkmod.exe +condump mylog.txt and post the content op mylog.txt a tutorial to get tdm with startup the arguments running: hit the keyboard combination "windows + r", enter the following line and click on ok: c:\games\darkmod\thedarkmod.exe +condump mylog.txt +quit (assuming thats your location of the darkmod folder) or hit the keyboard combination "windows-key + r" (or search for "cmd"). a new window will apear, enther the following command in that window an click on run: cmd a new black window will apear. navigate to your tdm gamefolder by typing the following line in the black window and hit enter-key: cd c:\games\darkmod then enter the following line and hit the enterkey: thedarkmod.exe +condump mylog.txt +quit this will start tdm, generate a logfile and close tdm. open your windows explorer go to your the dark mod folder, search for mylog.txt, open it and copy its content in a new forumpost.
  7. I have tried the Binary, the Wine, and the PlayonMac versions. Each one successfully installs, but when I start the .app the programs runs for a second and shuts down. In the Wine version, the game would go to a black screen with no sound and then shut down. Also I cannot find the darkmod.cfg file in any of the versions that I attempted to run. I will try the PlayonMac version again.
  8. Thank you very much, 32 bit bit TDM launches and works fine, but for some reason when launching an FM there is no visible light sources from torches/lamps (probably I need to fiddle around with darkmod.cfg or something else because I remember I had this issue with previous versions of TDM on this laptop in the past). TDM 64 bit shows black screen and still does not work, which leads to a crash in a few seconds. I did not have time up to the end of the week but if it is still of any use I will provide tomorrow gconsole.log as you requested.
  9. I force installed AMD drivers on a laptop years ago when Quake Wars came out. Prior to the forced install, the game played with mostly black textures and stuttered. After, all textures displayed properly and the fps increased substantially.
  10. duzenko, on 06 Feb 2019 - 3:26 PM, said: Did you try other graphics drivers? https://ark.intel.com/products/71141/Intel-Celeron-Processor-B830-2M-Cache-1-80-GHz- Yes, I have the latest drivers. I tried to force install newer drivers and even Bikerdude tried to help make a hack to let Windows install it but they don't work on this laptop. Which we tried on another issue in this thread: http://forums.thedarkmod.com/topic/19450-fan-missions-stop-loading-and-go-back-to-menu-solved stgatilov, on 06 Feb 2019 - 2:38 PM, said: You said that 32-bit and 64-bit versions behave differently: one of them exits itself. Does it look like a crash in this case? What are the contents of qconsole.log in the case when TDM exits itself? If there is a crash, please record crashdump and share it. The difference in behavior for the two version is that the 64-bit version does not even show the TDM mouse and it crashes without having this screen with "TDM is not answering would you like to close the app or wait for it?" , what would you like to do, and after that it is logical to close it and "it sends information to Microsoft" and then it closes itself. But both versions do not launch the game and they have a black screen. The 32 bit version has a mouse on a black screen and it is freezed with the situations that Windows proposes to "wait for the app of close it". I made a condump off of this moment because when it sends information to Windows when I choose to close it the app closes too fast to make a condump file. Clicking around leads to the game "not answering". Which brings the necessity to close it because it won't work after this anyway. So, here's the condump off of the 32 bit version link - https://1drv.ms/u/s!AvGDCLNzgVKKhMFlH-BzTMHk8AT8yA I will work to see If there are any changes in troubleshooting with gsconsole.log tomorrow when I come back!
  11. 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.
  12. Black screen or black window? Perhaps a screenshot of the files in your tdm folder (detailed view with file sizes, etc)
  13. Full screen. Just tried running in windowed by changing the Darkmod.cfg setting. Still showing black screen with TDM mouse. I've got this version originally by updating from 2.06 to 2.07. The result was the same as now. Then I deleted all files except fms folder and downloaded the updater again from www.thedarkmod.com There are no subdirectories except fms and screenshots (which I deleted when I reinstalled TDM so now I only have missionshots folder inside fms and no screenshots folder anymore). I'll try reinstalling again and report back. qqq.txt
  14. Okay, I changed #version 120 to #version 130. Yes, correct I only get the TDM mouse but no main menu and no music. Just black screen. Unfortunately still did not help.
  15. 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.
  16. Downloaded 2.07 update, neither the x64 launcher nor the normal x32 launcher work. The x64 launcher only gives me a black screen and then goes back to desktop. The usual x32 launcher gets me a black screen with the TDM mouse in the center and nothing more, if I click around the game goes into not responding mode and crashes as well. Tried deleting and redownloading the game but still doesn't work. Is the forum working correctly? Can't upload any files from my game directory, but I can upload the DxDiag file (it says "Error You aren't permitted to upload this kind of a file"). DxDiag_laptop.txt
  17. Yes, but the third way completely disables bumpmapping in the shader, you won't be able to enable it back even if you restore r_skipbump 0. So this is not a complete solution yet. Anyway, this gives some idea of what is going on. It seems that fetching bumpmap texture yields trash. Given that the objects look completely flat, I assume that it returns constant value (same for all fragments). And given that it looks wrong, I suspect that it may be black color (which corresponds to weird (-1, -1, -1) normal). And if this is true, then it means that bumpmap texture is not loaded properly into the GL pipeline. Or the textures are loaded from file wrongly, which is less likely. Does release build/config show OpenGL errors in game console? If not, we should enable it and see if there are errors.
  18. Still not quite cured... Same Closemouthed Shadows replication except the compass renders correctly until you enter the room with the fireplace where the compass turns black.
  19. Another issue: Single pass shadow maps sometimes make the compass render black. r_shadows 2 r_shadowMapSinglepass 1 Quickest replication: 1) Install mission Closemouthed Shadows 2) After the mission starts open the console and type: spawn atdm:playertools_compass 3) Cycle Inventory until the Compass appears With the default r_shadowMapSinglepass enabled, the compass will be black but moving around will sometimes illuminate it. Disabling r_shadowMapSinglepass causes it to remain visible with no artifacts including the issue reported above.
  20. windows 7 updated driver is 391.35 here is my dump TDM 2.06/32 #7400 (7400M) win-x86 May 16 2018 15:57:20 2294 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 Winsock Initialized Found interface: {5540C832-B701-4AEC-B0AC-9786CCD069B1} Microsoft Virtual WiFi Miniport Adapter #3 - 0.0.0.0 NULL netmask - skipped Found interface: {6B342E17-4B02-47E0-B959-38EC80F830C8} Qualcomm Atheros AR8151 PCI-E Gigabit Ethernet Controller (NDIS 6.30) - 0.0.0.0 NULL netmask - skipped Found interface: {1BAA30DE-276A-4A26-A908-B8A900BC43D4} Qualcomm Atheros AR9002 WB-1NG Wireless Network Adapter - 192.168.1.4/255.255.255.0 Sys_InitNetworking: adding loopback interface Found Intel CPU, features: MMX SSE SSE2 SSE3 CMOV tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. enabling Flush-To-Zero mode enabled Flush-To-Zero mode enabling Denormals-Are-Zero mode enabled Denormals-Are-Zero mode ------ Initializing File System ------ Current search path: C:\tdm/fms/newjob C:\tdm\fms\newjob\newjob.pk4 (93 files) C:\tdm/ C:\tdm\tdm_textures_wood01.pk4 (375 files) C:\tdm\tdm_textures_window01.pk4 (389 files) C:\tdm\tdm_textures_stone_sculpted01.pk4 (463 files) C:\tdm\tdm_textures_stone_natural01.pk4 (130 files) C:\tdm\tdm_textures_stone_flat01.pk4 (295 files) C:\tdm\tdm_textures_stone_cobblestones01.pk4 (224 files) C:\tdm\tdm_textures_stone_brick01.pk4 (520 files) C:\tdm\tdm_textures_sfx01.pk4 (69 files) C:\tdm\tdm_textures_roof01.pk4 (72 files) C:\tdm\tdm_textures_plaster01.pk4 (142 files) C:\tdm\tdm_textures_paint_paper01.pk4 (63 files) C:\tdm\tdm_textures_other01.pk4 (122 files) C:\tdm\tdm_textures_nature01.pk4 (281 files) C:\tdm\tdm_textures_metal01.pk4 (494 files) C:\tdm\tdm_textures_glass01.pk4 (51 files) C:\tdm\tdm_textures_fabric01.pk4 (43 files) C:\tdm\tdm_textures_door01.pk4 (174 files) C:\tdm\tdm_textures_decals01.pk4 (461 files) C:\tdm\tdm_textures_carpet01.pk4 (92 files) C:\tdm\tdm_textures_base01.pk4 (395 files) C:\tdm\tdm_standalone.pk4 (4 files) C:\tdm\tdm_sound_vocals_decls01.pk4 (28 files) C:\tdm\tdm_sound_vocals07.pk4 (1111 files) C:\tdm\tdm_sound_vocals06.pk4 (696 files) C:\tdm\tdm_sound_vocals05.pk4 (128 files) C:\tdm\tdm_sound_vocals04.pk4 (2872 files) C:\tdm\tdm_sound_vocals03.pk4 (743 files) C:\tdm\tdm_sound_vocals02.pk4 (1299 files) C:\tdm\tdm_sound_vocals01.pk4 (82 files) C:\tdm\tdm_sound_sfx02.pk4 (605 files) C:\tdm\tdm_sound_sfx01.pk4 (943 files) C:\tdm\tdm_sound_ambient_decls01.pk4 (8 files) C:\tdm\tdm_sound_ambient03.pk4 (24 files) C:\tdm\tdm_sound_ambient02.pk4 (163 files) C:\tdm\tdm_sound_ambient01.pk4 (217 files) C:\tdm\tdm_prefabs01.pk4 (942 files) C:\tdm\tdm_player01.pk4 (125 files) C:\tdm\tdm_models_decls01.pk4 (102 files) C:\tdm\tdm_models02.pk4 (1989 files) C:\tdm\tdm_models01.pk4 (2701 files) C:\tdm\tdm_gui_credits01.pk4 (49 files) C:\tdm\tdm_gui01.pk4 (702 files) C:\tdm\tdm_fonts01.pk4 (696 files) C:\tdm\tdm_env01.pk4 (152 files) C:\tdm\tdm_defs01.pk4 (174 files) C:\tdm\tdm_base01.pk4 (186 files) C:\tdm\tdm_ai_steambots01.pk4 (24 files) C:\tdm\tdm_ai_monsters_spiders01.pk4 (82 files) C:\tdm\tdm_ai_humanoid_undead01.pk4 (50 files) C:\tdm\tdm_ai_humanoid_townsfolk01.pk4 (95 files) C:\tdm\tdm_ai_humanoid_pagans01.pk4 (10 files) C:\tdm\tdm_ai_humanoid_nobles01.pk4 (48 files) C:\tdm\tdm_ai_humanoid_mages01.pk4 (8 files) C:\tdm\tdm_ai_humanoid_heads01.pk4 (97 files) C:\tdm\tdm_ai_humanoid_guards01.pk4 (377 files) C:\tdm\tdm_ai_humanoid_females01.pk4 (172 files) C:\tdm\tdm_ai_humanoid_builders01.pk4 (91 files) C:\tdm\tdm_ai_base01.pk4 (8 files) C:\tdm\tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file sound/trilogy.sndshd, line 381: sound 'sink_handle' previously def ined at sound/tdm_sfx_machinery.sndshd:441 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1251 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't open journal files Couldn't exec editor.cfg - file does not exist. execing default.cfg execing Darkmod.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1251 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'OpenAL Soft on Hoparlรƒยถr (Conexant High Definition Audio) ' OpenAL: found device 'OpenAL Soft on SPDIF Arabirimi (Conexant High Definition Audio)' OpenAL: using 'OpenAL Soft' OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.18.2 OpenAL: found EFX extension OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL subsystem ...getting default gamma ramp: success ...registered window class ...registered fake window class ...initializing QGL ...calling LoadLibrary( 'opengl32' ): succeeded Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ...created window @ 3,0 (656x518) Initializing OpenGL driver ...getting DC: succeeded ...PIXELFORMAT 4 selected ...creating GL context: succeeded ...creating secondary shared GL context: succeeded ...sharing contexts: succeeded ...making context current: succeeded Couldn't find proc address for: wglBindTexImageARB Couldn't find proc address for: wglReleaseTexImageARB Couldn't find proc address for: wglSetPbufferAttribARB ------- Input Initialization ------- Initializing DirectInput... win32.g_pMouse->Acquire failed -2147024891 mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 3000 OpenGL version: 3.1.0 - Build 9.17.10.4229 Checking portable OpenGL extensions... v - using GL_ARB_multitexture Max texture coords: 8 Max active textures: 16 v - using GL_ARB_texture_cube_map v - using GL_ARB_texture_non_power_of_two v - using GL_ARB_texture_compression v - using GL_EXT_texture_compression_s3tc v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_EXT_texture_lod_bias v - using GL_EXT_stencil_wrap v - using glStencilOpSeparate v - using GL_ARB_vertex_buffer_object v - using GL_ARB_map_buffer_range X - EXT_depth_bounds_test not found v - using GL_ARB_framebuffer_object Couldn't find proc address for: glCopyImageSubData v - using ARB_pixel_buffer_object v - using GL_ARB_draw_buffers v - using GL_ARB_sync GL fence sync available Max vertex attribs: 16 Max env parameters: 256 ----- R_ReloadARBPrograms ----- glprogs/test.vfp 8 glprogs/test.vfp 9 glprogs/interaction.vfp 1 glprogs/interaction.vfp 2 glprogs/bumpyEnvironment.vfp 5 glprogs/bumpyEnvironment.vfp 6 glprogs/ambientLight.vfp 10 glprogs/ambientLight.vfp 11 glprogs/shadow.vp 7 glprogs/environment.vfp 3 glprogs/environment.vfp 4 glprogs/test_direct.vfp 12 glprogs/test_direct.vfp 13 glprogs/interaction_direct.vfp 14 glprogs/interaction_direct.vfp 15 glprogs/soft_particle.vfp 16 glprogs/soft_particle.vfp 17 glprogs/cubic_light_point.vfp 18 glprogs/cubic_light_point.vfp 19 glprogs/cubic_light_proj.vfp 20 glprogs/cubic_light_proj.vfp 21 glprogs/test_cubic_light_point.vfp 22 glprogs/test_cubic_light_point.vfp 23 glprogs/test_cubic_light_proj.vfp 24 glprogs/test_cubic_light_proj.vfp 25 glprogs/ambient_cubic_light.vfp 26 glprogs/ambient_cubic_light.vfp 27 glprogs/cookMath_pass1.vfp 28 glprogs/cookMath_pass1.vfp 29 glprogs/cookMath_pass2.vfp 30 glprogs/cookMath_pass2.vfp 31 glprogs/brightPass_opt.vfp 32 glprogs/brightPass_opt.vfp 33 glprogs/blurx.vfp 34 glprogs/blurx.vfp 35 glprogs/blury.vfp 36 glprogs/blury.vfp 37 glprogs/finalScenePass_opt.vfp 38 glprogs/finalScenePass_opt.vfp 39 ------------------------------- ---------- R_ReloadGLSLPrograms_f ----------- interaction VFWARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version ambientInteraction VF stencilShadow VF shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error F oldStage VF depthAlpha VF fog VF blend VF cubeMap VF --------------------------------- using ARB_vertex_buffer_object memory Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.06/32, win-x86, code revision 7400 Build date: May 16 2018 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 Initializing event system ...835 event definitions Initializing class hierarchy ...170 classes, 410820 bytes for event callbacks Initializing scripts Compiled 'รท': 133.2 ms ---------- Compile stats ---------- Memory usage: Strings: 48, 5904 bytes Statements: 20532, 410640 bytes Functions: 1268, 129520 bytes Variables: 93520 bytes Mem used: 1137272 bytes Static data: 2277600 bytes Allocated: 2835704 bytes Thread size: 7068 bytes ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 3 mods in the FM folder. Parsed 3 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: newjob -------- Initializing Session -------- 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. WARNING:Image name "0" is too short WARNING:Couldn't load image: 0 session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load image: 0 WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_0 01' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1208: material 'textures/particles/r ipple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file sound/trilogy.sndshd, line 381: sound 'sink_handle' previously def ined at sound/tdm_sfx_machinery.sndshd:441 WARNING:Image name "0" is too short WARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version WARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error 7 warnings Couldn't exec autocommands.cfg - file does not exist. win32.g_pMouse->Acquire failed -2147024891 reloading guis/mainmenu.gui. reloading guis/restart.gui. reloading guis/msg.gui. --------- Map Initialization --------- Map: prologue9 glprogs/ambientEnvironment.vfp 79 glprogs/ambientEnvironment.vfp 80 glprogs/HeatHazeWithMaskAndDepth.vfp 81 glprogs/HeatHazeWithMaskAndDepth.vfp 82 ------- Game Map Init SaveGame ------- Compiled 'C:\tdm\maps\prologue9.script': 4.2 ms ---------- Compile stats ---------- Memory usage: Strings: 49, 6000 bytes Statements: 20928, 418560 bytes Functions: 1293, 131572 bytes Variables: 94104 bytes Mem used: 1152300 bytes Static data: 2277600 bytes Allocated: 2842864 bytes Thread size: 7068 bytes collision data: 293 models 14818 vertices (347 KB) 23079 edges (811 KB) 9218 polygons (642 KB) 1711 brushes (232 KB) 15907 nodes (434 KB) 28093 polygon refs (219 KB) 11710 brush refs (91 KB) 5812 internal edges 163 sharp edges 0 contained polygons removed 0 polygons merged 2779 KB total memory used 62 msec to load collision data. map bounds are (9253.0, 3692.0, 3602.0) max clip sector is (289.2, 230.8, 450.3) 4 KB passage memory used to build PVS 2 msec to calculate PVS 67 areas 152 portals 17 areas visible on average 804 bytes PVS data [Load AAS] loading maps/prologue9.aas48 [Load AAS] loading maps/prologue9.aas96 [Load AAS] loading maps/prologue9.aas32 done. [Load AAS] loading maps/prologue9.aas100 [Load AAS] loading maps/prologue9.aas_rat [Load AAS] loading maps/prologue9.aas_elemental WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default glprogs/heatHaze.vfp 83 glprogs/heatHaze.vfp 84 WARNING:Image name "-" is too short WARNING:Couldn't load sound 'vo_sleeper.wav' using default WARNING:Couldn't load sound 'sound/map_specific/vo_room.ogg' using default WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor glprogs/heatHazeWithDepth.vfp 85 glprogs/heatHazeWithDepth.vfp 86 No running thread for RestoreScriptObject(), creating new one. WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor -------------------------------------- ----- idRenderModelManagerLocal::EndLevelLoad ----- 0 models purged from previous level, 1023 models kept. --------------------------------------------------- ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: layer3s WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: - WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbas e WARNING:Couldn't load image: nodraw WARNING:Couldn't load image: textures/darkmod/other/ext_timber01_module/timber0 1_window01_mixedblocks_lit WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: window_side_2 WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour _poor_ed WARNING:Couldn't load image: black WARNING:Couldn't load image: textures/darkmod/wood/boards/wood_brown_dull01_ns WARNING:Couldn't load image: textures/darkmod/wood/panels/molding_white_painted _s WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: addnormals( models/md5/chars/npc_hand_full_local, heightmap( models/md5/chars/npc_hand_full_h, 3)) WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: textures/darkmod/other/ext_stone02_plain/ext_stone 01_window02 0 purged from previous 208 kept from previous 1203 new loaded all images loaded in 47.4 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 173434k referenced 4838k purged ---------------------------------------- ----------------------------------- 59020 msec to load prologue9 interactionTable generated of size: 134217728 bytes ------------- Warnings --------------- during prologue9... WARNING:Couldn't load image: - WARNING:Couldn't load image: addnormals( models/md5/chars/npc_hand_full_local, heightmap( models/md5/chars/npc_hand_full_h, 3)) WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: arms_legs WARNING:Couldn't load image: belt WARNING:Couldn't load image: black WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01 WARNING:Couldn't load image: extinguishable/streetlamp/tall_streetlamp01_andbas e WARNING:Couldn't load image: layer3s WARNING:Couldn't load image: models/darkmod/props/textures/plaster_normal WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_whit e_ns WARNING:Couldn't load image: models/md5/chars/guards/citywatch/citywatch_armour _poor_ed WARNING:Couldn't load image: nodraw WARNING:Couldn't load image: rope_belt WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: textures/darkmod/other/ext_stone02_plain/ext_stone 01_window02 WARNING:Couldn't load image: textures/darkmod/other/ext_timber01_module/timber0 1_window01_mixedblocks_lit WARNING:Couldn't load image: textures/darkmod/wood/boards/wood_brown_dull01_ns WARNING:Couldn't load image: textures/darkmod/wood/panels/molding_white_painted _s WARNING:Couldn't load image: window_side_2 WARNING:Couldn't load sound 'player_sounds_doublevision.wav' using default WARNING:Couldn't load sound 'player_sounds_guienter.wav' using default WARNING:Couldn't load sound 'player_sounds_guiexit.wav' using default WARNING:Couldn't load sound 'player_sounds_hitarmor.wav' using default WARNING:Couldn't load sound 'player_sounds_hitflesh.wav' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportexit.wav' using default WARNING:Couldn't load sound 'player_sounds_teleportstart.wav' using default WARNING:Couldn't load sound 'sound/map_specific/vo_room.ogg' using default WARNING:Couldn't load sound 'vo_sleeper.wav' using default WARNING:Image name "-" is too short WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt01_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt02_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var leftPageCurl::matc olor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03.gui: a transition does not have a valid destination var rightPageCurl::mat color WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var leftPageCurl ::matcolor WARNING:Window BackgroundFadeIn in gui guis/readables/sheets/newspaper_bridgepo rt03_world.gui: a transition does not have a valid destination var rightPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort01_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort02_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var leftPageCurl::mat color WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03.gui: a transition does not have a valid destination var rightPageCurl::ma tcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var leftPageCur l::matcolor WARNING:Window BackgroundFadeOut in gui guis/readables/sheets/newspaper_bridgep ort03_world.gui: a transition does not have a valid destination var rightPageCu rl::matcolor 57 warnings Restarting ambient sound snd_generic_streets'(city_bustle_distant01__quiet_loop ) with volume 0 ]reloadglslprograms ---------- R_ReloadGLSLPrograms_f ----------- interaction VFWARNING:shaderCompileFromFile(glprogs/interaction.fs) validation WARNING: 0:49: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:59: 'textureCube' : function is deprecated in current GLSL version WARNING: 0:63: 'texture2DProj' : function is deprecated in current GLSL version WARNING: 0:64: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:72: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:77: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:91: 'texture2D' : function is deprecated in current GLSL version WARNING: 0:97: 'texture2D' : function is deprecated in current GLSL version ERROR: 0:161: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' ERROR: 0:162: '=' : cannot convert from '3-component vector of float' to '2-co mponent vector of float' WARNING: 0:242: 'textureCube' : function is deprecated in current GLSL version ambientInteraction VF stencilShadow VF shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation WARNING: 0:3: 'layout' : symbol is deprecated in current GLSL version WARNING: 0:3: 'triangles' : symbol is deprecated in current GLSL version ERROR: 0:3: 'invocations' : syntax error syntax error F oldStage VF depthAlpha VF fog VF blend VF cubeMap VF --------------------------------- ]condump qwe.txt Dumped console text to qwe.txt.
  21. I can confirm the 2.06 black screen (with sound) on playonmac (playonmac 42.2.0, Wine 3.18, default wine video settings, vcrun2013) And in that container, 2.05 works fine. Given sollutions in this topic, gives my the same bad results. Do we need install something else beside vcrun2013?
  22. Do you know where to find vcrun2015? It doesn't seem to be among the other components. The video problem (the black screen) remains when I launch the game in windowed mode with low screen resolution. The screen also stays black when I try to start the game using start argument "+set r_customHeight 600 +set r_customWidth 800 +set r_fullscreen 0" I created a log (I think) using your instructions: [game\DarkModGlobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2018.10.08 13:37:14[game\DarkModGlobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on May 16 2018 15:57:22[game\DarkModGlobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.06/32, code revision 7400 (7400M)[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 0[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 0[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 0[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 0[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 0[game\DarkModGlobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0[game\DarkModGlobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0 Any ideas?
  23. Thanks for testing. This help us too, to help other players in the future on their first-run. Some on the internet say, to also install the vcrun2015 component. Please install it and check it reaction. A black screen with sound is a video problem. You can solve this by change things in the tdm config file or run tdm with start-arguments. Run TDM windowed mode and low screen resolution: make a backup of the file "darkmod.cfg" (by make a copy of it) Then open the file with a texteditor, change the following values and save the file. r_customHeight 600 r_customWidth 800 r_fullscreen 0 If this works on your system, then you can change the video settings from the tdm main menu. If not, we need some logs. Create in playonmac a shortcut to the tdm executable and fill in some start arguments. (Configure button > select dark mod container > General tab > "Make a shortcut from this virtual drive" button)", select the dark mod exe inside the darkmod folder) After you created the shortcut in playonmac, hit the configure button again, select the darkmod container, then the darkmod exe shortcut and select tab "general" and where you can enter arguments in the "Arguments" input. we need to see how tdm loads. please create a log for us. using the start arguments: +gfxinfo +condump mylog.txt +quitThis generates a textfile inside the tdm folder and automaticly close tdm. We want to see the content of that file. (in spoiler-forum tags, please) If changeing the values for low resolution and windowed moded in the darkmod doesnt work Then use start arguments: +set r_customHeight 600 +set r_customWidth 800 +set r_fullscreen 0(or change these values in the darkmod.cfg file,) If this works on your system, then you can change the video settings from the tdm main menu. Folow the following tdm wiki article: http://wiki.thedarkmod.com/index.php?title=Debugging_TDM_systemerrors
  24. Ok, so I did what freyk suggested and installed the "vcrun2013" component. This time, the game will actually launch - the music starts and when I move the mouse around or hit the buttons it is clear that I am "making contact" - but the thing is, the screen is all black. Any further ideas? Btw, thanks a bunch for the help, I really appreciate it!
  25. http://bugs.thedarkmod.com/view.php?id=4893 I found a very problematic issue in the engine. I'm running TDM 2.06, 64bit executable, Linux version (openSUSE Tumbleweed x64). The issue is as follows: Previously, if a bad script or definition or missing asset error occurred, TDM would crash back to the main menu and the error would appear in the console. It seems this is no longer the case and something worse happens instead: Errors will now cause the process to freeze, shortly followed by a permanent black screen. The reason why this is annoying is because alt-tab switching still doesn't work. To recover the operating system, I need to hit Control + Alt + F1 to go to a different runlevel then use 'top' to find the TDM process followed by a 'kill -9 PID'. Can anyone else confirm this and fix the engine locking up on internal errors?
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