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  1. https://bugs.thedarkmod.com/view.php?id=5068 Sometimes, when going underwater, the shader responsible for blurring the view will shrink the image to roughly 1/4 of the screen (1/2 both horizontally and vertically) and position it in the lower-left corner, while leaving a jumble of textures to display in the background. This only seems to happen on rare occasions; My latest test suggest it occurs if the player has taken any damage and the health bar is showing up on the HUD. I'm running TDM 2.07 x64 on Linux (openSUSE Tumbleweed) with the free video drivers (amdgpu).
  2. https://bugs.thedarkmod.com/view.php?id=5055 There seems to be an issue with shadow rendering in the engine: When enabling both Stencil Shadows and Soft Shadows, shadows get incorrectly mapped and are stretched across the screen in front of the camera. I have no issues when using Stencil Shadows without shadow softness, nor when using Map Shadows both with and without soft shadows. I'm running TDM 2.07 x64. My operating system is Linux openSUSE Tumbleweed x64. Kernel 5.2.14. Mesa 19.1.7 (amdgpu module). My video card is an AMD Radeon XFX R9 390. I attached two screenshots from t
  3. I'm having lighting issues specifically on this mission. This is with soft shadows off, but I have similar problems with them turned on. Upon restart it seems to come up with different lighting issues each time. My settings. https://i.imgur.com/Z4AZLZ6.jpg https://i.imgur.com/wyjwrku.jpg Edit: It would appear my lighting, in general, is broken. I just started "Cleaning Up the Neighbourhood" and it also is broken. Will be posting this in a separate thread appropriately. Edit edit: Just happened in William Steele. My version of TDM seems broken. The lighting was perfectly functional ye
  4. There's some sort of problem with the TDM updater whereby it won't create a proper 2.07 installation. Being on a slow Internet connection, my TDM installation/update procedure has always involved downloading just the latest update zip file (currently, 'tdm_update_2.06_to_2.07.zip') from the ModDB site and making that available to the updater locally, to avoid unreliable, slow downloads during the actual update. I followed the same procedure that I've always (successfully) done in the past: extract the huge, 2.3-GB 'THEDARKMODVersion2.0-StandaloneRelease.zip' file (downloaded once from ModDB
  5. 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 w
  6. Hey guys If i end a mission in the dark mod and i cant read the statistic. i see only 0 everywhere and i dont know why i get this bug in every Missions. Here is a screenshot of these bug Link: Google Drive I hope someone can help me to fix it Btw i installed already The dark Mod new but it doesnt help, i playend on 2.05 and 2.06 (64bit) Greetings PS: sorry for my bad english
  7. Once I was able to run my game thanks to my previous post, I immediately launched Training mission. Due to the controls confusion, I picked up first health potion, and instead of using it, accidentally dropped it. When I picked it up again, the text was "You picked 2 health potions, 8 more to go". It does not have any major impact, but as a programmer, unresolved issues BUG me (no pun intended).
  8. http://bugs.thedarkmod.com/view.php?id=4742 The latest DarkRadiant commit in https://github.com/codereader/DarkRadiant ( 2ad55e91df66e11c5385ba40cf3615f56f7d00e8 ) fails configuration. Oddly enough the console doesn't output the exact cause, it only complains that Makefile.in cannot be found. I use Linux openSUSE Tumbleweed 64bit. Below is a console log with the commands I ran and the respective output. mircea@linux-qz0r:~/Downloads/DarkRadiant> ./autogen.sh;./configure --prefix=/home/mircea/Downloads/DarkRadiant/install --enable-darkmod-plugins libtoolize: putting auxiliary files in '
  9. I'm being affected by a strange issue in the latest Git master of DarkRadiant which makes using DR nearly impossible. I've already opened a bug report about it, but since progress is slow for several months I thought I'd also put this here in case anyone sees it and has some extra ideas. http://bugs.thedarkmod.com/view.php?id=4524 DarkRadiant does not sense any keyboard commands. I can however use the mouse and click on buttons just fine. I'm using openSUSE Tumbleweed x64 / KDE desktop. This seems to change if I have a menu opened, which implies it might be a focus detection issue. For in
  10. It appears the latest version of DarkRadiant Git from Codereader is full of bugs and breakages, which affect at least the Linux version of the software. Since I just reported a whole list of problems, I decided to also make a thread here to hopefully bring more attention and testers who can confirm them: DarkRadiant doesn't sense keyboard inputsVarious windows won't openPanel sizes not persisted between startupsRecent maps menu becomes empty after useDarkRadiant crashes KWin when desktop compositing is enabled (KDE)
  11. Hate to beat a dead horse and all that jazz, but for some reason the letters are screwed again. Is it possible if in one of the updates something got changed? The last working thing is supposed to be here with "tdm_base01.pk4" https://drive.google...iew?usp=sharing Maybe something got messed up in 2.04 or 2.05? Or in the recent hotfixes? This tdm_base01.pk4 has the only working romanian character set that exists. What we have now messes up again ș, ț, ă. The updater downloads the wrong version of tdm_base01.pk4. Bug tracker listing: http://bugs.thedarkmod.com/view.php?id=4523
  12. While analysing the warnings emitted by GCC 6, I was pointed to this piece of code in renderer/Model_lwo.cpp (comment added): int sgetI1( unsigned char **bp ) { int i; if ( flen == FLEN_ERROR ) return 0; i = **bp; if ( i > 127 ) i -= 256; flen += 1; *bp++; // <== warning: unused value return i; } short sgetI2( unsigned char **bp ) { short i; if ( flen == FLEN_ERROR ) return 0; memcpy( &i, *bp, 2 ); BigRevBytes( &i, 2, 1 ); flen += 2; *bp += 2; return i; } Starting from the second function, sgetI2(), it appears that it receives
  13. This is another report originating from a GCC warning, in this case the comparison of two different enumerators. This works by converting each of the two enumerators into a numeric value, and comparing them instead. In general, an enumerator is better used in a way that does not depend from its value at all. If the value is needed, constants are generally better suited. The relevant one of the two warnings comes from idAF::Load() in game/AF.cpp (line 910), where a variable of enumerator type declAFConstraintType_t from framework/DeclAF.h: typedef enum { DECLAF_CONSTRAINT_INVALID, DECLAF_C
  14. I have compiled The Dark Mod on Gentoo Linux (I detailed my experience in another post). I have a problem: the light gem is always completely dark. Guards will react to noise and to touch, but I could stand in front of them making faces and they will politely ignore my presence. I have bisected the commits and tracked back the problem to commit #4379. Reverting that single commit fixes my problem. Not surprisingly, I do not understand that commit. I can try things though. I should assume this does not happen on Windows. Is this material for a bug report?
  15. DarkRadiant stopped compiling after a series of system package updates in openSUSE Tumbleweed today. Oddly enough, I get an error related to boost again, although I compile DR with the same Boost version downloaded from the official website and compiled locally (was 1.54, now 1.59 but same issue). Core DR appears to compile, the error is in the filters plugin. Can anyone please take a look and fix this? make[2]: Entering directory '/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/plugins/filters' CXX XMLFilter.lo CXX BasicFilterSystem.lo CXX filters.lo CXXLD filte
  16. Hey Guys, Big fan of TDM, been playing it for a while off and on over the last several years. Never had a technical issue I couldn't overcome until now. I recently rebuilt my rig, re-installed TDM, updated to 2.03, and now I can't load levels. I get through mission briefing/equipment purchase just fine, but as soon as I hit an actual load screen, the game locks up after loading about 1/5 of the bar (see attached images). This happens on every mission I've tried (including the included training mission). There's no error popup, and it doesn't crash, it just hangs forever. I've tried adjus
  17. I am trying to compile the latest SVN engine, on openSUSE Tumbleweed (via gcc 4.8). Compilation goes well until the end, when the process mysteriously fails for an unexplained reason. The only thing that seems to be printed is the name of the file and something called "Error 1". Anyone else running across this, and knows of a solution? Thanks. cm/CollisionModel_load.cpp: At global scope: cm/CollisionModel_load.cpp:42:13: warning: ‘versioned’ defined but not used [-Wunused-variable] static bool versioned = RegisterVersionedFile("$Id: CollisionModel_load.cpp 6551 2015-10-15 18:48:23Z stevel $"
  18. When selecting a specific surround sound mode (I haven't been able to see the name of that specific mode), TDM crashes on my system (I'm running Linux Mint 17.1). It didn't even want to start again when I tried to start it immediately after I had made it crash, and I had to delete the file Darkmod.cnf before I could successfully start the game again. When diffing a version of Darkmod.cnf as it looks before I have changed the surround sound setting, and a version as it looks after I have changed the setting so that the game crashes, I see that the only difference is that the variable s_number
  19. All of a sudden I cannot save. When clicking the save game and assigning a name to it the the menu closes, but it doesn't actually save. Quicksave also brings no reaction. I tried starting a new game but it just won't save. What can be causing this?
  20. Hey guys, I've read the FAQ and searched this forum multiple times, was hoping for help with issues related to frequent crashes. I can download and run missions perfectly fine, except for occasional frame rate stuttering. The main problem I'm facing is frequent crashes to desktop. They mostly happen when either myself or enemy AI are moving around. The most frequent crashes have occured during my playthrough of Requiem, but I have suffered crashes-to-desktop in almost every mission I've played. Specs:
  21. Hi, I've been waiting to try out TDM but I can't seem to run it, I've read the FAQ, the Installation process and even updated my TDS version, game runs fine on the menus, but whenever I start a mission, it either freezes on start up or crashes, as I've said before; I've read the FAQ and I don't think this is caused by my memory or my .dll being outdated. Would appreciate any help, thanks! Oh, and if it helps, I've only updated the mod to 2.02 and my operating system is Windows XP. I can provide more details about my specifications if requested. Here's the log: error report.txt
  22. Hey guys, So i have an issue that keeps happening, and after investigating all the logic possibilities, i have not clue what this is about. First, there is a room that all the inside walls appear void when looking from outside of it. When i get inside, the surfaces are rendered, but the place i come from becomes void (black). I removed ALL the visportals from that region. (From outside) (From inside- Lighting adjusted) Second, a wall used by 2 rooms also becomes invisible, but you can see the inside of the rooms from outside. When inside these rooms, everything is just fine. Then aga
  23. I'm using the Logitech G930 7.1 Surround Sound headset and can't get the game to recognise it. When I click the Surround Sound setting I get this message: "UNABLE TO LOCATE 3D AUDIO - SURROUND SPEAKERS NOT FOUND - MAKE SURE THE SPEAKER SETTINGS ARE CONFIGURED PROPERLY IN THE WINDOWS CONTROL PANEL" A fix for this would be awesome.
  24. Started playing TDM this week and I've got to say it is damn awesome. Although there is one problem: For me to see anything at all outside of direct torch light in TDM itself I need to set the Gamma and Brightness values relatively high. When I end the game those values are not reset and my desktop is blindingly bright, so every time after closing the game I need to open my settings and readjust the values. I am playing TDM on debian testing and a NVidia GeForce GTS 250. I normally run the game from a terminal and the last line is always a memory access error. If I should be reporting bugs
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