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Stickied 'Form' for tech support responses?


rinscewind

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First off, this is a great mod! I purchased a system about 10 or so years ago, and it came bundled with Dark Project. I didn't play it for about 3 years, but one day out of boredom I loaded it up and was hooked. Ghosting is the thing! When I saw the Doom mod being coded, I wan't sure if it would ever be followed thru on, as sooooo many people start things of this magnitude and never finish. Great job!

 

To the point, though:

 

In the tech support section, innumerable people state they have problems but either don't post any system specs or just include basic specs which prompt other to ask for more and more details.

 

Is there a way to get someone to post a checklist for system/spec/details that are needed for diagnosing what the problems are and what the solutions would be? Someone who would know everything about the system/game interaction details that would be needed in order to address such issues would need to flesh out any such checklist, of course.

 

The bare minimum for the checklist would be something like:

 

-- Version of the mod (with how it was installed: .exe w/no filepath modifications, .exe in custom folders, how many installs, manual update of certain files, etc.)

-- Using GarrettLoader-type utilities for installing/running levels

-- What scripts if any have been added (similar to gaylesaver, etc.)

 

-- OS with version, 32/64 bit

-- Processor (motherboard?)

-- Memory - type & quantity

-- Video card with Driver information

-- Audio card with Driver information

-- Video driver settings (simple presets/advanced presets/custom settings)

-- Audio driver settings (if applicable - presets/custom)

-- DirectX version (with instructions on making DxDiag log file)

-- In-game settings

-- In-game mods (widescreen fixers, custom image/texture packs installed, etc/)

 

etc, etc. Others would know better what to include. When issues crop up for me, it's a royal pain to have to search thru seemingly endless posts where the people trying to help have to ask again and again for the needed information.

 

Just a thought that if a checklist like this could be stickied it would speed things up, as well as force the casual user to learn what these things mean. If the person with the problem doesn't understand the question, s/he might not be able to understand the answer.

It's never a three hour tour.

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Good, good. This information does help a ton. I can't tell you how frustrating it can be when insufficient information causes everyone to overthink a problem, when the solution was very simple. :rolleyes:

 

I will critique the list a bit, though.

 

TDM is installed only one way to only one directory, via tdm_updater.exe. There was an old problem (long resolved) were people attempted installing the dark mod outside of "Doom 3/Darkmod"

TDM also doesn't need goofy 3rd-party loaders like GarrettLoader. If you want an expanded mission loader, have no fear; the team wants it just as bad as you.

TDM doesn't need any external script modules. We have the Doom 3 SDK and the Dark Mod Source Code for adding script events.

So far only Fidcal has released a 3rd-party hack or mod; Fortunately they'll generally all be a pk4 module that Doom3.exe handles impeccably. (Just like fidcal's new brighter key skins)

 

And add one thing to the list: Have you turned off ATI's Catalyst AI yet? :P

yay seuss crease touss dome in ouss nose tair

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The information I suggested is just basic for most any problem for most any game. Having searched thru the threads to find how to correct different issues, I'd noticed quite a few common problems that aren't able to be diagnosed by using such basic info. The programmers/advanced users who do the troubleshooting are the ones that would really have to decide on what would be necessary for such a checklist.

 

Things like a GarrettLoader program seem to crop up given enough time, and as with T1, T2, etc., there are rare complications using such. I included it here simply as a frame of reference to flesh out the idea.

 

TDM doesn't need any external script modules. We have the Doom 3 SDK and the Dark Mod Source Code for adding script events.

So far only Fidcal has released a 3rd-party hack or mod; Fortunately they'll generally all be a pk4 module that Doom3.exe handles impeccably. (Just like fidcal's new brighter key skins)

 

As nice as the programming for Doom is I'm sure that, infrequently, lines of code might need to be implemented. Again, I only included the idea on the list of suggestions as the need for tweaks/improvements/issues will more than likely arise, given enough time.

 

Note that I'm not the best person to create such a list, past the usual bits of information that are usually left out of requests for help. Hence, a stickied form made up by those more in the know.

 

:D:D:D

It's never a three hour tour.

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Well, it's true that we occasionally get someone trying to arbitrarily mix "billy-bob's-doom3-mod" with The Dark Mod's assets.

 

Definitely appreciate the concern. Anyone in computer tech knows just how exciting it is when you get a phone call from "Grandpa Fritz", who thinks the third prong on a power cord is for internet. :P

 

No joke: last time it happened it wasn't even "Grandpa Fritz", it was a college student.

yay seuss crease touss dome in ouss nose tair

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  • 2 weeks later...

Dont forget the coffee cup holder they include with computers nowadays.

Some people grow quite annoyed when the coffee cup holder stops working.

 

My ex girlfriend lost a music cd onetime, she put it in the "cdrom" drive she said.

Didnt find it for 6 months, she had inserted it into the 5 1/4 floppy drive and I found it when it came sliding out as I was moving the computer.

I haven't lost my mind. It's backed up on disk!

Oops bad sectors damn floppy's!

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