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v1.04 bug thread


Sotha

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Did some of the text-font materials accidentally get the additive ambient stages applied in their material ?

Which ones are those exactly ?

 

I thought the same thing and trundled off to grep for the relevant info... I've never looked at fonts before today, but I couldnt find any reference to a font material which could either be the problem... or mean they just dont use a material?

 

I think perhaps a different gui blend mode might work, but that's just a guess for now :)

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but I couldnt find any reference to a font material which could either be the problem... or mean they just dont use a material?

 

That's why we were never able to get them to appear in ambient light, because we couldn't find a material to add the necessary stages to.

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I can't confirm this...she seems to be using the same run-with-sword animation that all armed characters use for me.

 

Ahha! That's the thing. I've disabled the sword for that character via spawnargs.

"def_attach1" "-"

"draws_weapon" "0"

If the character is made into a civilian, she runs goofily in the new version.

Clipper

-The mapper's best friend.

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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)

Edited by spiney
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Ok I have found two more bugs, one of which is doing my bloody head...

 

1. The voice actress who did a lot of the noble ladies voice is too irregular in volume, she much be using a cheap mic - the voice set need redoing or deleting.

2. Any Ai follow path nodes wont negotiate a gap correctly when WB either side of the path. The same gap worked fine under 1.03, so is there an arg that I can tweak..?

Edited by Bikerdude
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yes, because I have resorted to a test map, and I have 3 different Ai now and they are all fucking do it.. as they walk up to the two pillars, instead of walking through the middles that zigzag for a bit and then go around...AARRGGHH...

 

I red somewhere that if Ai got stuck in a dorr way they would wouldnt be stuck there for ever more. What arg is used for this, as its value set to bloody high me thinks...

 

[update]

 

I have found a dirty work around, I have to place a path corner right inbetween the pillars and the Ai mostly behaves itself... :angry:

 

but still would like what was broken to be fixed etc.

Edited by Bikerdude
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Biker, are the two pillars by chance _one_ func_static? This smells like a regression (e.g. something we should fix in v1.05)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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If this has been reported before, I guess I didn't search for the right keywords. In The Heart of Lone Salvation, in the alley just after you climb over the first fence you have to climb over, there's a will o'wisp or something. A light source travels down the alley, illuminating the walls, but there's nothing there to cast the light. It's almost like light from some guard's lantern is propagating through a wall and illuminating where it shouldn't, but that's just a guess. Has anyone else seen this?

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Also in THOLS, I went down a manhole and got washed away by irresistible current, and got stuck up against a grate. I didn't drown, just couldn't get out and had to reload. I suspect this is just an oversight on the part of the mapper, but it could be a bug with movement in water, I dunno.

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A light source travels down the alley, illuminating the walls, but there's nothing there to cast the light. It's almost like light from some guard's lantern is propagating through a wall and illuminating where it shouldn't, but that's just a guess. Has anyone else seen this?

 

If I understand your description... You're saying you're seeing a spot reflection of light moving across the walls, but you don't see the source in front casting it?

 

It sounds a lot like the light is set to non-shadow-casting to save performance, which means it will pass through objects and walls and shine on the other side, just as "no shadows" implies. This is the reason why, when you use non-shadow-casting lights near walls, you should make sure the light won't leak into outside areas the player can see into or you get this weird effect. It's not a bug per se though since it really helps performance, and sometimes it's hard to avoid this side-effect, and sometimes it's even worth it when it does.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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I have trouble running a majority of the FMs. For example, the second mission of No Honour Among Thieves chrashes after the loading screen, while the first one runs without a problem. This is what I get in the error console

loaded collision model models/darkmod/lights/extinguishable/sq_torch.lwo

loaded collision model models/darkmod/furniture/shelves/weapon_rack01.lwo

loaded collision model models/darkmod/weapons/battleaxe.lwo

loaded collision model models/darkmod/weapons/cannon.lwo

removed 32 degenerate triangles

loaded collision model models/darkmod/weapons/handaxe.lwo

loaded collision model models/darkmod/weapons/quarterstaff.lwo

loaded collision model models/darkmod/wearables/armour/shield_oldfashioned.lwo

loaded collision model models/darkmod/containers/openable/chest_metal_lid.ase

loaded collision model models/darkmod/containers/openable/chest_metal.ase

loaded collision model models/darkmod/loot/coins/purse_p_goldspilt.lwo

loaded collision model models/darkmod/wearables/armour/breastplate.lwo

loaded collision model models/darkmod/furniture/tables/table_set01.lwo

loaded collision model models/darkmod/weapons/halberd.lwo

loaded collision model models/darkmod/weapons/longbow_nostring.lwo

loaded collision model models/darkmod/weapons/gasarrow.lwo

loaded collision model models/darkmod/weapons/waterarrow.lwo

removed 12 degenerate triangles

loaded collision model models/darkmod/weapons/mossarrow.lwo

loaded collision model models/darkmod/mechanical/gears/watermill_cogwheel_big.ase

loaded collision model models/darkmod/architecture/awnings_roofs/awning_wood_standing_wide.lwo

loaded collision model models/darkmod/furniture/beds/mattress_straw.lwo

loaded collision model models/darkmod/misc/clipmodels/cheapbeermug_cm.lwo

removed 2 degenerate triangles

loaded collision model models/darkmod/misc/clipmodels/bowl01_large_cm.lwo

loaded collision model models/darkmod/nature/trees/tree_dm02.lwo

loaded collision model models/darkmod/weapons/dagger.lwo

loaded collision model models/darkmod/mechanical/machine_01_medium.ase

loaded collision model models/darkmod/mechanical/furnace_small_round.lwo

loaded collision model models/darkmod/mechanical/machine_01_axle.ase

loaded collision model models/darkmod/mechanical/fan.lwo

glprogs/heatHazeWithMaskAndVertex.vfp

glprogs/heatHazeWithMaskAndVertex.vfp

loaded collision model models/darkmod/loot/purse_p_belt.lwo

loaded collision model models/darkmod/architecture/pier_platform02_narrow.lwo

WARNING: Couldn't load sound 'animal_rat_pain.wav' using default

loaded collision model models/darkmod/tools/saw_hand.ase

removed 16 degenerate triangles

removed 16 degenerate triangles

loaded collision model models/darkmod/loot/coins/coinsb.lwo

loaded collision model models/darkmod/loot/coins/coinsa.lwo

loaded collision model models/darkmod/loot/coins/coinsc.lwo

loaded collision model models/darkmod/loot/purse_p.lwo

WARNING: Couldn't load model: 'models/darkmod//furniture/seating/dchair2.lwo'

loaded collision model models/darkmod//furniture/seating/dchair2.lwo

loaded collision model models/darkmod/furniture/tables/rtable1.lwo

removed 58 degenerate triangles

loaded collision model models/darkmod/readables/book_t1.lwo

loaded collision model models/darkmod/readables/book_open1.lwo

loaded collision model models/darkmod/furniture/tables/endtable1.lwo

loaded collision model models/darkmod/kitchen/plate_s.lwo

loaded collision model models/darkmod/tools/household/broomstick.ase

loaded collision model models/darkmod/readables/scroll1.lwo

removed 75 degenerate triangles

loaded collision model models/darkmod/readables/book_red1.lwo

removed 16 degenerate triangles

loaded collision model models/darkmod/fireplace/tools.lwo

loaded collision model models/darkmod/furniture/seating/dchair2.lwo

loaded collision model models/darkmod/misc/clipmodels/cup01_cm.lwo

loaded collision model models/darkmod/misc/clipmodels/mug_wooden02_cm.lwo

loaded collision model models/darkmod/kitchen/food/bread_loaf01.lwo

loaded collision model models/darkmod/kitchen/food/apple.lwo

WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_23650'

WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_23680'

loaded collision model models/darkmod/weapons/shortbow.lwo

loaded collision model models/darkmod/wearables/quiver_full.lwo

loaded collision model models/darkmod/weapons/broadhead.lwo

loaded collision model models/darkmod/junk/broken_cart.lwo

loaded collision model models/darkmod/nature/large_bush01.lwo

loaded collision model models/darkmod/architecture/balconies/balcony_wood2.lwo

loaded collision model models/darkmod/door_related/key_simple_01.ase

loaded collision model models/darkmod/lights/non-extinguishable/wallight2.lwo

loaded collision model models/darkmod/wearables/headgear/citywatch_helmet_wearable.lwo

loaded collision model models/darkmod/weapons/longbow.lwo

WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_24690'

loaded collision model models/darkmod/decorative/vases/jug_clay_small.lwo

removed 16 degenerate triangles

loaded collision model models/darkmod/loot/candlestick_round_ornate.lwo

loaded collision model models/darkmod/decorative/wall/shields/shield.lwo

loaded collision model models/darkmod/decorative/wall/shields/norman_shield.lwo

loaded collision model models/darkmod/decorative/wall/banner1.lwo

loaded collision model models/darkmod/containers/keg_tapped.lwo

loaded collision model models/darkmod/hangers/bracket_ornate.lwo

WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_25270'

loaded collision model models/darkmod/fireplace/bucket_campfire.lwo

loaded collision model models/darkmod/architecture/building_facades/tudor_inn.ase

WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_25990'

removed 56 degenerate triangles

loaded collision model models/darkmod/nature/trees/pine_30.ase

loaded collision model models/darkmod/misc/clipmodels/wchair1_cm.lwo

loaded collision model models/darkmod/furniture/tables/dining_table1.lwo

WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_27350'

loaded collision model models/darkmod/architecture/doorframes/door_frame_wood_96x48.ase

loaded collision model models/darkmod/waterworks/faucet_simple.lwo

loaded collision model models/darkmod/furniture/beds/bed_single_timber.ase

loaded collision model models/darkmod/furniture/shelves/wall_shelf_ornate1.lwo

loaded collision model models/darkmod/kitchen/jar1.lwo

loaded collision model models/darkmod/furniture/beds/doublebed_simple.lwo

loaded collision model models/darkmod/furniture/beds/mattress.lwo

loaded collision model models/darkmod/architecture/doors/door96x48_3hinge.lwo

loaded collision model models/darkmod/tools/household/broom_01.ase

loaded collision model models/darkmod/lights/extinguishable/wall_oil_lamp_hanging.lwo

removed 47 degenerate triangles

loaded collision model models/darkmod/furniture/seating/stool_square.lwo

loaded collision model models/darkmod/lights/extinguishable/candle_default.lwo

loaded collision model models/darkmod/furniture/beds/singlebed_set01.lwo

loaded collision model models/darkmod/decorative/personal_items/brush_hand.ase

loaded collision model models/darkmod/containers/gen_bucket.lwo

loaded collision model models/darkmod/furniture/tables/table_wood_rough_small.lwo

loaded collision model models/darkmod/furniture/seating/wchair1.lwo

loaded collision model models/darkmod/kitchen/cup01.lwo

loaded collision model models/darkmod/kitchen/utensils/spoon_wooden.lwo

loaded collision model models/darkmod/kitchen/food/cheese_wedge.lwo

loaded collision model models/darkmod/kitchen/utensils/knife_ornamental.lwo

loaded collision model models/darkmod/containers/tray.lwo

loaded collision model models/darkmod/containers/keg_tapped_small.lwo

loaded collision model models/darkmod/kitchen/bottle01.lwo

loaded collision model models/darkmod/fireplace/fireplace_brick.ase

loaded collision model models/darkmod/fireplace/burntlog.lwo

loaded collision model models/darkmod/kitchen/cauldron.lwo

loaded collision model models/darkmod/readables/scroll_rolled_up.lwo

loaded collision model models/darkmod/misc/cart01_loaded.lwo

loaded collision model models/darkmod/containers/package_cube.lwo

loaded collision model models/darkmod/furniture/desk_flip_set01.lwo

loaded collision model models/darkmod/kitchen/pot_stove01.lwo

removed 28 degenerate triangles

loaded collision model models/darkmod/mechanical/smokestack_tall_wall.ase

loaded collision model models/darkmod/misc/ink&quill.lwo

loaded collision model models/darkmod/kitchen/bowl01_large.lwo

loaded collision model models/darkmod/architecture/windows/round_stone01_small.lwo

loaded collision model models/darkmod/architecture/ladders/ladder_4steps.ase

loaded collision model models/darkmod/architecture/ladders/ladder_1step.ase

loaded collision model models/darkmod/readables/scroll_rolled_up_large.lwo

removed 75 degenerate triangles

loaded collision model models/darkmod/lights/extinguishable/candle_short.lwo

loaded collision model models/darkmod/containers/bucket_wood.lwo

WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_29180'

loaded collision model models/darkmod/loot/jewellery/amulet_wearable.lwo

loaded collision model models/darkmod/loot/bottle03.lwo

loaded collision model models/darkmod/kitchen/food/cheese_wheel.lwo

loaded collision model models/darkmod/furniture/seating/armchair1.lwo

loaded collision model models/darkmod/wearables/headgear/nobleman_hat_r.lwo

loaded collision model models/darkmod/decorative/vases/vase2_mini.ase

loaded collision model models/darkmod/loot/religious_symbol01_small.lwo

loaded collision model models/darkmod/lights/extinguishable/chandelier1.lwo

loaded collision model models/darkmod/architecture/ladders/ladder_8steps.ase

removed 22 degenerate triangles

loaded collision model models/darkmod/decorative/wall/boarhead_open.lwo

loaded collision model models/darkmod/decorative/wall/mounted_head_wolf02.lwo

loaded collision model models/darkmod/decorative/vases/empty_flowerpot.lwo

removed 30 degenerate triangles

loaded collision model models/darkmod/nature/flowers/lily_small.ase

loaded collision model models/darkmod/loot/jewellery/amulet_round_g.lwo

loaded collision model models/darkmod/furniture/cabinet_set01.lwo

loaded collision model models/darkmod/loot/diamond_large_2.ase

loaded collision model models/darkmod/loot/amethyst.ase

loaded collision model models/darkmod/loot/opal_teardrop.ase

removed 16 degenerate triangles

removed 10 degenerate triangles

loaded collision model models/darkmod/loot/ruby.lwo

WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_32680'

loaded collision model models/darkmod/mechanical/gear_clock_hand_1.lwo

loaded collision model models/darkmod/mechanical/gear_clock_hand_2.lwo

loaded collision model models/darkmod/lights/extinguishable/torch_metal_wall.ase

loaded collision model models/darkmod/loot/statue_loot.ase

loaded collision model models/darkmod/lights/non-extinguishable/electric_wall_fancy.lwo

loaded collision model models/darkmod/misc/clipmodels/coatrack_cm.ase

loaded collision model models/darkmod/nature/bush_small02.lwo

loaded collision model models/darkmod/misc/ink_pot02_wquill.lwo

loaded collision model models/darkmod/nature/rocks/smallrock1.lwo

loaded collision model models/darkmod/nature/mushrooms_02.lwo

loaded collision model models/darkmod/nature/rocks/geode_base.ase

loaded collision model models/darkmod/mechanical/switches/switch_flip.ase

loaded collision model models/darkmod/lights/non-extinguishable/grill_light.lwo

loaded collision model models/darkmod/architecture/pier_platform01.lwo

loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo

loaded collision model models/darkmod/containers/openable/chest_old_lid.lwo

loaded collision model models/darkmod/containers/openable/chest_old_body.lwo

loaded collision model models/darkmod/architecture/pier_pole4.lwo

loaded collision model models/darkmod/weapons/hammer.lwo

loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo

loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo

loaded collision model models/darkmod/door_related/key_padlock.lwo

loaded collision model models/darkmod/decorative/statues/statue_folded_hands_medium.ase

loaded collision model models/darkmod/wearables/headgear/proguard_helmet_wearable.lwo

loaded collision model models/darkmod/weapons/noisemaker.lwo

loaded collision model models/darkmod/mechanical/switches/switch_rotate_backplate.ase

loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever.ase

...3747 entities spawned, 32 inhibited

 

==== Processing events ====

Objective 1: Parsing success and failure logic

Objective 2: Parsing success and failure logic

Objective 3: Parsing success and failure logic

Objective 4: Parsing success and failure logic

Objective 5: Parsing success and failure logic

Objective 6: Parsing success and failure logic

Objective 7: Parsing success and failure logic

Objective 8: Parsing success and failure logic

Objective 9: Parsing success and failure logic

Objective 10: Parsing success and failure logic

Objective 11: Parsing success and failure logic

Objective 12: Parsing success and failure logic

Objective 13: Parsing success and failure logic

[aas32]: Assigned 3 multistatemover positions to AAS areas and ignored 1.

[aas_rat]: Assigned 3 multistatemover positions to AAS areas and ignored 1.

--------------------------------------

SpawnPlayer: 0

glprogs/cookMath_pass1.vfp

glprogs/cookMath_pass1.vfp

glprogs/cookMath_pass2.vfp

glprogs/cookMath_pass2.vfp

glprogs/brightPass_opt.vfp

glprogs/brightPass_opt.vfp

glprogs/blurx.vfp

glprogs/blurx.vfp

glprogs/blury.vfp

glprogs/blury.vfp

glprogs/finalScenePass_opt.vfp

glprogs/finalScenePass_opt.vfp

----- idRenderModelManagerLocal::EndLevelLoad -----

0 models purged from previous level, 1334 models kept.

---------------------------------------------------

----- idImageManager::EndLevelLoad -----

WARNING: Couldn't load image: -

WARNING: Couldn't load image: extinguishable/lamp_shaded

WARNING: Couldn't load image: extinguishable/lantern_oil_hand

WARNING: Couldn't load image: extinguishable/ship_lamp

WARNING: Couldn't load image: lights/_brightround

WARNING: Couldn't load image: thunderlight1

WARNING: Couldn't load image: thunderlight2

WARNING: Couldn't load image: textures/common/shadows

WARNING: Couldn't load image: models/md5/chars/thief/thief1_local

WARNING: Couldn't load image: textures/common/shadow_bak

WARNING: Couldn't load image: extinguishable/electric_wall_fancy

WARNING: Couldn't load image: extinguishable/grill_light

WARNING: Couldn't load image: models/md5/chars/guards/thief_leather_s

WARNING: Couldn't load image: models/darkmod/md5/props/flag/flag_ring_iron

WARNING: Couldn't load image: _bloomimage

WARNING: Couldn't load image: _cookedmath

0 purged from previous

263 kept from previous

1338 new loaded

all images loaded in 46.1 seconds

----------------------------------------

----- idSoundCache::EndLevelLoad -----

191943k referenced

5657k purged

----------------------------------------

sound: missing efxs/anoott.efx

speaker_zone_ambient::init() called

 

Changed location from '' to 'citywest'.

-----------------------------------

97077 msec to load anoott

idRenderWorld::GenerateAllInteractions, msec = 51, staticAllocCount = 0.

Cooked Data will be updated after 1 frames...

0 0 1280 1024

Regenerated world, staticAllocCount = 0.

--------- Game Map Shutdown ----------

WARNING: Door door_104x56x2hinge_1 is not within a valid AAS area

WARNING: Door door_104x56x2hinge_3 is not within a valid AAS area

WARNING: Door atdm_mover_door_1 is not within a valid AAS area

WARNING: Door atdm_mover_door_4 is not within a valid AAS area

WARNING: Door atdm_mover_door_4 is not within a valid AAS area

WARNING: Door MetalChestLid_2 is not within a valid AAS area

WARNING: Door MetalChestLid_2 is not within a valid AAS area

WARNING: Door atdm_mover_door_2 is not within a valid AAS area

WARNING: Door atdm_mover_door_2 is not within a valid AAS area

WARNING: Door atdm_mover_door_3 is not within a valid AAS area

WARNING: Door atdm_door_104x56_3hinge_5 is not within a valid AAS area

WARNING: Door atdm_door_104x56_3hinge_5 is not within a valid AAS area

WARNING: Door dresser_doorD2 is not within a valid AAS area

WARNING: Door dresser_doorD2 is not within a valid AAS area

WARNING: Door dresser_doorA2 is not within a valid AAS area

WARNING: Door dresser_doorA2 is not within a valid AAS area

WARNING: Door dresser_drawerA2 is not within a valid AAS area

WARNING: Door dresser_drawerA2 is not within a valid AAS area

WARNING: Door dresser_drawerC2 is not within a valid AAS area

WARNING: Door dresser_drawerC2 is not within a valid AAS area

WARNING: Door OldChestLid_3 is not within a valid AAS area

WARNING: Door OldChestLid_2 is not within a valid AAS area

WARNING: Door atdm_mover_door_5 is not within a valid AAS area

--------------------------------------

Shutting down sound hardware

idRenderSystem::Shutdown()

Shutting down OpenGL subsystem

...wglMakeCurrent( NULL, NULL ): success

...deleting GL context: success

...releasing DC: success

...destroying window

...shutting down QGL

...unloading OpenGL DLL

------------ Game Shutdown -----------

--------- Game Map Shutdown ----------

--------------------------------------

Shutdown event system

--------------------------------------

malloc failure for 7541960

I would attach the ConDump, but although it is stated otherwise in the console, the game does not create a textfile inth FM's folder.

 

Other missions tht crash are e.g. Return to the City, The Rift, Somewhere Above the City, the Caduceus of St. Alban and St. Albans Cathedral. I never encountered any errors running the Thomas Porter series.

 

Any ideas on what I can do to solve this problem?

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It looks like some models are missing somehow.

 

Try re-running your tdm_updater

 

I would also delete the folders for the affected missions from your FMS directory and the Doom 3 install directory then use the Mission Downloader to grab them again.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I have trouble running a majority of the FMs. For example, the second mission of No Honour Among Thieves chrashes after the loading screen, while the first one runs without a problem. This is what I get in the error console

I would attach the ConDump, but although it is stated otherwise in the console, the game does not create a textfile inth FM's folder.

 

Other missions tht crash are e.g. Return to the City, The Rift, Somewhere Above the City, the Caduceus of St. Alban and St. Albans Cathedral. I never encountered any errors running the Thomas Porter series.

 

Any ideas on what I can do to solve this problem?

 

How much main memory does your computer have? What is your operating system? How much memory does your graphic card have? What are your graphic settings for TDM (Screenshots of the menu please).

 

(I am suspecting that you run out of graphic card memory on some missons)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I´m having trouble after updateing both TDM and DR

 

The Dark Mod 1.03, code revision 4377

Build date: Dec 21 2010

Initializing event system

...757 event definitions

Initializing class hierarchy

...166 classes, 363360 bytes for event callbacks

Initializing scripts

--------- Game Map Shutdown ----------

--------------------------------------

********************

ERROR: Error: file script/tdm_events.script, line 215: Unknown event 'log'

 

 

********************

Error during initialization

Shutting down OpenGL subsystem

...wglMakeCurrent( NULL, NULL ): success

...deleting GL context: success

...releasing DC: success

...destroying window

...resetting display

...shutting down QGL

...unloading OpenGL DLL

 

after that i get to select Quit, Exit og Ignore all with the same result that TDM closes?

 

I hav 2 installs of TDM, one for playing missions that runs fine after updateing to 1.04 (C:\Games\DOOM3\darkmod\tdmlauncher.exe)

and one for DarkRairant and compling map´s ("C:\Program Files\DOOM3\darkmod\tdmlauncher.exe") this is the one that´s brok sad.gif any one hav an idér what´s the troubel her???

 

I´m running Vista 32bit

 

 

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The error "log not found in event" means that the compiled DLL/SO file (gamex86.so or gamex86.dll) is not in sync with the file def/tdm_events.script.

 

This can happen if you have:

 

* an old DLL file lying around (delete it and then restart TDM)

* or have an old script file (maybe because you unpacked it - and TDM uses the unpacked old version first before using its new version from the PK4 file), or you have a mission where such an old file was accidentily packaged into.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Running Linux here (Gentoo). Not sure if the missing glprogs are relevant (probably not) but the dynamically linked libjpeg is a problem. Any chance of making it static or using a more uptodate version? I also note that libpng is outdated...

 

# ldd .doom3/darkmod/gamex86.so

linux-gate.so.1 => (0xb77a6000)

librt.so.1 => /lib/librt.so.1 (0xb6a39000)

libjpeg.so.62 => not found

libpng12.so.0 => not found

libstdc++.so.6 => /usr/lib/gcc/i686-pc-linux-gnu/4.4.4/libstdc++.so.6 (0xb694c000)

libm.so.6 => /lib/libm.so.6 (0xb6925000)

libgcc_s.so.1 => /usr/lib/gcc/i686-pc-linux-gnu/4.4.4/libgcc_s.so.1 (0xb6909000)

libc.so.6 => /lib/libc.so.6 (0xb67c4000)

libpthread.so.0 => /lib/libpthread.so.0 (0xb67ab000)

/lib/ld-linux.so.2 (0xb77a7000)

 

glprogs/arbVP_glasswarp.txt: File not found

glprogs/arbFP_glasswarp.txt: File not found

-------------------------------

using ARB_vertex_buffer_object memory

using ARB2 renderSystem

found DLL in pak file: /home/anon/.doom3/darkmod/tdm_game02.pk4/gamex86.so

copy gamex86.so to /home/anon/.doom3/darkmod/gamex86.so

dlopen '/home/anon/.doom3/darkmod/gamex86.so' failed: libjpeg.so.62: cannot open shared object file: No such file or directory

Regenerated world, staticAllocCount = 0.

Shutting down sound hardware

----------- Alsa Shutdown ------------

close pcm

dlclose

--------------------------------------

idRenderSystem::Shutdown()

Sys_Error: couldn't load game dynamic library

 

Best regards

 

Peter K

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The error "log not found in event" means that the compiled DLL/SO file (gamex86.so or gamex86.dll) is not in sync with the file def/tdm_events.script.

 

This can happen if you have:

 

* an old DLL file lying around (delete it and then restart TDM)

* or have an old script file (maybe because you unpacked it - and TDM uses the unpacked old version first before using its new version from the PK4 file), or you have a mission where such an old file was accidentily packaged into.

 

 

I tryede deleteing the gamex86.dll file and then running TDM again and got this error huh.gif

 

gamename: baseDOOM-1

gamedate: Jan 16 2007

Initializing event system

...473 event definitions

Initializing class hierarchy

...142 classes, 191092 bytes for event callbacks

Initializing scripts

--------- Game Map Shutdown ----------

--------------------------------------

********************

ERROR: Error: file script/doom_events.script, line 1006: Unknown event 'moveToCoverFrom'

 

 

********************

Error during initialization

Shutting down OpenGL subsystem

...wglMakeCurrent( NULL, NULL ): success

...deleting GL context: success

...releasing DC: success

...destroying window

...resetting display

...shutting down QGL

...unloading OpenGL DLL

 

I hav´t unpackde any files or addede anything to the Doom3\darkmod folder as I´v had to start a new due to hardware failur dry.gif all I´v don is to install doom3 then updateing that, then installing TDM, then DarkRadiant (all workde fin) then a few days ago I updatede (with TDM updater) TDM from 1.03 to 1.04 and DR from 1.4.0 to 1.5.0 and now it´s brok?

 

 

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I hav´t unpackde any files or addede anything to the Doom3\darkmod folder as I´v had to start a new due to hardware failur dry.gif all I´v don is to install doom3 then updateing that, then installing TDM, then DarkRadiant (all workde fin) then a few days ago I updatede (with TDM updater) TDM from 1.03 to 1.04 and DR from 1.4.0 to 1.5.0 and now it´s brok?

 

It's possible that a file didn't get properly updated. You could try running the updater again to see if it catches the issue this time.

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