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  • Zaratul
    replied
    I upgrated Nvidia drivers to 310.33 beta and i`m no more getting errors and RT lighting is working.

    Leave a comment:


  • talisa
    replied
    i noticed and seen threads of people that with the latest nvidia drivers, any ones newer then 301.42 suddenly a lot of darkplaces features seem to be broken....
    mainly the rt lighting, and when loading up dp while having any driver newer then 301.42 dp will give a ton of error messages when starting up


    easy work-around for it is just keep using 301.42 drivers, but could it perhaps be looked at what the problem is and if this can be fixed?

    im no coder or such, but to me it seems from the error messages that some of the gl functions DP uses isnt supported in the newer driver-versions anymore.
    i had also made a thread about it here, where i also attaced DP log http://quakeone.com/forums/quake-hel...-304-79-a.html
    Last edited by talisa; 10-18-2012, 08:05 AM.

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  • Mindf!3ldzX
    replied
    Originally posted by Perochi View Post
    DARKPLACES.EXE and DARKPLACES-SDL.EXE CRASH WHEN ATTEMPTING TO CONNECT TO QUAKEWORLD SERVERS.

    This just started happening to me , i reinstalled quake and extracted a fresh copy of darkplaces. But it still crashes when i try to connect to a quake world server. I have no idea why.

    Even with default config!!!!
    You aren't the onle one who has that problem. Maybe there is a CVAR o_O

    Leave a comment:


  • Perochi
    replied
    Plz help :/

    DARKPLACES.EXE and DARKPLACES-SDL.EXE CRASH WHEN ATTEMPTING TO CONNECT TO QUAKEWORLD SERVERS.

    This just started happening to me , i reinstalled quake and extracted a fresh copy of darkplaces. But it still crashes when i try to connect to a quake world server. I have no idea why.

    Even with default config!!!!

    Leave a comment:


  • Ducatisto
    replied
    No mlook or HUD in MP1

    [edit] Solved. All was needed was to use 'viewsize 100' for the HUD issue and to delete configs store in Saved Games\Hipnotic folder[/edit]



    I have posted in General Help first as I originally did not see this sticky. In vanilla Quake and MP2 DP works fine but as the title states I have no mouse look nor HUD in MP1 so I am really puzzled. Anyone else suffer this or know of a work around? Tried another engine and I have mlook and the HUD back but of course I want DP to work as it should.
    Last edited by Ducatisto; 03-09-2012, 01:26 AM. Reason: Solved

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  • Spoon
    replied
    Hey.. so my mouse is a bit messed up in DP. It'll be acting completely fine, but every minute or two it will freak out like the sensitivity is suddenly multiplied by 10. It only lasts for a split second but it's really annoying. Any ideas?

    Leave a comment:


  • grave_digga
    replied
    Originally posted by thedude3331 View Post
    mission pack 1 bug in first level that includes glitchy explosion in the pipe area, also I cannot complete the level due to the key card not opening the door.
    That's a known bug. Just try to strafe at the door left/right then it'll trigger the switch somehow. It opens but not as usual you have to "work" for it.

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  • thedude3331
    replied
    mission pack 1 bug in first level that includes glitchy explosion in the pipe area, also I cannot complete the level due to the key card not opening the door.

    Leave a comment:


  • NightFright
    replied
    Collected runes (from any episode) do not show up in my HUD. Using Win32 DP autobuild from Oct 22, 2011.
    Last edited by NightFright; 10-22-2011, 06:35 AM.

    Leave a comment:


  • bluntz
    replied
    I most likely copied the QRP beastiary from my Qrack install and If I remember right there were in fact 2 separate downloads.
    UPDATE
    Yes that is all it was.
    I Have a new install and had forgotten about the naming.
    Last edited by bluntz; 10-03-2011, 04:01 PM.

    Leave a comment:


  • MH
    replied
    DarkPlaces uses a different skin naming convention to most other engines, and I'm almost certain that QRP doesn't follow that convention. If you open your QRP pack you'll probably see that they're called something like "progs/zombie_0.tga".

    In this case DarkPlaces is doing the right thing and most other engines/QRP have a bug. The reason why is because ID1 PAK0.PAK contains both "s_light.mdl" and "s_light.spr" - without tagging the extension on to the texture file name there is no way of telling which one you want to load. (In more general terms, there's nothing to stop an MDL and a SPR from having the same name, and as they both live in the same path it's a potential bug for any mod. In practice I haven't seen it outside of this one example - but this one example IS ID1 content...)

    This should be a pretty fundamnetal "must fix" for everyone as it's ID1/PAK0.PAK content that will trigger the bug.
    Last edited by MH; 10-03-2011, 01:43 PM.

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  • bluntz
    replied
    My QRP skins are not getting loaded for some reason and the errors look like .tga is expected.
    I have a darkplaces folder in home with id1 inside that with progs inside that.
    dpmod is inside darkplaces along with the other mods.
    the errors look like this
    progs/zombie.mdl: could not load texture "progs/zombie.mdl_0.tga" (frame 0) for shader "progs/zombie.mdl_0"
    progs/h_zombie.mdl: could not load texture "progs/h_zombie.mdl_0.tga" (frame 0) for shader "progs/h_zombie.mdl_0"
    progs/ogre.mdl: could not load texture "progs/ogre.mdl_0.tga" (frame 0) for shader "progs/ogre.mdl_0"
    progs/h_ogre.mdl: could not load texture "progs/h_ogre.mdl_0.tga" (frame 0) for shader "progs/h_ogre.mdl_0"
    progs/wizard.mdl: could not load texture "progs/wizard.mdl_0.tga" (frame 0) for shader "progs/wizard.mdl_0"
    progs/h_wizard.mdl: could not load texture "progs/h_wizard.mdl_0.tga" (frame 0) for shader "progs/h_wizard.mdl_0"
    progs/demon.mdl: could not load texture "progs/demon.mdl_0.tga" (frame 0) for shader "progs/demon.mdl_0"
    progs/h_demon.mdl: could not load texture "progs/h_demon.mdl_0.tga" (frame 0) for shader "progs/h_demon.mdl_0"
    You got the shells
    You got the Grenade Launcher
    But sound works ok now
    I even tried using the gamedir switch but no luck.
    bluntz@bluntz-desktop:~/darkplaces$ ./darkplaces-glx -mem 256 -width 1600 -height 1024 -bpp 24 -fullscreen -zone 2048 -gamedir /home/bluntz/darkplaces/id1
    DarkPlaces-Quake Linux 13:22:37 Jan 30 2011 10782 release
    Playing registered version.
    Skeletal animation uses SSE code path
    execing quake.rc
    execing default.cfg
    execing config.cfg
    couldn't exec autoexec.cfg
    Client using an automatically assigned port
    Client opened a socket on address 0.0.0.0:0
    Playing demo demo1.dem.
    Loading OpenGL driver libGL.so.1
    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: GeForce 9400 GT/PCI/SSE2
    GL_VERSION: 3.2.0 NVIDIA 195.36.24
    Video Mode: fullscreen 1280x1024x24x0.00hz
    S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels...
    SndSys_Init: using the ALSA module
    SndSys_Init: PCM device is "default"
    Sound format: 48000
    I see maybe the jan build is being loaded let me check that as well.
    NO I am getting the same behavior
    bluntz@bluntz-desktop:~/darkplaces$ ./darkplaces-linux-686-glx -mem 256 -width 1600 -height 1024 -bpp 24 -fullscreen -zone 2048 -gamedir /home/bluntz/darkplaces/id1
    Game is DarkPlaces-Quake using base gamedir id1
    DarkPlaces-Quake Linux 06:05:29 Oct 1 2011 - release
    Playing registered version.
    Skeletal animation uses SSE code path
    DPSOFTRAST available (SSE2 instructions detected)
    execing quake.rc
    execing default.cfg
    execing config.cfg
    couldn't exec autoexec.cfg
    Client using an automatically assigned port
    Client opened a socket on address 0.0.0.0:0
    Playing demo demo1.dem.
    Loading OpenGL driver libGL.so.1
    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: GeForce 9400 GT/PCI/SSE2
    GL_VERSION: 3.2.0 NVIDIA 195.36.24
    vid.support.arb_multisample 1
    vid.mode.samples 0
    vid.support.gl20shaders 1
    Video Mode: fullscreen 1280x1024x24x0.00hz
    S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels...
    SndSys_Init: using the ALSA module
    SndSys_Init: PCM device is "default"
    Sound format: 48000Hz, 2 channels, 16 bits per sample
    ioctl CDROMREADTOCHDR failed
    CDAudio_Init: No CD in player.
    Initial CD volume: 1
    CD Audio Initialized

    <===================================>

    the Necropolis
    ioctl CDROMREADTOCHDR failed
    progs/zombie.mdl: could not load texture "progs/zombie.mdl_0.tga" (frame 0) for shader "progs/zombie.mdl_0"
    progs/h_zombie.mdl: could not load texture "progs/h_zombie.mdl_0.tga" (frame 0) for shader "progs/h_zombie.mdl_0"
    progs/ogre.mdl: could not load texture "progs/ogre.mdl_0.tga" (frame 0) for shader "progs/ogre.mdl_0"
    progs/h_ogre.mdl: could not load texture "progs/h_ogre.mdl_0.tga" (frame 0) for shader "progs/h_ogre.mdl_0"
    progs/wizard.mdl: could not load texture "progs/wizard.mdl_0.tga" (frame 0) for shader "progs/wizard.mdl_0"
    progs/h_wizard.mdl: could not load texture "progs/h_wizard.mdl_0.tga" (frame 0) for shader "progs/h_wizard.mdl_0"
    progs/demon.mdl: could not load texture "progs/demon.mdl_0.tga" (frame 0) for shader "progs/demon.mdl_0"
    progs/h_demon.mdl: could not load texture "progs/h_demon.mdl_0.tga" (frame 0) for shader "progs/h_demon.mdl_0"
    You got the shells
    You got the Grenade Launcher
    You receive 25 health
    You get 2 rockets
    You got the rockets
    You got the nailgun
    You got the nails
    You got the nails
    You receive 15 health
    You receive 15 health
    You got the rockets
    bluntz@bluntz-desktop:~/darkplaces$
    Some other errors
    100 Brush Brutality
    ioctl CDROMREADTOCHDR failed
    crow-bluntz entered the game
    Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away
    --> client to server keepalive
    progs/zombie.mdl: could not load texture "progs/zombie.mdl_0.tga" (frame 0) for shader "progs/zombie.mdl_0"
    progs/h_zombie.mdl: could not load texture "progs/h_zombie.mdl_0.tga" (frame 0) for shader "progs/h_zombie.mdl_0"
    progs/hknight.mdl: could not load texture "progs/hknight.mdl_0.tga" (frame 0) for shader "progs/hknight.mdl_0"
    progs/h_hellkn.mdl: could not load texture "progs/h_hellkn.mdl_0.tga" (frame 0) for shader "progs/h_hellkn.mdl_0"
    progs/h_dog.mdl: could not load texture "progs/h_dog.mdl_0.tga" (frame 0) for shader "progs/h_dog.mdl_0"
    progs/dog.mdl: could not load texture "progs/dog.mdl_0.tga" (frame 0) for shader "progs/dog.mdl_0"
    progs/knight.mdl: could not load texture "progs/knight.mdl_0.tga" (frame 0) for shader "progs/knight.mdl_0"
    progs/h_knight.mdl: could not load texture "progs/h_knight.mdl_0.tga" (frame 0) for shader "progs/h_knight.mdl_0"
    progs/ogre.mdl: could not load texture "progs/ogre.mdl_0.tga" (frame 0) for shader "progs/ogre.mdl_0"
    progs/h_ogre.mdl: could not load texture "progs/h_ogre.mdl_0.tga" (frame 0) for shader "progs/h_ogre.mdl_0"
    progs/demon.mdl: could not load texture "progs/demon.mdl_0.tga" (frame 0) for shader "progs/demon.mdl_0"
    progs/h_demon.mdl: could not load texture "progs/h_demon.mdl_0.tga" (frame 0) for shader "progs/h_demon.mdl_0"
    progs/wizard.mdl: could not load texture "progs/wizard.mdl_0.tga" (frame 0) for shader "progs/wizard.mdl_0"
    progs/h_wizard.mdl: could not load texture "progs/h_wizard.mdl_0.tga" (frame 0) for shader "progs/h_wizard.mdl_0"
    <-- server to client keepalive

    Server: DarkPlaces-Quake build 06:05:29 Oct 1 2011 - release (progs 24778 crc)
    Last edited by bluntz; 10-03-2011, 12:04 PM.

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  • LordHavoc
    replied
    darkplaces-sdl should be able to make use of OSS4 I think? May need to run the binary with:
    SDL_AUDIODRIVER=oss ./darkplaces-sdl

    (or OSS instead of oss, not sure on case)

    darkplaces-glx will use OSS4 if you compile with these options:
    make DP_SOUND_API=OSS cl-release

    Otherwise it uses ALSA.

    Leave a comment:


  • bluntz
    replied
    What Sound system should I be using for a deb based box.
    My usual OSS4 does not seem to work.
    But I am getting much better video performance with the current autobuild for today. 127 FPS @ 1600x1280

    Leave a comment:


  • LambentHammerBurst
    replied
    ^ Correct
    Proquake is indeed great but it really depends what the user wants for their Quake experience. For myself in single player DirectQ/Qrack/Proquake/ect are not options as I want the bells and whistles. You only need 20-30 fps for single player - but when I play online - I use Qrack as it supports MD3 models

    Leave a comment:

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