redleaf on 9/11/2013 at 23:00
Hello. I'm farther along in this mission than any I tried to make before. Today I went to open it, the Dromed window turned white, and I got the message "Thief 2: The Metal Age has stopped working."
What I tried:
--Loading older saved versions of the mis file
--Loading older cow versions
--Opening the mis file in a different folder with a different version of DromEd
--Loading previous versions of the gamesys
--Opening the misfile and assigning it a different gamesys, like DARK
--Opening base.mis - this loaded okay
Abandoned missions that were never converted to NewDark also opened.
Monolog:
Set light_bright to 1
persistent_player_pos=0
STATUS: ---------------------------------------------------------------------------
STATUS: Loading: C:\DROMED\2013HALLOWEEN\226-Hungry.mis
STATUS: ---------------------------------------------------------------------------
WARNING: ***********************************************************************
WARNING: Lightmapped water isn't compatible with lightmapped software rendering,
WARNING: editor will render water unlit. Consider running editor in hardware
WARNING: rendering mode.
WARNING: ***********************************************************************
32-bit Lightmaps
Lighting mode: Objcast
gedcsg_light_quad=0
One other thing I just tried:
I loaded base.mis and set gamesys to my custom gamesys for the mission. I closed it, and it reopened.
Then, in base.mis, I created the same object I had created in my mission before my last save, and saved base.mis as base2.mis.
When I tried to open base2.mis , the same problem occurred.
I removed the offending object and it's texture from the obj folder and txt16 folders.
But the missions that wouldn't open, still won't open.
I don't think DromEd or the gamesys could be corrupt since other missions using both will open. But it's a bit weird that all previous versions of my mission, including those that never had that object in them, won't open.
Any ideas of what else I might try? Could this last object (a painting with a 512x256 texture) be causing the problem? I have made objects with 512x512 textures that didn't cause this to happen.
LarryG on 10/11/2013 at 00:34
Did you try "Consider running editor in hardware rendering mode." per the warning?
Xorak on 10/11/2013 at 00:41
Do any other errors show up in the monolog.txt or the Dark-dromed.log?
If you've removed the object from the directory, I'd guess its not the object causing the trouble.
redleaf on 11/11/2013 at 18:18
Quote Posted by LarryG
Did you try "Consider running editor in hardware rendering mode." per the warning?
Hi Larry - That warning has been going on for months without affecting my ability to work on the mission. Can you please tell me how I do that? A command in a cfg file?
redleaf on 11/11/2013 at 18:27
Quote Posted by Xorak
Do any other errors show up in the monolog.txt or the Dark-dromed.log?
Nothing that I recognize as an error showed up in the log. The entire monolog is as written above. I am cursed. Techs used to walk by my desk making the sign of the cross as they passed. One of them told me it had something to do with my anti-bio feedback loop signature running interference with the neurofeedback capacitors of the intra-aural ethernet :confused: or some such thing.
MysteryMan on 11/11/2013 at 19:31
Have you re-installed thief 2 ? Then apply the Taffer Patcher to configure NewDark v1.21
ZylonBane on 11/11/2013 at 19:53
Quote Posted by MysteryMan
Have you re-installed thief 2 ? Then apply the Taffer Patcher to configure NewDark v1.21
You forgot "Have you tried turning it off and on again?"
redleaf on 11/11/2013 at 22:56
Quote Posted by MysteryMan
Have you re-installed thief 2 ? Then apply the Taffer Patcher to configure NewDark v1.21
I had tried that - forgot to mention it. Created a whole new folder and transferred the mis and game files into it. Same trouble.
In combing through all the files I found an image inside one of my fam folders. It was an animated gif that was meant to have been copied into my scratch/work folder. Once removed, the mis file opened and worked again.
I must have loaded that family of textures before saving and closing the mission. It doesn't explain to me why the mission couldn't be opened using a different gamesys, but ... c'est DromEd!
It would still be great if Larry or someone would please explain more to me about the hardware rendering issue? A look through the documentation was not helpful.
LarryG on 11/11/2013 at 23:01
Quote Posted by redleaf
Hi Larry - That warning has been going on for months without affecting my ability to work on the mission. Can you please tell me how I do that? A command in a cfg file?
Yes. Dark.cfg. Read the new_config_vars.txt file in your doc directory, especially:
d3d_disp_2d_surf_mode <0 - 3>
only works in combination with "use_d3d_display", sets the method in which the 2D overlay (HUD) is handled,
default is 3 (hardware based 2D rendering and 3D rendering in editor). Using the default HW method should
significantly increase performance related to 2D/HUD drawing, especially at higher resolutions. If there are
problems with garbled HUD texts and "d3d_disp_force_rgba_atex" doesn't help, then it may be solved by changing
this to mode 0, 1 or 2.
0: software rendering (normal method for SW rendering)
1: software rendering (alternative method which probably ends up doing the same thing as 0)
2: software rendering (alternative method using lockable dynamic vidmem texture)
3: HW rendering (recommended/default)
use_d3d_display
use Direct3D 9 display system instead of the legacy DirectX 6 DirectDraw one.
Enabling this will automatically also enable "force_32bit".
Also, this might be of use, given the messages you're getting:
editor_water_alpha <alpha>
(DromEd only) alpha value to use when rendering water surfaces in editor solid view, when hardware 2D is
enabled, default is 0.5. The editor doesn't render water with the actual transparency as seen in-game because
for editing it's more useful to be able to see all geometry, and opaque liquids like lava would prevent that.
console command: editor_water_alpha <alpha>
You should also post your DromEd.log. That lists what your actual setup is and can help in figuring this out.
redleaf on 19/11/2013 at 16:52
Quote Posted by LarryG
You should also post your DromEd.log. That lists what your actual setup is and can help in figuring this out.
: PID: 6600
: CPU: arch=x86-64 , fam=586 , cpus=2
: SIMD: SSE=3 , 3DNow=0
: OS Version: 6.1.7601 Service Pack 1
: Desktop resolution: 1680 x 1050
: Virtual desktop resolution: 1680 x 1050
: -----------------------------------------------------------
: CWD: C:\DROMED\2014_HALLOWEEN
: -----------------------------------------------------------
: App Version: DromEd Final 1.20 MSVC opt playtest
: --------------------- misc config -------------------------
: resname_base .\res+.\
: load_path .\+.\
: script_module_path .\+.\
: movie_path .\movies+\.movies
: install_path .\
: language english
: game_screen_size 1280 1024
: game_screen_depth 32
: game_screen_flags 45
: game_full_screen 1
: game_hardware 1
: single_display_mode 2
: ui_scale_mode 2
: use_d3d_display
: framerate_cap 100.0
: SlowFrame 4
: SlowFrameUI 10
: force_32bit
: force_32bit_textures
: mipmap_mode 2
: lm_mipmap_mode 0
: lm_init_texmem 2
: lm_filter_margin 1
: disable_lightmap_aniso
: tex_edge_padding 2
: alpha_test_as_opaque
: d3d_disp_enable_distortionfx
: sfx_device 1
: sfx_channels 12
: sfx_vol_music -474
: sfx_vol_2d 0
: sfx_vol_3d 0
: game dark
: obj_min -10240
: obj_max 2400
: max_refs 14000
: gui_font editor\textfont
: enhanced_sky 1
: skip_intro
: z_far 512
: wr_render_zcomp
: render_weapon_particles
: legacy_force_match_unrefs 0
: dark_zcomp_arm
: edit_screen_size 1024, 768
: edit_screen_depth 16
: -----------------------------------------------------------
: Enumerating D3D9 adapters (1)...
: Adapter 0
: device name: \\.\DISPLAY1
: driver : nvd3dum.dll
: descr : NVIDIA GeForce 8600M GT
: driver ver : 0x00090012-000D0AA3
: vendor id : 0x000010DE
: device id : 0x00000407
: subsys id : 0x022E1028
: device guid: D7B71E3E-4747-11CF-3B79-23221CC2
: Modes
: 640 x 480 x 16
: 720 x 480 x 16
: 720 x 576 x 16
: 800 x 600 x 16
: 1024 x 768 x 16
: 1280 x 720 x 16
: 1280 x 800 x 16
: 1280 x 1024 x 16
: 1366 x 768 x 16
: 1440 x 900 x 16
: 1680 x 1050 x 16
: 640 x 480 x 32
: 720 x 480 x 32
: 720 x 576 x 32
: 800 x 600 x 32
: 1024 x 768 x 32
: 1280 x 720 x 32
: 1280 x 800 x 32
: 1280 x 1024 x 32
: 1366 x 768 x 32
: 1440 x 900 x 32
: 1680 x 1050 x 32
: Device Validation
: validated ok, device added (0, E390000)
: Enumeration done
: Loaded script module "gen"
: Loaded script module "convict"
: D3DProvider: Enumerating adapter 0 modes
: 640 x 480 x 16
: 720 x 480 x 16
: 720 x 576 x 16
: 800 x 600 x 16
: 1024 x 768 x 16
: 1280 x 720 x 16
: 1280 x 800 x 16
: 1280 x 1024 x 16
: 1366 x 768 x 16
: 1440 x 900 x 16
: 1680 x 1050 x 16
: 640 x 480 x 32
: 720 x 480 x 32
: 720 x 576 x 32
: 800 x 600 x 32
: 1024 x 768 x 32
: 1280 x 720 x 32
: 1280 x 800 x 32
: 1280 x 1024 x 32
: 1366 x 768 x 32
: 1440 x 900 x 32
: 1680 x 1050 x 32
: D3DProvider: Enumeration done
: sw framerate cap requested (10000 us)
: D3DProvider StartMode: smode 1280x1024x32 ; mode 1280x1024x32 (7 9 0 3D) ; 2d_surf_mode: 3
: CreateDevice: res = D3D_OK ; 1280x1024 fmt=22 zfmt=75 cnt=1 ms=0 swap=1 fs=1 hz=0 pres=1 flags=2
: Loaded script module "convict"
: Loaded script module "gen"
: D3DProvider: Enumerating adapter 0 modes
: 640 x 480 x 16
: 720 x 480 x 16
: 720 x 576 x 16
: 800 x 600 x 16
: 1024 x 768 x 16
: 1280 x 720 x 16
: 1280 x 800 x 16
: 1280 x 1024 x 16
: 1366 x 768 x 16
: 1440 x 900 x 16
: 1680 x 1050 x 16
: 640 x 480 x 32
: 720 x 480 x 32
: 720 x 576 x 32
: 800 x 600 x 32
: 1024 x 768 x 32
: 1280 x 720 x 32
: 1280 x 800 x 32
: 1280 x 1024 x 32
: 1366 x 768 x 32
: 1440 x 900 x 32
: 1680 x 1050 x 32
: D3DProvider: Enumeration done
: sw framerate cap requested (10000 us)
: D3DProvider StartMode: smode 1280x1024x32 ; mode 1280x1024x32 (7 9 0 3D) ; 2d_surf_mode: 3
: CreateDevice: res = D3D_OK ; 1280x1024 fmt=22 zfmt=75 cnt=1 ms=0 swap=1 fs=1 hz=0 pres=1 flags=2
: Loaded script module "gen"
: Loaded script module "convict"
: D3DProvider: Enumerating adapter 0 modes
: 640 x 480 x 16
: 720 x 480 x 16
: 720 x 576 x 16
: 800 x 600 x 16
: 1024 x 768 x 16
: 1280 x 720 x 16
: 1280 x 800 x 16
: 1280 x 1024 x 16
: 1366 x 768 x 16
: 1440 x 900 x 16
: 1680 x 1050 x 16
: 640 x 480 x 32
: 720 x 480 x 32
: 720 x 576 x 32
: 800 x 600 x 32
: 1024 x 768 x 32
: 1280 x 720 x 32
: 1280 x 800 x 32
: 1280 x 1024 x 32
: 1366 x 768 x 32
: 1440 x 900 x 32
: 1680 x 1050 x 32
: D3DProvider: Enumeration done
: sw framerate cap requested (10000 us)
: D3DProvider StartMode: smode 1280x1024x32 ; mode 1280x1024x32 (7 9 0 3D) ; 2d_surf_mode: 3
: CreateDevice: res = D3D_OK ; 1280x1024 fmt=22 zfmt=75 cnt=1 ms=0 swap=1 fs=1 hz=0 pres=1 flags=2
: Loaded script module "convict"
: Loaded script module "gen"
Thank you, and sorry for the lateness of my reply. I'm traveling, and generally spending a lot of my free time catching up on rest. Will be home the 20th, and will try the dark.cfg settings you suggested.