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1  RPG / Public Beta Discussions / Re: Bug in 4.3 screen completely black on: December 26, 2013, 06:07:31 pm
sure, send the link
2  RPG / Public Beta Discussions / Re: Bug in 4.3 screen completely black on: December 25, 2013, 05:44:41 pm
It is the BMT download version, not Steam.

Same thing still happen with the 2 lines, the prefs file resets when I start the exe file.
After close the game and look at the file, the 2 lines are gone.





Console log:
Quote
//-------------------------- 12/26/2013 -- 06:42:51 -----
--------- Loading DIRS ---------

--------- Parsing Arguments ---------
Importing client prefs...
Importing client prefs done.
Added font resource "core/fonts/source/CharlemagneStd-Bold.otf".
Added font resource "core/fonts/source/KAMN.TTF".
Added font resource "core/fonts/source/MyriadPro-Regular.otf".
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: NVIDIA GeForce 9300M GS (D3D9)
Device created, setting adapter and enumerating modes
Win32Window::setVideoMode - invoking curtain
   Cur. D3DDevice ref count=1
   Pix version detected: 3.000000
   Vert version detected: 3.000000
   Maximum number of simultaneous samplers: 16
   Number of simultaneous render targets: 4
   Hardware occlusion query detected: Yes
   Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
   o Chipset : 'GeForce 9300M GS'
   o Card    : 'GeForce 9300M GS'
   o Version : '9.18.0013.3182'
   o VRAM    : 256 MB
   - Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
   - Loading card profiles...
      - No card profile core/profile/D3D9.cs exists
      - No card profile core/profile/D3D9.GeForce9300MGS.cs exists
      - No card profile core/profile/D3D9.GeForce9300MGS.GeForce9300MGS.cs exists
      - No card profile core/profile/D3D9.GeForce9300MGS.GeForce9300MGS.91800133182.cs exists
ShaderGen: Write permission unavailable, switching to virtualized memory storage
% - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
% - PostFX Manager - Applying from preset
% - PostFX Manager - PostFX enabled
 % - Initialized Core

--------- Initializing Directory: scripts ---------

--------- Initializing AoD Data ---------
Info: Factions system init (start).
Info: Factions system init (end).
sfxStartup...
SFXSystem::createDevice - created DirectSound device 'Speakers (High Definition Audio Device)'
SFXDSDevice::setDistanceModel - 'linear' distance attenuation not supported by DirectSound
   Provider: DirectSound
   Device: Speakers (High Definition Audio Device)
   Hardware: No
   Buffers: 16

--------- Initializing AoD: Server Scripts ---------

--------- Initializing AoD: Client Scripts ---------

--------- Initializing Lighting Systems ---------
Using Advanced Lighting


--------------
Attempting to set resolution to "1024 768 true 32 60 0"
Accepted Mode:
--Resolution : 1024 768
--Full Screen : Yes
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level : 0
--------------
Loading optimal GUIs for resolution with screen height = 768
... found 11 of 11.
Error: cannot change namespace parent linkage of TeleportMarker from StaticShape to Material.
Warning, overwriting material for: Wood_Bark_1
Warning, overwriting material for: hair_male_bald_black
TerrainMaterial::onAdd() - Internal name collision; 'BLACK' already exists!
*********Datablock Preload*********
onServerCreated()
ParticleEmitterData(bloodWoundEmitter) velocityVariance > ejectionVelocity
ParticleEmitterData(bloodWoundEmitter) thetaMin > thetaMax
ParticleEmitterData(bloodWoundEmitter1) thetaMin > thetaMax
ParticleEmitterData(stoneGuardWoundEmitter) velocityVariance > ejectionVelocity
ParticleEmitterData(stoneGuardWoundEmitter) thetaMin > thetaMax
ParticleEmitterData(stoneGuardWoundEmitter1) thetaMin > thetaMax
Connect request from:
Connection established 4767
LoaderConnect
Engine initialized...
Test: Music stop.
Test: Music play: art/sounds/music/in a dead world.ogg
Datablock loading complete, loader server going down.
Datablocks loaded
MainMenuGui::rescaleCustom - unsupported resolution type, using 4:3 background.
onServerDestroyed()
GameConnection::onClientLeaveGame()
CDROP: 4768 local
Exporting client prefs...
Exporting client prefs done.
Test: Music stop.
Cur. D3DDevice ref count=1
3  RPG / Public Beta Discussions / Re: Bug in 4.3 screen completely black on: December 24, 2013, 11:37:19 pm
Quote
//-------------------------- 12/25/2013 -- 12:36:33 -----
--------- Loading DIRS ---------

--------- Parsing Arguments ---------
Importing client prefs...
Importing client prefs done.
Added font resource "core/fonts/source/CharlemagneStd-Bold.otf".
Added font resource "core/fonts/source/KAMN.TTF".
Added font resource "core/fonts/source/MyriadPro-Regular.otf".
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: NVIDIA GeForce 9300M GS (D3D9)
Device created, setting adapter and enumerating modes
Win32Window::setVideoMode - invoking curtain
   Cur. D3DDevice ref count=1
   Pix version detected: 3.000000
   Vert version detected: 3.000000
   Maximum number of simultaneous samplers: 16
   Number of simultaneous render targets: 4
   Hardware occlusion query detected: Yes
   Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
   o Chipset : 'GeForce 9300M GS'
   o Card    : 'GeForce 9300M GS'
   o Version : '9.18.0013.3182'
   o VRAM    : 256 MB
   - Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
   - Loading card profiles...
      - No card profile core/profile/D3D9.cs exists
      - No card profile core/profile/D3D9.GeForce9300MGS.cs exists
      - No card profile core/profile/D3D9.GeForce9300MGS.GeForce9300MGS.cs exists
      - No card profile core/profile/D3D9.GeForce9300MGS.GeForce9300MGS.91800133182.cs exists
ShaderGen: Write permission unavailable, switching to virtualized memory storage
% - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
% - PostFX Manager - Applying from preset
% - PostFX Manager - PostFX enabled
 % - Initialized Core

--------- Initializing Directory: scripts ---------

--------- Initializing AoD Data ---------
Info: Factions system init (start).
Info: Factions system init (end).
sfxStartup...
SFXSystem::createDevice - created DirectSound device 'Speakers (High Definition Audio Device)'
SFXDSDevice::setDistanceModel - 'linear' distance attenuation not supported by DirectSound
   Provider: DirectSound
   Device: Speakers (High Definition Audio Device)
   Hardware: No
   Buffers: 16

--------- Initializing AoD: Server Scripts ---------

--------- Initializing AoD: Client Scripts ---------

--------- Initializing Lighting Systems ---------
Using Advanced Lighting


--------------
Attempting to set resolution to "1024 768 true 32 60 0"
Accepted Mode:
--Resolution : 1024 768
--Full Screen : Yes
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level : 0
--------------
Loading optimal GUIs for resolution with screen height = 768
... found 11 of 11.
Error: cannot change namespace parent linkage of TeleportMarker from StaticShape to Material.
Warning, overwriting material for: Wood_Bark_1
Warning, overwriting material for: hair_male_bald_black
TerrainMaterial::onAdd() - Internal name collision; 'BLACK' already exists!
*********Datablock Preload*********
onServerCreated()
ParticleEmitterData(bloodWoundEmitter) velocityVariance > ejectionVelocity
ParticleEmitterData(bloodWoundEmitter) thetaMin > thetaMax
ParticleEmitterData(bloodWoundEmitter1) thetaMin > thetaMax
ParticleEmitterData(stoneGuardWoundEmitter) velocityVariance > ejectionVelocity
ParticleEmitterData(stoneGuardWoundEmitter) thetaMin > thetaMax
ParticleEmitterData(stoneGuardWoundEmitter1) thetaMin > thetaMax
Connect request from:
Connection established 4767
LoaderConnect
Engine initialized...
Datablock loading complete, loader server going down.
Datablocks loaded
Test: Music stop.
Test: Music play: art/sounds/music/in a dead world.ogg
MainMenuGui::rescaleCustom - unsupported resolution type, using 4:3 background.
onServerDestroyed()
GameConnection::onClientLeaveGame()
CDROP: 4768 local
Exporting client prefs...
Exporting client prefs done.
Test: Music stop.
Cur. D3DDevice ref count=1
4  RPG / Public Beta Discussions / Re: Bug in 4.3 screen completely black on: December 24, 2013, 05:48:09 pm
Tried it, still black screen. Seems like the preferences reset when I start the exe file. I save the file with the line
$pref::Video::fullScreen = 0;

but then when I start AoD.exe the game goes to full screen and then black.

Checking the pref file after, I see that the line is gone...

5  RPG / Public Beta Discussions / Re: Bug in 4.3 screen completely black on: December 24, 2013, 10:23:38 am
previous version the game started in windowed mode, but this time it wants to start in full screen mode... maybe that has something to do with it.
6  RPG / Public Beta Discussions / Re: Bug in 4.3 screen completely black on: December 24, 2013, 10:21:15 am
Currently my screen resolution is:
1280x800
13 inch monitor
7  RPG / Public Beta Discussions / Re: Bug in 4.3 screen completely black on: December 24, 2013, 09:44:06 am
8  RPG / Public Beta Discussions / Re: Bug in 4.3 screen completely black on: December 24, 2013, 05:18:11 am
Tried it, doesn't work unfortunately... Game is clearly working, I can click on something, but I just don't get anything on the screen.


9  RPG / Public Beta Discussions / Bug in 4.3 screen completely black on: December 24, 2013, 12:52:35 am
Hi folks your advice is greatly appreciated on this matter

the screen is completely black on startup for me on version 4.3. I hear the music but no graphics show up.

Used to be completely fine with 4.0.

I updated all the drivers Direct X, Open GL and Nvidia graphics card drivers but no avail.

I do get the error messages: "No shader directory" in the beginning, but I got that before as well with 4.0 (also not sure if it is a joke message?) without any problems running the game.

My graphics card is a nVidia 9300M GS with latest drivers, running on Windows 7 professional 32 bits.

Appreciate to know if there is any fix for this.

Thank, and merry Christmas

10  Other / General Discussion / Re: Best coop/hotseat PC games. Let's list 'em here. on: May 15, 2013, 03:11:38 am
I'm still saying, AoD battle system iteself would lend to such an awesome hotseat/multiplayer mode
11  RPG / The Age of Decadence / Re: The AoD-themed Dungeon Crawler, possibly ITS's next project on: April 16, 2013, 12:53:51 am
I would friggin love a game of multiplayer/hotseat battle of 2 teams battling each other.

When they released Heroes 5 demo beta I used to play skirmishes with pre-set characters in multiplayer. I love the feeling of finding new strategies and winning those battles.

I can really see AoD combat as an e-sport: pure turn based, tactical combat, no resource gathering, no bullshit

fucking do it!

 
12  Other / The Reading Lounge / The lord of the rings - Sauron's perspective on: April 02, 2013, 09:45:49 pm
Guys,

I found this gem browsing on Reddit.

whole book for free:
http://ymarkov.livejournal.com/270570.html

This is (seems to be) a very well crafted story based on the lord of the rings, where the main protagonists are Orcs! The story is told with a twist where the Mordorians are the newly developed civilization based on technology in the aftermath of the war against the Western barbarians with their ancient magics.

=> LOTR Arcanumified basically.

I only read 1 chapter, but good story telling from what I can see.

I recommend you check it out.
13  RPG / Public Beta Discussions / Re: Bug reports on: December 04, 2012, 08:22:18 pm
I found a bug in IG2:
upon attacking the tower by climing the wall (another guy being the meatshield) I manage to beat the Daratan guards with the IG posse almost entirely unscathed, however there is a lone Daratan guard with sword and buckler that become unattackable, and also ignored by my party - making this fight unwinnable for me. This bug seems consistent over reloads.

another thing is that first time I climbed the wall, everyone in the IG party stared unarmed, is this a feature? Because subsequent restarts, everyone started armed.

edit: it is R3



Can you post a savegame before that fight? Thanks!
derp: where is the save games folder?



[attachment deleted by admin]
14  RPG / Public Beta Discussions / Re: Bug reports on: December 03, 2012, 10:57:04 pm
I found a bug in IG2:
upon attacking the tower by climing the wall (another guy being the meatshield) I manage to beat the Daratan guards with the IG posse almost entirely unscathed, however there is a lone Daratan guard with sword and buckler that become unattackable, and also ignored by my party - making this fight unwinnable for me. This bug seems consistent over reloads.

another thing is that first time I climbed the wall, everyone in the IG party stared unarmed, is this a feature? Because subsequent restarts, everyone started armed.

edit: it is R3
derp: where is the save games folder?


Can you post a savegame before that fight? Thanks!
15  RPG / Public Beta Discussions / Re: Bug reports on: December 03, 2012, 12:51:54 am
I found a bug in IG2:
upon attacking the tower by climing the wall (another guy being the meatshield) I manage to beat the Daratan guards with the IG posse almost entirely unscathed, however there is a lone Daratan guard with sword and buckler that become unattackable, and also ignored by my party - making this fight unwinnable for me. This bug seems consistent over reloads.


Fixed.

another thing is that first time I climbed the wall, everyone in the IG party stared unarmed, is this a feature? Because subsequent restarts, everyone started armed.

edit: it is R3
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