Show Posts
|
Pages: [1] 2 3 ... 19
|
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: //-------------------------- 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
|
//-------------------------- 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...
|
|
|
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
|
|
|
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.htmlThis 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
|
|
|
|
|