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  1. I figured this was only done to avoid missions breaking if they add their own stuff. Checking out the link above it doesn't seem to work with init scripts where most of the changes of the patch are. If I rename the tdm_user_addons file I get an redeclaring user_addon_init error and if I rename that, all the patch scripts are gone. So what am I doing wrong here?
  2. I'd like to be able to compile it, but I can't run VS to save my life at this point. Credentials gone stale (as always), and still being on Windows 7 is making it impossible to fix them (though it would be a nightmare anyway). So I need some other way, but I don't know enough about compiling C++ to know what to do. I tried with cmake, but it didn't compile. I got a whole bunch of errors just like this one: CMake Error at C:/CMake/share/cmake-3.29/Modules/FindPkgConfig.cmake:681 (message): pkg-config tool not found Call Stack (most recent call first): C:/CMake/share/cmake-3.29/Modules/FindPkgConfig.cmake:847 (_pkg_check_modules_internal) CMakeLists.txt:54 (pkg_check_modules)
  3. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  4. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  5. Introduction A project is underway, led by Geep, to eventually provide English language subtitles (or if you prefer, "closed captions") for all the non-story phrases (e.g., barks) of the stock AI characters. The non-story phrases are identified by the "verbosity speech" subtitle tag. The hope is that these subtitles would be distributed as part of the future TDM 2.12 core and so available to all FMs, both old and new. Since there are 5-10K such phrases in total, this project will take a while. Let me know if you'd like to help. This forum thread can be used for project coordination, and to provide info about - What subtitle sets (e.g., for particular AI) are underway and completed Emerging tools or methods for bulk testing Style guidance for TDM subtitle authors. To support this project, a style guide will be developed as experience accumulates. While motivated by providing some consistency to English speech-tagged subtitles, it may be of some interest to FMers creating story-tagged subtitles, and those subtitling in other TDM-supported languages. Potential improvements to TDM's subtitling system - particularly those that would involve engine/GUI changes - can be discussed in this companion thread: Subtitles - Possibilities Beyond 2.11 Current Status - Subtitles for Barks All TDM vocal sets planned for TDM 2.12 have been delivered. New: Fixup Needed to Run These Under 2.12 Beta 3 The Thug - Update May 6, 2023 released as testSubtitlesThug2 FM. This takes advantage of new 2.12dev features and changes to style guidelines. The Lord - Update May 4, 2023 released as testSubtitlesLord2 FM The Wench - Two postponed April versions - Nov 25, 2023 released as testSubtitlesWenchOriginal and testSubtitlesWenchPatched FMs. Two versions because of Bugtracker 6284. IMPORTANT: See final version at end of this list, released Jan. 14, 2024. The Young Builder (Builder 4) - Update May 30, 2023 released (again) as testSubtitlesYoungBuilder FM. (Corrects error in briefing syntax of original May 17 release.) Average Jack - June 8, 2023 released as testSubtitlesJack FM. The Pro - June 23, 2023 released as testSubtitlesPro FM. The Maiden - July 8, 2023 released as testSubtitlesMaiden FM The Grumbler - July 24, 2023 released as testSubtitlesGrumbler FM The Mature Builder (Builder 3) - August 15, 2023, released as testSubtitlesMatureBuilder FM The Lady (aka Noblewoman) - Sept 9, 2023, released as testSubtitlesLady FM The Moor - Sept 14, 2023, released as testSubtitlesMoor FM The Commander - Sept 30, 2023, released as testSubtitlesCommander FM The Simpleton - Oct. 21, 2023, released as testSubtitlesSimpleton FM Builder 1 & 2 (shared vocal set) - Nov. 8, 2023, released as testSubtitlesBuilder1and2 FM The Critic - Nov. 25, 2023, released as testSubtitlesCritic_FM Manbeast - Dec. 10, 2023, released as testSubtitlesManbeast FM NEW! Lady02 - Dec 21, 2023, released as testSubtitlesLady02 FM. Assisted by datiswous. NEW! The Drunk - Jan 6, 2024, released as testSubtitlesDrunk FM. Assisted by MirceaKitsune. NEW! The Cynic - Jan. 13, 2024, released as testSubtitlesCynic FM. Incorporates early demo subtitles by Dragofer. NEW! The Wench, Final Revision - Jan. 14, 2024, released as testSubtitlesWenchFinal FM . Assisted by Dragofer. See also original May version (released in November) in the list above. All TDM vocal sets planned for TDM 2.12 have been delivered. Thanks, @nbohr1more, for integrating these into the release. All AI vocal sets, including additional ones for future consideration - perhaps as "verbosity effects" - are listed here. Current Status - Utilities buildSubtitleShader.exe - Latest release of April 10, 2023. This program fabricates a TDM sound shader file specifically for the testSubtitles... series of FMs used here. It does so by wrapping each sound file name in a directory into a sound shader with uniform incremental naming. While limited to a single directory, the latest release simplifies merging runs from multiple directories. @datiswous reports that this Windows console program also works under Linux/wine, where it is used with similar "testSubtitle..."-derived FMs for verbosity "story" subtitling. checkDurationsInSRT - May 6, 2023 Update (bug fix) This Win/console program scans a directory for .srt files, examines the subtitles, and warns about those phrases/messages that are potentially too short or too long in time, or that seem to require too high a reading rate, expressed in characters per second. It also looks for within-file subtitle messages that overlap in time. soundDurationsCSV.exe - March 7, 2023 Release This Windows console program scans a directory of sound files, reporting their names and (using pre-installed ffprobe) durations with millisecond resolution. The resulting .csv file can then be imported into a custom Excel spreadsheet for subtitle editing. For more, see also Feb 20th comments . findTooLongSubtitles.exe - Minor update, June 23, 2023 Release This Win/console program scans a directory for .subs and .srt files, checks the length in characters of each subtitle line, and reports those that exceed a specified maximum. analyzeFieldWidth of April 27, 2023 (release not scheduled; too idiosyncratic). Used to determine, for 12pt Carleton font, and a representative sampling of bark subtitles, how many characters might reasonably fit within a given gui field width. Later, parts of this code were used to build calcStringWidth.exe discussed next. calcStringWidth.exe - Oct. 11, 2023 Release. Calculates the display width of an input string, for 4 candidate subtitle fonts Carleton and Stone, uncompressed or 16:9 compressed. statsForSubtitles - June 25, 2023 Release. Starting with The Pro vocal set, this Windows console program automates the gathering and reporting of the basic statistics included with the announcement of every vocal set release in this forum thread. Current Status - Spreadsheets and Related Explanatory Documents, including Workflow and Templates Work by Geep on each vocal set starts with instantiation of a pre-configured Excel spreadsheet. This is used for subtitle editing and to do automatic calculations to help manage constraints and decision making. The announcement of each AI subtitle release here includes a link to the corresponding spreadsheet. At first, the spreadsheet's columns, formats, calculations, and highlighting (and its distillation into template form) would change quite a bit between each AI. As of June, 2023 and AverageJack, it has largely stabilized, and is now documented: June 10 Documents Explaining Workflow and Excel Spreadsheet/Template (for AverageJack) The v5 template was used for vocal sets from June's Average Jack to November's The Critic. Further clarifications are now available: Dec 7 Update of the "Explained" Doc for Spreadsheet Template v5 Subsequent vocal sets, through to 2024's The Cynic, use template v6: NEW! Jan. 10, 2024 "Explained" Doc for Spreadsheet Template v6 Current Status - Style Guide for Barks As of Sept 2, Subtitle Style Guide - Part 1 is now available. NEW! As of Jan 16, 2024: Subtitle Style Guide - Part 2 with more discussion and references. Current Status - Third-Party Tools For editing of "story" SRT files, datsiwous found "kdenlive" particularly helpful [to do: link to how-to below]. Geep has been working with the simpler, audio-only "Cadet" for barks.
  6. I've been on DR 3.8 for a while, but today it started giving me an error with the title "Real Hard DarkRadiant Failure" and message "Could not acquire frame buffer lock", "Break into the debugger?". Regardless of whether I press Yes or No, the next message is "Unhandled exception", "An unhandled exception occurred. Press Abort to terminate etc.". If I press Abort or Retry on this message the top row of buttons (File, Edit, View etc.) flash rapidly and then DR shuts down. If I press Ignore I can continue using the program, but as soon as I interact with the UI the error message comes up again. So far I already tried to wipe my user settings in AppData/Roaming, but it made no difference.
  7. You'll be surprised to hear but I don't quite get it either. Based on my understanding, there are a few confounding factors that make this a challenge. 1. We did a lot of work to ensure that the "included missions" were made part of the install so first time players would have a curated experience. Moving the missions back to the mission database might require undoing that work. 2. It is entirely possible to add the missions to the mission database while also being included in the installer but doing this will invite a few problems: 2a. What if the user updates the mission and then finds that their TDM install is somehow borked. They might run the installer to repair it and this will revert the mission version. If they fail to update their mission after this revert they might have incompatible save games that cause crashes and confusion 2b. What if a user starts downloading a mission update and at the same time starts a TDM upgrade ? 2c. Users opening bug tickets for a base TDM version due to problems seen in the included mission that are no longer present in the updated one, thus making it more tedious to narrow down duplicate bug submissions. 2d. Players seeing the missions on the TDM missions download page and downloading the package to install in the FMS directory then seeing duplicates in the mission list because the downloads page renames the packages with hashed filenames. All the above challenges revolve around potential user error and even though it should be obvious not to do these things, we have to compare the above to the vast swaths of folks who are begging to include TDM into Steam because unpacking a zip file and running an installer executable within a folder is "too difficult and confusing". One thing that we have the ability to do is change the file in the 2.12 installer repo so that if users run the updater it will apply the new mission. This change would not be visible to users so they would not get any alert about it. We would just have to announce it and hope that players watch for TDM announcements. I am doubtful anyone would want to work on it but I suppose that there could be some way to pass some sort of signal to the mission downloader when included missions have been changed on the installer side so they get a different update indicator. Still would be kludgy because you'd either be telling the player to exit TDM and run the installer or making TDM invoke the installer internally. So that is my take on "why" based on my own knowledge. Of course, part of my inability to "understand it" is due to my incredulity that we need to cater to players who are so below the bar in computer literacy that they would inflict these problems on themselves in the first place. None of this is an official stance just my own take on why the proposal to "let two updater processes control the same files in the same folder" has been rejected ( other than that such designs usually horrify programmers on a primordial gut level and if you mention that any program that does this you will see any programmer in vicinity instinctively reach for headache or stomach medicine ).
  8. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  9. So I thought whether to mention this here, in the end I guess it makes sense as it's now technically a bug report. The discussion started out as a feature request, or rather a set of them... then it was mentioned that one of the functionalities I described should in fact exist, but an error is causing it to be overridden. We aren't sure when it was introduced but since I've always observed the broken behavior it might be years. You can read the full conversation here: https://bugs.thedarkmod.com/view.php?id=6436 What I observed and initially requested: When the player shoots at an AI, the AI shouldn't go searching in a completely random direction, and instead go somewhere toward the player as they should have a general sense of where the arrow came from. Currently guards completely ignore the direction of an attack and will cluelessly run to a completely random spot when hit which is very unrealistic: If an arrow hits you in the back, you aren't going to sprint forward looking for the perpetrator there. How this turned into a bug report: Someone investigated the issue and discovered that when attacked, AI should in fact be picking a search area between their own position and that of the players. I understand the pain event mistakenly overrides that decision, causing the guard to pick random locations within their own radius when attacked. Now that this is known, maybe this can be fixed in time for 2.12 so we aren't stuck with the broken behavior for the whole release?
  10. This is the 4th time I tried installing the game and it always gives me this error no matter the settings I pick in the installer. idk what to do anymore.
  11. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  12. Welcome to the forums Ansome! And congrats on making it to beta phase!
  13. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  14. You can work around this error by putting a completely empty file called tdm_turret_scriptbased.script in your script folder, and temporarily removing all turrets from the map. Would still be interesting to see whether 10518 is the first build where the problem appears, or beta1.
  15. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  16. Why? Can you explain? Personally I see nothing wrong with that, looking at that function is obvious that they made it to not return anything, it just writes a float value to a file, and in C any function that doesn't return anything returns void. And those inner write functions may have error handling of some kind, so no need to return a bool for success or failure by the main function. The only potencial problem I see with it is they pass the file handle by pointer and there's no guard there for a eventual null pointer being passed to the function and it will crash if that happens but the fact this worked for years tells me they made sure that never happens.
  17. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  18. Can anyone help with the following? When running make, I get this when it gets to OpenGLRenderSystem: Never mind. I built it again without errors.
  19. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  20. I've extracted tdm_installer.exe v1.10 into my existing Dark Mod folder. I try to run it with Get custom version and Advanced settings both unchecked. I get a Downloading finished message, then it says its analysing certain missions but very quickly after that I get ERROR: Minizip error -3 and it won't proceed. What gives please? The installer log indicates the error occurs while Analysing "tdm_ai_humanoid_beasts01.pk4"...
  21. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  22. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  23. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  24. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  25. Antialiasing mostly affects some backend logic, while the commit changed data structures in frontend. It is very hard to believe they are linked in any way. Maybe the bug is not reliably reproducible? Maybe antialiasing is an important condition when it happens, but otherwise it is timing-specific, so accelerating frontend made it pop up. Or maybe antialiasing is just one way to slow gown backend and using maximum soft shadow quality or r_fboResolution 2 would make it happen too. Maybe the particular behavior is driver-dependent (e.g. NVIDIA masks the error away). Which GPU do you have? Which drivers do you use? Which CPU do you have BTW? I cannot reproduce it myself, even on Linux VM. Does it happen in the very specific viewpos and goes away if you move away slightly? Maybe someone else can reproduce it?
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