Search the Community
Showing results for 'black screen' in content posted in TDM Tech Support.
-
Under which exact circumstances does the game crash? Does it crash before you see loading screen, while you see it, or after you "click attack to start", or somewhere in game? Does it happen on New Job mission? The condump that you attached does not witness the crash itself. It would be great to get condump with everything up to the very point of crash. The only way to achieve it is to open Darkmod.cfg, find the line with logFile, and change it to seta logFile "2" (UPDATE: it seems it is already set in your config file). Then run the game on New Job FM and reproduce the crash. Then find the log file at fms/newjob/qconsole.log.
-
Yet another reason to not mess with desktop screen resolution
-
TDM 2.09: Main menu corrupted with 64-bit Color Precision
cabalistic replied to zergrush's topic in TDM Tech Support
The 64bit color buffer visibly reduces banding in fog and other particle effects and is also a requirement for the Bloom effect to work properly. No HDR screen is required to benefit from either of those. -
TDM 2.09: black menu with music playing
StudentManiac replied to stgatilov's topic in TDM Tech Support
Yes it is and its second hand. My PC needs a serious overhaul/rebuild. It can be, my computer does struggle with the larger missions. I do have it in mind to upgrade at some point but for the time being its still alive and working. I do have other games I can't run at all on my computer so likely in the near future I will have to get on and upgrade things in it. Its just the issue of time, money and getting the right parts. Ps. If you think that is an old computer part my screen is an old LG from I think 2004. -
As far as I remember, TDM 2.09 requires OpenGL 3.3 to start. So either your OpenGL does not fit the requirement, or (as I guessed above) it has separate GL versions for core and deprecated profile. Perhaps version in core profile is newer than 3.3, but the version in deprecated profile is only 3.1 By the way, do you also have the problem with black screen in main menu and sound playing?
-
TDM 2.09: black menu with music playing
StudentManiac replied to stgatilov's topic in TDM Tech Support
Hello, I am having this problem as well. Radeon HD 5500 graphics card. I decided ti try test15973-8778 based on this: It appeared to work, I now have the menu screen. -
Dark mod won't start after 2.09 update
StudentManiac replied to StudentManiac's topic in TDM Tech Support
I only have the default missions installed, the menu isn't visible at all. just a black screen with sound. -
Dark mod won't start after 2.09 update
StudentManiac replied to StudentManiac's topic in TDM Tech Support
Right, The game now runs but the screen is black. I can hear the menu music and when I move the mouse I can hear the menu names being selected. -
Dark mod won't start after 2.09 update
StudentManiac replied to StudentManiac's topic in TDM Tech Support
ran the updater and I am getting the same blue screen window as the first post. does running the updater install the hotfix or do i need to download that separately? Pardon me I misunderstood: Running installer now -
Okidoki, downloaded the installer & extracted tdm_installer.linux64 to /home/darkmod, it wasn't marked as executable so I changed it's permissions Slight correction it's actually /home/karen/darkmod, files just shows it as Home/darkmod Properties for /home/karen are drwxr-xr-x Properties for /home/karen/darkmod are drwxr-xr-x Double clicked it & got a very nice GUI front end, clicked OK without touching anything else, the text indicated 2.09a was being installed Had a look at the tdm_installer log file once it finished, no errors that I could see "Closing installer after successful install" is the last line. I can upload the log if you need it tdm_update seems to have been deleted by the installer Ran TDM, the screen resolution had reset to 800x600 at 4:3 resolution so I reset that, front screen still says version "2.09/64", installer log file says "release209a" Set up "Living expenses" & "The Painters Wife" for download & told it to go do it "Living expenses" was downloaded & TDM crashed to desktop without attempting "The Painters Wife" Looking in the fms folder there's a "living_expenses.pk4" file, this seems to be OK, I can open it & see the contents Rerunning TDM & selecting "new mission" I get the in game pop up saying "Living expenses" is available as a new mission Exiting TDM & looking at the fm's folder "living_expenses.pk4" appears to have been installed in a "living_expenses" subfolder "living_expenses" seems to play OK Just in case it's a hangover from an earlier install/update I would have no issue wiping the entire TDM installation & restarting from scratch if that would help
-
@duzenkoTwo problems, first I did have my folders named darkmod in succession so I renamed to tdm and darkmod respectively. But the asset issue was fixed cause I forgot to run the flippin launcher... LOL So the engine boots up however... @stgatilovThe first time running, it decompressed textures but the game wouldn't start. Launched a second time and I get a fullscreen window, but it hangs on a black screen, last item in terminal is "Async thread started". When I run "thedarkmod.custom.debug" I get an ELF Exec error like it's compiled for wrong architecture, however a 'file' shows it is an aarch64 ARM executable. My terminal output below: EDIT: I noticed below the line "Unknown command '#'", I do know one project I was compiling on required me to modify a C file and change the # hashtags to // double forward slashes as ARM assembly uses // for comments. *Shrug* wooty@wootylx2k-ubn:~/build/tdm/darkmod$ ./thedarkmod.custom TDM 2.10/64 #9574 (1435:9574M) linux-aarch64 Aug 23 2021 01:34:57 failed parsing /proc/cpuinfo measured CPU frequency: 1000.1 MHz 1000 MHz unsupported CPU found interface lo - loopback found interface enx00249b1e62ae - 151.151.88.220/255.255.0.0 found interface virbr0 - 192.168.122.1/255.255.255.0 Found Unsupported CPU, features: TDM using Generic for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: /home/wooty/build/tdm/darkmod/ /home/wooty/build/tdm/darkmod/tdm_textures_wood01.pk4 (376 files) /home/wooty/build/tdm/darkmod/tdm_textures_window01.pk4 (389 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_natural01.pk4 (133 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_flat01.pk4 (302 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/wooty/build/tdm/darkmod/tdm_textures_sfx01.pk4 (69 files) /home/wooty/build/tdm/darkmod/tdm_textures_roof01.pk4 (72 files) /home/wooty/build/tdm/darkmod/tdm_textures_plaster01.pk4 (142 files) /home/wooty/build/tdm/darkmod/tdm_textures_paint_paper01.pk4 (63 files) /home/wooty/build/tdm/darkmod/tdm_textures_other01.pk4 (127 files) /home/wooty/build/tdm/darkmod/tdm_textures_nature01.pk4 (286 files) /home/wooty/build/tdm/darkmod/tdm_textures_metal01.pk4 (497 files) /home/wooty/build/tdm/darkmod/tdm_textures_glass01.pk4 (51 files) /home/wooty/build/tdm/darkmod/tdm_textures_fabric01.pk4 (43 files) /home/wooty/build/tdm/darkmod/tdm_textures_door01.pk4 (177 files) /home/wooty/build/tdm/darkmod/tdm_textures_decals01.pk4 (465 files) /home/wooty/build/tdm/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/wooty/build/tdm/darkmod/tdm_textures_base01.pk4 (407 files) /home/wooty/build/tdm/darkmod/tdm_standalone.pk4 (4 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals06.pk4 (696 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals05.pk4 (119 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals04.pk4 (2869 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals02.pk4 (1299 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/wooty/build/tdm/darkmod/tdm_sound_sfx02.pk4 (605 files) /home/wooty/build/tdm/darkmod/tdm_sound_sfx01.pk4 (966 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient02.pk4 (163 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient01.pk4 (220 files) /home/wooty/build/tdm/darkmod/tdm_prefabs01.pk4 (961 files) /home/wooty/build/tdm/darkmod/tdm_player01.pk4 (125 files) /home/wooty/build/tdm/darkmod/tdm_models_decls01.pk4 (103 files) /home/wooty/build/tdm/darkmod/tdm_models02.pk4 (2053 files) /home/wooty/build/tdm/darkmod/tdm_models01.pk4 (3163 files) /home/wooty/build/tdm/darkmod/tdm_gui_credits01.pk4 (49 files) /home/wooty/build/tdm/darkmod/tdm_gui01.pk4 (721 files) /home/wooty/build/tdm/darkmod/tdm_fonts01.pk4 (696 files) /home/wooty/build/tdm/darkmod/tdm_env01.pk4 (152 files) /home/wooty/build/tdm/darkmod/tdm_defs01.pk4 (187 files) /home/wooty/build/tdm/darkmod/tdm_base01.pk4 (198 files) /home/wooty/build/tdm/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/wooty/build/tdm/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_guards01.pk4 (378 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_females01.pk4 (172 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files) /home/wooty/build/tdm/darkmod/tdm_ai_base01.pk4 (9 files) /home/wooty/build/tdm/darkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files failed parsing /proc/cpuinfo alternative method used /proc/cpuinfo CPU processors: 16 /proc/cpuinfo CPU logical cores: 16 ----- Initializing Decls ----- ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command '#' Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL: found device 'SB Omni Surround 5.1 Analog Stereo' [ACTIVE] OpenAL: found device 'Kensington SD4700P Dual Video Dock Digital Stereo (IEC958)' [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL: device 'SB Omni Surround 5.1 Analog Stereo' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display Borderless fullscreen - using current video mode for monitor 0: 3440 x 1440 ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: AMD OpenGL renderer: AMD Radeon (TM) Pro WX 4100 (POLARIS11, DRM 3.40.0, 5.11.0-31-generic, LLVM 12.0.1) OpenGL version: 4.6 (Core Profile) Mesa 21.3.0-devel (git-2b4b310 2021-08-21 hirsute-oibaf-ppa) core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding v - using GL_ARB_bindless_texture X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 8 Max geometry output vertices: 256 Max geometry output components: 4095 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program shadowMapN ... Linking GLSL program shadowMapNG ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.10/64, linux-aarch64, code revision 9574 Build date: Aug 23 2021 Initializing event system ...852 event definitions Initializing class hierarchy ...172 classes, 1690368 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 45, 7160 bytes Statements: 20303, 812120 bytes Functions: 1278, 166124 bytes Variables: 91948 bytes Mem used: 2019680 bytes Static data: 3989840 bytes Allocated: 5034004 bytes Thread size: 7904 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 3 mods in the FM folder. Parsed 0 mission declarations, no mission database file present. -------- Initializing Session -------- session initialized -------------------------------------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. --- Common Initialization Complete --- WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 4706 Async thread started Killed
-
That is how my own simple LOD system works, it does a origin to origin float distance number and I have yet to see any major problem with it, but I will not claim that I have tested it that much, specially in a complex scene with hundreds of LOD entities. I do make sure to do the check, only when the player is within the same area has the LOD object and the player is moving, no need to do it, if the player is stationary or the distance value didn't changed that much between frames. I also do the check in a larger interval, if the entity itself is totally hidden. Btw would love to do the LOD, based on size of object in pixel/screen space, (size of object on screen) like Unreal Engine does but currently I don't know how to do that, if someone has a hint...
-
I've been optimizing my map to boost fps from in a lot of cases 25-30 to 45-65, doing this systematically. I have a newbie perspective, this being my first FM - so .... be kind. First off, when building the .map I began by dropping in shadow/no_shadow lights with zero care - just looking to light the areas being worked on. Same for entities, dropping them in with little care except for aesthetics and creating shadows for the player to hide in. That procedure made for a very unoptimized map. So, what's been the optimizing plan? First, clean up the geometry. Second, go thru' the map section by section, setting shadow/no_shadow on entities. There's a tradeoff: complexity of geometry multiplied by shadows gets out of hand, so a lot of care needed here. With a first pass on that done, redo the lighting. I eliminated all the small ambients I'd put in, whether shadowcasting or not, leaving just those lights attached to fixtures of some kind, which I wanted to be in general shadowcasting. I reset these shadowcasters to not overlap so far as viable. I was amazed to find that this made for a much much better looking map coupled with much more acceptable frame rates. I use hide_distance on entities sparingly as I don't like the pop-outs. Not at all! My map has a lot of transparent windows/doors. I use func_portals with hide_distance set on every one of these. Controlling pop-outs caused by func_portals is fairly simple. The func_portal pop-outs tend to be marked by abrupt lighting changes. These are very ugly and getting rid of them or making them unobtrusive is a priority. I cant see using any kind of light pop-out/pop-in spawnarg. Rather, I could see using a shadow/no_shadow hide_distance setting, which could be used more universally and quite unobtrusively. If that's possible now, please tell me how! Also, I could see using a fade-to-black hide_distance on lights, so there'd be no lights a popping.
-
Also we should probably discuss light clipping and lighting techniques in a different thread as that's own can of worms. @duzenkoSo for the hide_distance stuff it looks like these things would be helpful to add to the list: Func_rotating and other movers? SEED (more so investigate why they aren't working properly) Lights, specifically entities that spawn lights and FX. If we can get a gentle fade out / in on all those things that would be incredible. Basically we'd have an industry standard system. I can see lots of cases where gradually dropping out lights and objects at distance will significantly help performance on larger maps or outdoor areas. Also being able to fade out FX when you get close to them is valuable for stuff like fog. This helps prevent "washing out" the screen when you get close to an emitter.
-
TDM v2.10 unable to initialize OpenGL on laptop w. MX150
duzenko replied to geegee's topic in TDM Tech Support
@geegee The first thing to check is which GPU the last 'good' build is using (e.g. via the Task Manager) What are the screen resolutions on teh desktop and the laptop? -
Asus i5 zenbook with MX150. Opened my WIP in the laptop to check and compare framerates against my i5 desktop with geforce 1060. Since I'm using the dev build 16269-9407 on the desktop, used the same build on the laptop and got "Unable to initialize OpenGL" screen. Backtracked thru' the dev builds and found the last working version was dev16225-9284, which loads the game fine. Problem starts with dev16238-9330 and the two newer versions. No similar problem on the desktop. (and.... WIP framerates on the laptop will give some people heart attacks. Tho' I find it still playable - TDM isn't deathmatch - and it looks very good on that little machine.)
-
Hello, I remember i tried playing latest but was not running open gl 3.3. So i installed 2.07. which was working okay and i did some tweaks because of lighting being like in minecraft (just lamps and torches), and snow on screen when moving. That was fixed i heard 2.05 could be more forgiving so i tried that and get blocky texture on welcome screen, i dont see anything, and can only use cfg not console, since oddly console is affected as well. I have intel gma 4500, so i have to use modded drivers to get open gl support, but it worked before. After trying and deleting 2.05 i installed 2.00, 2.05 and 2.07 several times with identical screen. I tried image downscaling, and everything recommended before it was fixed in 2.05, and it is not working. Can you advise me what to paste in config cli, because i can't see what im typing? Thank you.
-
Alright: When I load my FM in DarkRadiant I see just a handful of relevant messages highlighted in orange or red in its console. Stage keyword not recognised: portalrendermap Stage keyword not recognised: screen ShaderLibrary: definition not found: black ShaderLibrary: definition not found: Default ShaderLibrary: definition not found: textures/darkmod/wood/floor/boa Error parsing mirrorRenderMap. Expected two integers: stoi Stage keyword not recognised: _scratch2 [shaders] Unable to load texture: textures/decals/stain01bwet.tga ShaderLibrary: definition not found: tudor01_doorwin_mix ShaderLibrary: definition not found: models/md5/chars/nobles/noblewoman/noblelegs The last two lines seem to address exactly what I'm seeing: Missing leg texture for the female mage, plus a missing window texture for one of the Tudor buildings.
-
Last issue I'm personally aware of, please report any others here if you've seen them. In the bushes category there's one entity called atdm:nature_bush_large_3 which has an invalid model and appears as a black box. All other bushes are fine on my end and it's just this one that has a problem.
-
Using the latest dev build, I'm noticing some of the default assets have issues with missing shaders or skins even certain meshes. Some entities appear as black boxes in-game whereas certain skins for good models come out as transparent white surfaces instead of a proper texture. I figured I should make a thread for reporting these seeing the issue is rather widespread to quite a few of the default models and entities. Here's one to start off with: Create an atdm:ai_mage01 then give it the skin plain_robes. The outer coat looks fine but the inner clothing causes ghosting.
-
Compression artefacts in custom background for main menu
OrbWeaver replied to Dragofer's topic in TDM Tech Support
I don't think there's any bug here. DXT is a cheap and cheerful texture compression algorithm that works OK for most images if you don't look too closely, but it doesn't handle smooth gradients very well. If you want a large and smooth background image filling the whole screen, you need to disable DXT compression. Setting image_useCompression to 0 will work for you (although it will disable compression for all images, so might increase GPU memory usage), but it won't help other users if you are using this image as part of a released mission. If you are planning to release this image and you want it to look good for everybody, you probably need the forceHighQuality material keyword. -
Compression artefacts in custom background for main menu
Dragofer replied to Dragofer's topic in TDM Tech Support
With a currently .tga background and default darkmod.cfg cvars from updating to the main menu beta: Can't see an image_compression cvar in my darkmod.cfg, and the console doesn't seem to know it. My other seemingly compression-related cvars are: seta s_decompressionLimit "6" > seems to be something for audio files (max uncompressed sample length), so I didn't experiment with it seta image_usePrecompressedTextures "1" > setting this to 0 has no effect on the background and turns pretty much everything else into black rectangles/screens seta image_useNormalCompression "1" > setting this to 0 has no effect seta image_useAllFormats "1" > setting this to 0 has no effect seta image_useCompression "1" > setting this to 0 cures the problem. As sharp as ingame. Yes, I tried it in .tga, .dds and .jpg and made sure I didn't have both a .tga and a .dds in valid locations simultaneously. -
Wow, this is impressive I think crash on shader compilation is like getting internal compiler error from ordinary C++ compiler. Except that GLSL compiler is embedded, so consequences for crashing are much worse. Luckily, the problem can be worked around by simply removing the manylight shader. I think the black screen issue will return back to you after that By the way, do you want to go into the quest of reporting the issue to AMD? I recall I did it with the bug that texture fetches in global variable initializers didn't work, and got response like "upgrade GLSL version". At least that was response from someone from AMD, as far as I understood. Maybe a crash will get more attention. Also, it is very easy to debug if you attach a full crash dump...
-
So I tried the newest beta driver for 6850 (I only tested with the WHQL the first time) Honestly I expected the same black GUI but AMD managed to get over their assheads with that one It just... crashes on qglGetProgramiv(... GL_LINK_STATUS ...) with the manylight shader Thank you, AMD, for setting the eternal gold standard in shit baths driver quality reputation
-
I want to cover my whole mission in a light fog but as the topic states, I've got problems with particles, especially flames from torches and chimney smoke when these appear in front of skyportals (caulked face with a portal_sky texture in the same leaf). The particle doesn't render in these places. (Left picture below) I'm using a foglight that covers the whole mission and it have the following properties/spawnargs _color 0.06 0.06 0.06 shaderParm3 2000 textures fogs/delta1_fog Everything is nice and it has got the effect that I'm after, but I cannot see the flames/other particles as I want. It's like the fog gets so thick outside the map that it nulls out the skyportal and messes up the particles in front of it... I have tried to start the shaderParm3 on extremely high numbers and then slowly lowered it, but as I go so far that the fog is visible in the mission, the sky parts are greyed out and the flames disappear when the torch moves in front of the sky...The skybox is outside the fog light btw. As a sidenote, if I use the spawnarg "start_off 1" on the light, the skyportal doesn't work (the sky parts are just plain black). I have to remove the light entity altogether to be able to see the skybox, and a clear sky...but I want fog, dammit!