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  1. Hello All, I'm not getting a lot of joy out of 2.0.6... Here are my system specs: Dell XPS M1330 Intel Core 2 Duo T7250 @ 2.0 ghz NVIDIA GeForce 8400M GS 2 gig of RAM I was using XP mainly for 2.0.5, and it ran without problem, as did the first testing releases of 2.0.6. This was on a XPS M1530, whch has since died, but the specs were the same apart from a larger screen. I have now tried 2.0.6 on XP Pro (32bit): just get a black screen but hear the main menu music. Tried it on linux (32 bit Void) and it does get to the menu. The included missions show but will not install. The game will not reload automatically. I am able to change settings though. It will not download missions list, even though network is working. I have tried some other distros (32 and 64 bit) but no improvement. 2.0.5 still runs ok on linux and XP on this laptop. Here is the terminal output when I run it:
  2. 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.
  3. Drivers are updated, hardware is the same, still using the fresnel repack and this happened. Settings shown in video, nothing changed, but hopefully something that can isolate, simplify and complete this issue. If the black box in the upper right isn't obvious enough at 9 seconds let me know, I can adjust brightness/contrast in post. I wouldn't actually know how to go about doing that, I'm savvy with software to some degree but would need help. Edit: Got another one right after. I can't cover this mission, this bug is too common and too unpredictable to route around.
  4. Did you try monitoring hardware during playback to see if something strange is happening at the moment the black block appears? Here's a thread from someone with a similar problem with the same GPU: https://www.reddit.com/r/AMDHelp/comments/hci56z/rx_5600_xt_black_squares/
  5. 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.)
  6. @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?
  7. UPDATE: They do not just come in black. I'm getting semi-transparent red blocks here. They were gained while staring in this direction, I am unable to replicate this on video. Edit: Better view here, angle of execution. Lower right.
  8. r_glCoreProfile "0" Here's the screenshot (with r_glCoreProfile "2" - 3.3 core profile - I *CAN'T* take a screenshot, the screenshot is all black! ) https://postimg.cc/fJ767nhV Performance is pretty the same, still BindlessTextures NOT working right (if set to 1). No need to vid_restart, just setting it to 0 solves the issue directly in game.
  9. Holy hell that many! I tried "Tears of Saint.Lucia" and add no ctd's but i did noticed one thing that I didn't noticed before, the skybox was pitch black! I saw it because the water puddles reflected a starry night and I looked up and saw black. So i take back what I said about having no problems. Also this is more a suggestion when the intro for this mission starts, after some time, a tip could show telling the player how to skip it, telling him to use the action button, why, because I tried to skip with ESC and add to start the mission again.
  10. 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.
  11. But those logfiles dont show any video startuplines. So i keep advising to use the arguments. Its nice to hear you get tdm running, but I (or we) want to see how tdm loads your video driver How about the following command: thedarkmod.exe +condump mylog.txt and post the content op mylog.txt a tutorial to get tdm with startup the arguments running: hit the keyboard combination "windows + r", enter the following line and click on ok: c:\games\darkmod\thedarkmod.exe +condump mylog.txt +quit (assuming thats your location of the darkmod folder) or hit the keyboard combination "windows-key + r" (or search for "cmd"). a new window will apear, enther the following command in that window an click on run: cmd a new black window will apear. navigate to your tdm gamefolder by typing the following line in the black window and hit enter-key: cd c:\games\darkmod then enter the following line and hit the enterkey: thedarkmod.exe +condump mylog.txt +quit this will start tdm, generate a logfile and close tdm. open your windows explorer go to your the dark mod folder, search for mylog.txt, open it and copy its content in a new forumpost.
  12. Hmm... the shape of this black thing might be explained by how bloom blurs light. Does disabling bloom really help to remove it once it appears? Does enabling it back restore the artifact?
  13. Solved (sort of)! There is evidently a minor bug in the way skybox tdm_sky_starry1 works with portal sky. The somewhat different tdm_sky_starry2 doesn't suffer it. The bug is not typically visible due to ground structures and clutter. To reproduce the problem: 1) Start a new project, with a hollow box as a room (e.g., 512 units per side) 2) Texture the sides with portal sky, except give the floor a typical (not too dark) texture. 3) Outside the room, create prefab nature/skybox/tdm_sky_starry1.pfb 4) In the room centroid, create entity Lights/sources/atdm_ambient_world. As usual, extend its scope to all the room. 5) For easy bug detection, change its colour spawnarg to be something too bright, e.g., RGB(255,255,255). 6) Set the player start, then save, dmap, run. 7) Run the player around the floor perimeter, with the black sky to the player's left, and the player viewing the floor. As you move the player around, look for a small square in the lower-left corner of the screen, when that corner is over the portal sky texture. It's as if it's the view of a high-contrast security camera (attached to the player's chin?)
  14. When a user run the updater, the developer of the updater inspects the user that uses a stable to internet and tdm mirrors. You could create code to download files from a mirror, change the weight of some mirrors in the the tdm-mirror list. Does the tdm updater for linux, generates screen-output, a tdm-mirror file and tdm-log? If so, check the screen output, content tdm_update.log. And change mirror selection in the tdm-mirrors.txt. (dont forget to use the startup arguments of the updater) My advice is to read the installation manual on the wiki, check my code on my github page for the deb/rpm packages, look at the needed dependencies & write permissions. Compare all this with the aur (and the excistings aur's). Also look into other archlinux topics in this subforum. Manual for installation tdm on linux: http://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Linux http://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide I have some experience by trying to create linux rpm/deb packages, but its not much to help you.
  15. Thank nbhor1more - I've tried the stuff mentioned in guru3d forums and also spoken with Nvidia about the issue - they've no idea... Ended up fixing the illustrator / photoshop stuff myself while Nahoor was reading the manual... I'll try out the colour depth thing - there's definitely some weird lights that flash up every now and then, in older games. The HDR thing oughtn't be an issue... Getting screen tearing scrolling up and down in browsers or pdfs. Something's definitely weird... Can't figure why stuff is fine in windowed, but not fullscreen. At least black is black, white is white, RGB is RGB, by my eye... Shame about the games. // i think i just made it worse... it's like the light at the end of the tunnel...
  16. Try "r_skipGuiShaders 1" and check if the black quad is gone. Since it overlaps console, I think it is some GUI element, which is for some reason. Also, various backend switches don't help. Also it is worth trying to set "com_smp 0" and "r_useParallelAddModels 0" (this one is "Frontend Acceleration") before the quad appears and see if it will show up again. I have a feeling that when the quad appears, toggling options is already too late.
  17. Have you updated the AMD GPU drivers recently? If you didn't and they worked before in TDM than imo it can't be the GPU drivers. Not really connected to TDM but after some recent windows 10 updates, I started having serious problems in visual studio 2015, so is no surprise to me that recent windows updates could be f things up on TDM, because of messing with OpenGL. edit: Tested Requiem and did everything you said, lean forward, frob and no clip and saw no black box. TDM 2.09/64 (not final version) my GPU AMD RX 570X, so if it ends being the GPU, perhaps this only happens on modern Vega cards?
  18. On a TDM where DbtR isn't already installed ... I only see one version on the in-game download screen, dated Sept 25 2016. When I select "More", it says it's version 3. When I download it in-game, it describes itself as version 3. There's no version number on the load screen. Once I start the mission, missions.tdminfo has this entry in it: tdm_missioninfo river{"downloaded_version" "3""last_play_date" "2016-10-26"} On a TDM where DbtR v1 is already installed, and I've played it, missions.tdminfo has this entry in it: tdm_missioninfo river{"downloaded_version" "1""last_play_date" "2016-10-26"} I only see one version on the in-game download screen, dated Sept 25 2016. When I select "More", it says it's version 3. When I download it in-game, it describes itself as version 3. There's no version number on the load screen. Once I start the mission, missions.tdminfo has this entry in it: tdm_missioninfo river{"downloaded_version" "3""last_play_date" "2016-12-16"} So, on my system, everything's working as expected.
  19. Equipped this item, used it and found I couldn't get it off the screen. Remains after a quicksave and load.
  20. I recently switched from a 27" FHD screen to a 34" 1440p 21:9, and now I see this : https://i.postimg.cc/t4Xb2gV0/ws5-2021-04-07-20-37-05.jpg
  21. Hi, This appears to directly affect TDM (or, rather, the "kind of dark mod now"). Win10 pro, v.10.0.15063 Build 15063.726 Nvidia 388.31 (15/11/17 or 11/15/17 for you yanks) - despite this was the same version I already had from October. Win10 updates on this day were KB4849011 and KB4048954 Something about these updates and / or the new Nvidia drivers has seriously up a lot of older games. But made newer games look better... Perhaps in how either DX and/or shader models are being handled. Colour lookup table is not being taken from system - is a "blank canvas". Cannot re-create previous "look" no matter what settings for brightness / gamma / contrast. Also, Nvidia DSR (ie, squeezing 4k resolution down into 1920x1080) now totally screws TDM. Can't even get onto the menu to change the resolution to native. Had to fix resolution down to native via config files. Have noticed issue in several older games, notably Farcry2. Game appears bleached out, unless xml edited to start game in windowed mode and and alt+enter to make full screen, resolution changed back up to native or 3840×2160 for DSR, DX 10. No vibrance. Some contrast can cause black spots, specular and shadow-cast affected. Draw distance for certain things (eg, certain lamps) has changed. Splinter Cell appears to be more vibrant, have higher contrast (very dark shadows and very bright lights). Inside TDM, this has resulted in some very weak shadows with very sharp edges. Can be difficult to discern light/dark areas (esp. for players like me who play without light-gem) Colours are more vivid, that's for certain. Screenshots appear normal - it is only "live" that this occours (like the migraines it induces). Same for all the games. Worse, it's affected colour reproduction in many graphics applications. Either that or my screen is broken and my printer profile has decided to turn 50 shades of darker in the past few days. For some reason it's also thinking I have two wacom tablets attached to the machine, instead of one... Think it's windows more than Nvidia... Icon cache is screwed on desktop - need to f5 to see new files. File explorer windows are resized after exiting affected application / game. Some processes need killing through task manager and refuse to exit... Might nuke the installation - no-one else appears to have noticed it. Checking if anyone else has (win10 insider with nvidia 980ti that used to have perfect colour profile).
  22. I believe this is the closest to a crash log I can manage. The screen goes grey as though the game will start up before going back to desktop. Darkmod.logDarkMod.temp.log
  23. i dont use triple buffering. I don't use the video driver settings I can't turn off VSync. since there will be Screen Tearing
  24. I understand. Thank you for the explanation. I agree about the third person model. I do not know how the stealth calculations work behind the scenes, but if they do use that model then there will be some discrepancies, particularly when compared to the view the player has in first person. The crouch model seems at least a full head taller than the first person perspective portrays. I can only imagine that it is rather difficult to animate a model like that, especially considering all of the dynamic movements the player can make. The rigid shoulders do look kind of silly when you see yourself but I can certainly look past all of that considering how rarely the player actually does see themselves. The important thing, I imagine, is that the stealth detection matches what the player sees on-screen.
  25. Do you say it does not happen without OBS? Is it well-reproducible (slows down on same location)? Did you try different recording mode (e.g. screen capture) ? Is it on Linux or Windows?
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