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  1. 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.
  2. If it were not compatible, you should be getting a black screen because nothing could be rendered without textures. But in practice, it does render, just with confused texture associations. It looks and feels very much like a bug, but unfortunately I don't (yet) have access to an AMD device myself, so it' very hard to debug...
  3. Addendum: if image_usePrecompressedTextures "0" -> BLACK SCREEN (game is working)
  4. 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?
  5. Same problem (black screen on v2.09), same solution (setting r_glCoreProfile "0"). System specs:
  6. Hi guys, First of all (it's my 1st message), I would say thank you so much for TDM (all your work is amazing)! I love you (big fan of Thief series from first one, just discovered & playing now TDM since weeks). I want to help. I'm Arch Linux user & IT cybersecurity engineer. I would like to submit something I did try to troubleshoot. As said I use multi screens (3 screens). When running TDM (<=2.09), only main monitor display run TDM, others turns black I did try several things, using CLI, windows manager, TDM CVARS, etc... nothing worked. Then I did use nvidia-settings GUI and when running TDM i did see that X config is rewritten. 2 screens got resolution turned off (that's why they turns black). Maybe it should be a great thing to improve that behavior? improving screen parsing & using? Set an option to select a screen? I don't know what is the best solution. May I help? And how? Trying to create a new build on my own? Thanks again. S3ph
  7. 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?
  8. @id3839315 says the fourth script shows black screen, just like the first two. So the final decision is that "r_glCoreProfile 0" works fine, but "r_glCoreProfile 2" gives black screen. This may be some driver problem, e.g. some of the GL features previously hidden behind extension is not enabled by the problematic AMD driver under GL 3.3, while it should according to the specs. It is not just some function, because calling missing function would give immediate crash. Most likely some constant of mode. I think I have already ruled out: ARB_fence_sync ARB_buffer_storage (persistent mapping) ARB_bindless_texture (not used in menu anyway) ARB_draw_indirect (multi draw indirect --- not used in menu too) ARB_vertex_attrib_binding What else it can be? Maybe glDrawElementsBaseVertex (it was previously behind extension), maybe UBOs --- who knows. What can help here: Use deprecated profile --- I think this will serve as workaround. Request greater OpenGL version (e.g. 4.1 instead of 3.3) --- maybe it would help Hope that driver update would fix it.
  9. Just tried loading that, and it's looking promising for me. One odd thing: when I started the map I briefly had the following message (or something like it) at the top of my screen: WARNING: AAS_RAT OUT OF DATE No idea what this means! Edit: Maybe I misremembered the string: ran it again and got WARNING: AAS32 IS OUT OF DATE
  10. _apitrace_record3.cmd works, but 1 and 2 result in the black screen.
  11. TDM 2.09 locks resolution to Desktop resolution in Windows. Try lowering the Render Scale to 0.75 or lower and set Sharpening to 0.7 That should give you better performance with better image quality than up-scaling via your LCD screen.
  12. Wow How many fps in Painters Wife? What screen resolution? I remember having <10fps on a Core M5 Lenovo Yoga 11 in 2016 with small maps like Thomas Porter 1: Knighton Manor
  13. Ok, I'll try to get some more information, but that would need more complicated steps from you. 1) Run tdm_installer without any custom checks, and make sure it installs release209 properly. Do not use test/dev versions for this! 2) Delete "currentfm.txt" file in TDM installation directory (if it exists). 3) Download apitrace from this link. It is a 7z archive with a folder inside. Unpack the contents of the folder into "C:\apitrace". Make sure that path "C:\apitrace\bin\apitrace.exe" indeed points to the executable! 4) Download attached zip file. Unpack its contents into the root of your TDM installation directory. Make sure you see files like "_apitrace_record1.cmd" in the same directory where you see "TheDarkModx64.exe". 5) Action time Run "_apitrace_record1.cmd". It will start TDM game, and after a bit of time you will hear music. Now press Ctrl+Alt+Tilde (~) to open console. Type "condump 1" and hit Enter. Then exit game by pressing Alt+F4. Note that you'll have to do it blind, so verify that both "1.txt" and "res1.trace" have been created in TDM directory. 6) Repeat point 5, but now run "_apitrace_record2.cmd" and execute "condump 2". 7) Repeat point 5, but now run "_apitrace_record3.cmd" and execute "condump 3". 8|) Take files "1.txt", "2.txt", "3.txt", "res1.trace", "res2.trace", "res3.trace" in TDM installation directory, and pack them all into 7z/zip archive. Upload the archive somewhere and share it for download. P.S. And if you start seeing the menu instead of black screen in any of the runs, of course report it 209_blackmenu_apitrace.zip
  14. I have the same problem too, and I also have a Radeon card. On Linux, however, instead of a black screen, it produces a bunch of colored artifacts obstructing view on the menu. I'll try both test versions and see the results1000
  15. test15973-8793 and test15973-8795 both result in the black screen no matter if it's seta r_useNewBackend "1" or seta r_useNewBackend "0".
  16. @stgatilov Yes the crash dump was taken as TheDarkModx64.exe was hung up. I did it as the tutorial suggested and did not close it before exporting the dump. I had tried to open the executable a few times before however if that matters. "r_useFenceSync 0" - No change "com_smp 0" - No Change To confirm, 2.09 TheDarkModx64.exe does not work, TheDarkMod.exe that you linked to does work. EDIT: While the executable runs and I can get to the main menu, trying to download a mission causes the program to crash to desktop. Also tying to play a mission leaves me hanging at the loading screen at which point Windows says its not responding. @nbohr1more com_forceGenericSIMD SSE3 doesn't seem to be in my config file. Adding it in had no effect. Also thanks for all your efforts. I grew up loving Thief and it is so awesome that I get to continue enjoying that experience through the efforts of dedicated folks like yourself.
  17. I have a Radeon HD 6450 graphics card. test15973-8778 works but test15973-8797 starts with the black screen.
  18. @Jedi_Wannabe, "dev15976-8815" is the very first dev build. Are you sure 'dev15976-8815' gives you black screen but release208 works properly? I hope you do not restore config file when switching versions?
  19. Decided to start dedicated thread about this problem. Right now at least @Jedi_Wannabe and @id3839315 have it. Let's continue the discussion here.
  20. 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.
  21. 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?
  22. This seems to happen while leaning forward and frobbing, possibly in noclip? Will edit if I can replicate/get it to occur. Solved by restarting the game. Happened on Requiem and Perilous Refuge. Update: I have recorded the bug in action. My settings. My specs. Processor Information: CPU Vendor: AuthenticAMD CPU Brand: AMD Ryzen 7 3700X 8-Core Processor CPU Family: 0x17 CPU Model: 0x71 CPU Stepping: 0x0 CPU Type: 0x0 Speed: 3593 Mhz 16 logical processors 8 physical processors HyperThreading: Supported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Supported SSE41: Supported SSE42: Supported AES: Supported AVX: Supported AVX2: Supported AVX512F: Unsupported AVX512PF: Unsupported AVX512ER: Unsupported AVX512CD: Unsupported AVX512VNNI: Unsupported SHA: Supported CMPXCHG16B: Supported LAHF/SAHF: Supported PrefetchW: Unsupported Operating System Version: Windows 10 (64 bit) NTFS: Supported Crypto Provider Codes: Supported 311 0x0 0x0 0x0 Video Card: Driver: AMD Radeon RX 5600 XT DirectX Driver Name: aticfx32.dll Driver Version: 27.20.14501.18003 DirectX Driver Version: 27.20.14501.18003 Driver Date: 11 13 2020 OpenGL Version: 4.6 Desktop Color Depth: 32 bits per pixel Monitor Refresh Rate: 59 Hz DirectX Card: AMD Radeon RX 5600 XT VendorID: 0x1002 DeviceID: 0x731f Revision: 0xca Number of Monitors: 2 Number of Logical Video Cards: 2 No SLI or Crossfire Detected Primary Display Resolution: 1920 x 1080 Desktop Resolution: 3840 x 1080 Primary Display Size: 23.54" x 13.23" (26.97" diag) 59.8cm x 33.6cm (68.5cm diag) Primary Bus Type Not Detected Primary VRAM Not Detected Supported MSAA Modes: 2x 4x 8x Memory: RAM: 16292 Mb
  23. Hello, In "now and then" mission, the game crashes shortly after the video sequence where it shows the city watch has located my hiding place with: Changed location from 'location_city1' to 'location_aboveCarla'. The ambient 'snd_aboveCarla' (city_tranquil_01) for location 'location_aboveCarla' is now playing. WARNING:Couldn't add entity book1 to inventory of player1 Sauvegarde_rapide_1 Switching to EFX 'location_city1' (#3) Changed location from 'location_aboveCarla' to 'location_city1'. The ambient 'snd_city1' (city_silentnight) for location 'location_city1' is now playing. Sauvegarde_rapide_0 seeStakeoutsignal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:Door func_static_957 is not within a valid AAS area WARNING:Door func_static_1471 is not within a valid AAS area WARNING:Door bureau_doorD2 is not within a valid AAS area WARNING:Door bureau_doorE2 is not within a valid AAS area WARNING:Door bureau_doorA2 is not within a valid AAS area WARNING:Door bureau_drawerB2 is not within a valid AAS area WARNING:Door bureau_drawerA2 is not within a valid AAS area WARNING:Door bureau_drawerD2 is not within a valid AAS area WARNING:Door bureau_drawerC2 is not within a valid AAS area WARNING:Door func_static_1832 is not within a valid AAS area WARNING:Door CabinetDrawer9 is not within a valid AAS area WARNING:Door CabinetDrawer10 is not within a valid AAS area WARNING:Door DoorWardrobeA2 is not within a valid AAS area WARNING:Door DoorWardrobeB2 is not within a valid AAS area ... ModelGenerator memory: 57 LOD entries with 62 users using 24536 bytes, memory saved: 25132 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 I run Darkmod on a Linux worstation (i9-10900F, 32 GB, dual screen, Radeon RX 570) and I have tried several different configurations without any success. Game always crashes. Any idea ? Best regards, JB
  24. I've updated to version 2.08 and on every mission I now get what I can only describe as a blinding light in the middle of the screen. Turning away from the light in the mission does make it disappear but as soon as you turn back round it's there again. Bear in mind I'm not great with computers so if anyone mentions going into the files you're going to have to walk me through it. I'm not using a gaming PC either. Game is running on a HP Pavilion laptop with what ever graphics and sound card comes as standard on windows 10
  25. Bumping this thread. Similar circumstances; I set key bindings in the game, play for a bit, then quit. When I come back, they're all mixed up in some layout that I've never seen. Here's the diff of the keybinds, before and after starting the game again: # diff DarkmodKeybinds.cfg DarkmodKeybinds\ \(copy\).cfg 5,7d4 < bind "APOSTROPHE" "_impulse44" < bind "w" "_impulse45" < bind "v" "_forward" 18,19c15,16 < bind "SEMICOLON" "_impulse0" < bind "]" "_impulse47" --- > bind "SEMICOLON" "inventory_use '#str_02396'" > bind "]" "_impulse49" 21,30c18,28 < bind "=" "_impulse49" < bind "j" "inventory_hotkey '#str_02397'" < bind "e" "_impulse23" < bind "." "_back" < bind "u" "inventory_cycle_group '#str_02392'" < bind "d" "inventory_hotkey '#str_02397'" < bind "c" "_impulse30" < bind "h" "_impulse23" < bind "t" "_impulse24" < bind "n" "inventory_use '#str_02395'" --- > bind "=" "_impulse47" > bind "x" "_impulse52" > bind "j" "_impulse23" > bind "e" "_back" > bind "." "_forward" > bind "u" "_moveRight" > bind "i" "_impulse30" > bind "d" "_impulse23" > bind "c" "inventory_hotkey '#str_02397'" > bind "h" "inventory_hotkey '#str_02397'" > bind "n" "_impulse46" 32d29 < bind "b" "_impulse46" 34,39c31,40 < bind "l" "_impulse46" < bind "'" "inventory_cycle_group '#str_02389'" < bind "p" "_moveLeft" < bind "g" "_moveRight" < bind "q" "_impulse52" < bind "f" "_impulse24" --- > bind "l" "inventory_use '#str_02395'" > bind "'" "_impulse44" > bind "p" "_impulse46" > bind "o" "_moveLeft" > bind "y" "_impulse24" > bind "k" "_impulse24" > bind "," "_impulse45" > bind "q" "inventory_cycle_group '#str_02389'" > bind "f" "inventory_cycle_group '#str_02392'" > bind ";" "_impulse0" And the qconsole.log: log file 'qconsole.log' opened on Mon Dec 21 14:36:08 2020 execing DarkmodKeybinds.cfg Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1274 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' OpenAL: found device 'HDA Intel PCH, ALC257 Analog (CARD=PCH,DEV=0)' OpenAL: found device 'HDA NVidia, HDMI 0 (CARD=NVidia,DEV=3)' OpenAL: found device 'HDA NVidia, HDMI 1 (CARD=NVidia,DEV=7)' OpenAL: found device 'HDA NVidia, HDMI 2 (CARD=NVidia,DEV=8)' OpenAL: found device 'HDA NVidia, HDMI 3 (CARD=NVidia,DEV=9)' OpenAL: found device 'HDA NVidia, HDMI 4 (CARD=NVidia,DEV=10)' OpenAL: found device 'HDA NVidia, HDMI 5 (CARD=NVidia,DEV=11)' OpenAL: using 'OpenAL Soft' OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Setup X display connection Using screen 0 of 0x6553020 display Initializing OpenGL display Using XFree86-VidModeExtension Version 2.2 Free86-VidModeExtension Activated at 1920x1080 Chosen visual: 0x024 ...creating GL context: core-fc ...initializing QGL ------- Input Initialization ------- XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK XKB extension present on server ( 0x1:0x0 ) ------------------------------------ OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 1660 Ti/PCIe/SSE2 OpenGL version: 3.1.0 NVIDIA 455.38 core Checking required OpenGL features... v - using GL_VERSION_3_1 v - using GL_EXT_texture_compression_s3tc v - using GLX_VERSION_1_4 Checking optional OpenGL extensions... Max texture units: 32 Max active textures: 192 Max geometry output vertices: 1024 Max geometry output components: 1024 Max vertex attribs: 16 v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_vertex_program v - using GL_ARB_fragment_program v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_geometry_shader4 v - using GL_ARB_timer_query v - using GL_KHR_debug v - using GL_ARB_sync v - using GL_ARB_draw_elements_base_vertex v - using GL_ARB_texture_swizzle v - using GL_ARB_buffer_storage ----- R_ReloadARBPrograms ----- glprogs/bumpyEnvironment.vfp 3 glprogs/bumpyEnvironment.vfp 4 glprogs/environment.vfp 1 glprogs/environment.vfp 2 glprogs/soft_particle.vfp 5 glprogs/soft_particle.vfp 6 ------------------------------- ---------- 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 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 ... --------------------------------- New buffer size: 12288 kb New buffer size: 12288 kb Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.08/64, linux-x86_64, code revision 8771 Build date: Jun 17 2020 WARNING:file def/tdm_ai_undead_zombie.def, line 1084: entityDef 'atdm:ai_undead_zombie_alt_animations' previously defined at def/tdm_ai_undead_zombie.def:292 WARNING:file def/tdm_shopitems.def, line 342: entityDef 'atdm:map_of' previously defined at def/custom.def:1 WARNING:file def/tdm_shopitems.def, line 353: entityDef 'ShopItem_map_of' previously defined at def/custom.def:12 WARNING:file materials/tdm_epi_shader_2.mtr, line 485: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:389 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 Initializing event system ...841 event definitions Initializing class hierarchy ...172 classes, 1668544 bytes for event callbacks Initializing scripts Compiled 'p': 181.9 ms ---------- Compile stats ---------- Memory usage: Strings: 48, 8152 bytes Statements: 20776, 831040 bytes Functions: 1278, 171392 bytes Variables: 95532 bytes Mem used: 2135448 bytes Static data: 4014424 bytes Allocated: 5150480 bytes Thread size: 7912 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new mission packages. Found 5 mods in the FM folder. Parsed 5 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: nowandthen -------- Initializing Session -------- WARNING:file /opt/lima/Games/darkmod/fms/nowandthen/nowandthen.pk4/guis/mainmenu_custom_defs.gui, line 432: redefinition of 'MM_INGAME_MENU_SOUND_CMD' 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. WARNING:Couldn't load image: guis/assets/briefing4 WARNING:Couldn't load image: guis/assets/briefing5 WARNING:Couldn't load image: guis/assets/briefing6 WARNING:Couldn't load sound 'sound' using default session initialized -------------------------------------- --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Couldn't load image: guis/assets/briefing4 WARNING:Couldn't load image: guis/assets/briefing5 WARNING:Couldn't load image: guis/assets/briefing6 WARNING:Couldn't load sound 'sound' using default WARNING:file /opt/lima/Games/darkmod/fms/nowandthen/nowandthen.pk4/guis/mainmenu_custom_defs.gui, line 432: redefinition of 'MM_INGAME_MENU_SOUND_CMD' WARNING:file def/tdm_ai_undead_zombie.def, line 1084: entityDef 'atdm:ai_undead_zombie_alt_animations' previously defined at def/tdm_ai_undead_zombie.def:292 WARNING:file def/tdm_shopitems.def, line 342: entityDef 'atdm:map_of' previously defined at def/custom.def:1 WARNING:file def/tdm_shopitems.def, line 353: entityDef 'ShopItem_map_of' previously defined at def/custom.def:12 WARNING:file materials/tdm_epi_shader_2.mtr, line 485: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:389 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 WARNING:file skins/tdm_furniture_seating.skin, line 15: skin 'wchair1_red' previously defined at skins/nowandthen.skin:116 WARNING:file skins/tdm_models_architecture_modules.skin, line 310: skin 'ornate_wood' previously defined at skins/nowandthen.skin:1 WARNING:file sound/tdm_ai_maiden.sndshd, line 1709: sound 'tdm_ai_maiden_request_help' previously defined at sound/tdm_ai_maiden.sndshd:1561 WARNING:file sound/tdm_ambient_ambience02.sndshd, line 284: sound 'orb_interval_bells' previously defined at sound/orb_ambient.sndshd:1 WARNING:file sound/tdm_ambient_ambience02.sndshd, line 295: sound 'orb_distant_repose' previously defined at sound/orb_ambient.sndshd:10 17 warnings pid: 74760 Async thread started Couldn't exec autocommands.cfg - file does not exist. 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 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 ... Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system --------------------------------------
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