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  1. How about setting this screen resolution in darkmod.cfg? I dont have a big screen to test it.
  2. Presumably this part is the problem? If the lighting interaction shader cannot be compiled, a black screen is likely to result.
  3. I've deleted tdm_base01.pk4 and run the update again. the problem still appers, only difference is, that the blackscreen is coming a later. for the first 2 or 3 seconds you can see a grey screen now. the driver version is 8.970.100.9001 (see screenshot) I tried to update it but it always says it's the newest one. I really think the only way to solve that problem is to buy a better grapic card.
  4. Also, for some reason it often helps to delete darkmod.cfg after an update, so that you get a new one when you next start TDM. Worth keeping a backup of it in case that doesn't fix the black screen.
  5. Yes, try to update your video drivers. And if there is a darkmod.log in your darkmod folder, we would like to see it. Open the file with notepad and copy its content in this topic. in the following topics, you can find some other pointers: https://forums.thedarkmod.com/index.php?/search/&q=black screen&quick=1&type=forums_topic&nodes=58
  6. The engine always supplies the "system textures" in absence of diffuse/normal/specular textures, so should get a black texture, which multiplied by model's vertex color should give black, I guess.
  7. Nevermind, it's always the easiest solution that occurs to one last. I set the windows resolution to 1920x1080, which centers the screen on the 32:9 Samsung and TDM then is also centered with black bars.
  8. Hello, I'm trying to run TDM in 16:9 (1920x1080) on a Samsung C49RG94 32:9 monitor. What I want to achieve is not widescreen play (which is working), but I want to play TDM in 16:9 centered with black bars on each side. The PBP (picture by picture) of the monitor doesn't seem to support this (left or right side only, but not centered) and the monitor software "Easy Setting Box" also does not seem able to achive this. So I'm looking for way to either run TDM in fullscreen or in window mode with black bars on each side. In window-mode the two best programs I have found so far were listed here: https://www.pcgamingwiki.com/wiki/Glossary:Borderless_fullscreen_windowed - Borderless Gaming (not the also listed Windowed Borderless Gaming) and - Simple Runtime Window Editor Both were capable to bring TDM in window-mode without borders and disabled windows taskbar in the center of the screen. But the problem, that the rest of the desktop is still visible remains. Is there any known way to run TDM in (preferred) full screen mode with black bars left and right so that it runs in 1980x1080 (or 2560x1440) in 16:9 on a 32:9 widescreen monitor? Currently, if you set a lower aspect ration than that of the monitor, TDM stretches the display (Subnautica for example shows black bars in this case). If that's not possible, is there any known way how to bring the window-mode to show black bars on the side or some comparable reasonable workaround (which doesn't require to delete every icon, permanently hide the taskbar and the set the desktop to black)? Thank you very much! OGDA
  9. Nice! I never paid much attention to the render scale option, I assumed it was just something for DPI scaling. We'll still have to grab the screen resolution at startup but everything else should be simplified after that. I'll look at the Windows code for comparison of the logical results. Taking care of this should lead to a better first impression and overall experience on Linux.
  10. Feel free to remove screen resolution change code COMPLETELY and just maximize the window. That's what happens on Windows since a few years ago. The engine now renders 3D in offscreen framebuffer and its dimension is controlled via render scale GUI option. I'm sure the less legacy burden we need to carry on Linux, the better for everyone.
  11. It was easy enough to find the relevant code so I took a first look at this. Here's what I found: On Windows, there's a function to get the current desktop screen resolution and use it on first run. On other platforms that function is a no-op and you end up with an 800x600 resolution by default. Without going into details, this function is called too early in the startup process for it to work on Linux. I've got 2 possible ways to work around this that I'm trying out. The current mode-setting code for choosing a resolution uses the original, old-school X API calls. These aren't very multi-monitor friendly and librandr has superseded these calls for quite some time now. Since the platform-specific windowing code is really self-contained, I don't think it will be too hard for me to swap it out and see if things improve. The same area of the code already sets some X Window hints, I believe I could tack on a few more here to create a borderless mode equivalent as I previously described without much additional effort. It seems like this is more or less what several other fullscreen applications do on Linux too.
  12. I've actually got the same situation with dual-monitors on my Linux desktop. I was recently reminded that this happens out-of-the-box by wiping settings for the 2.08 beta (where it does still happen). The workaround I've always used is to run it windowed at the full resolution of my monitor. Then (in KDE at least, I'm sure others have similar settings), apply window- or application-specific properties to select a monitor, remove the window border, and disable compositing. This also has the benefit of letting you access your other monitor whenever you open the in-game console. I believe there are some window manager hints that we could set to automatically achieve this, this sounds about like the Linux equivalent of "borderless" mode anyways. I don't think the poor experience is a driver-specific issue, just the fact that multi-monitors in linux has always been a pain, and also changing the resolution on the fly tends to ruin your desktop even if the program is nice enough to change it back for you afterwards. It might also be better to detect the current resolution on first run and use it by default instead of resizing to whatever the current default value is. I think forcefully changing resolutions like that was more acceptable back when Doom 3 came out than it is now. As far as X vs Wayland goes, fullscreen is one of the areas where native X vs the XWayland compatibility layer may not work identically. I'd expect XWayland to disallow some of the more invasive screen resolution changes, but I haven't really played with it to know for sure. For reference, here are my relevant specs: OS: Arch Linux Graphics driver: AMDGPU Desktop: KDE (plasma5) using Xorg I could do a little research and see if there are any modern guidelines/best practices for fullscreen on Linux and at least make some recommendations. If I get enough free time I might be able to look at the code as well.
  13. Thanks so much for getting back to me regarding this! I was able to grant full permission for the application, however it's still not allowing the installation of maps (both the maps that came downloaded with the game, and the ones that are downloadable via the mission archive). Should I just re-download TDM entirely, following the steps listed on the wiki, or was there another possible solution to try (I checked both my internet access and mirror for the missions, both of which seem fine)? Thanks again for your help with this, freyk! I greatly appreciate it! *Also, here's a screenshot of the mission archive menu with the error message, as well as the "new game" screen with the error'd levels.
  14. Thanks for that. Yeah I figured it was coming from the monitor, as if it can't display the output from the PC then it wouldn't be able to display any message from it too, but for those who just get a black screen & music this might help. And apologies for putting this thread in the wrong forum, thanks for shifting it, whoever it was
  15. Nice to know that sollution works for your display monitor. Please note that warning screen is coming from your dell display monitor, not from TDM. On the following site you will find some sollutions for this warning screen from your monitor display: https://appuals.com/fix-the-current-input-timing-is-not-supported-by-the-monitor-display/ (also the sollution to change the screen resolution of a game)
  16. Hi all, I just put the 64 bit version of TDM on my machine running Zorin 15.2, I figured it's based on Ubuntu so it should be OK When I ran thedarkmod.x64 I got the intro music playing & a black screen with a pop up saying - I couldn't stop TDM & had to blip the power button to get the system to shut down. So I dug around a bit on my old windows system that ran TDM on the same monitor & found the following lines in Darkmod.cfg seta r_customHeight "1080" seta r_customWidth "1920" on the Linux system they were seta r_customHeight "600" seta r_customWidth "800" So I changed the figures to match the old windows system & tried again & it worked the training mission loads nicely I couldn't find any setting for 60hz, but as it seems to work I'm fine So I'm posting this in case anyone else has a similar issue
  17. Hello I'm new to Dark Mod and I have a problem with the screen. The field of vision behaves strange like I have 360° vision. When I move the mouse, the field of vision is warped. Why is that? How can I turn it off?
  18. Hi everyone! Ok, I'm a great fan of Thief series that has been apart for years from the fans community... until now. Days ago I found the DDFix mod, then the HD Mod, and now this! Such a GORGEOUS mod guys, I have seen the demos! I can't wait to play it! Ok, but not that fast. After a hard time with the downloading (I live in the mountains and I connect to internet with a modem service in which I pay for every Mb downloaded), the game won't start. I get first a white screen when loading, and then a big black screen with beautiful and mysterious music (just to grow up my pain ). If I move the mouse cursor, I hear the sounds of the cursor being over the menu elements and I see some grey empty squares, without text. My computer equipement: - Toshiba Satellite (notebook), Intel DualCore T6500 2.10 Ghz processor, 3 Gb RAM - Windows 7 Ultimate 32 bits (Spanish). - External monitor Sony Bravia Smart TV (1920 x 1080 maximum). - Mobile Intel 4 Series Express Graphics GMA 4500MHD (128 Mb dedicated memory video). I have already search for this problem, and the only references to it which I have found involve Linux OS. The description of the bug is exactly the same, but the solutions are not applied to me. The only coincidence that I have noticed is that also involve an Intel Graphic card. I have tried also some editions of the file Darkmod.cfg and to replace the file tdm_base01.pk4 with another one patched for some Intel problem, but withou success. I needyour help guys, I'm about to break in tears. I feel I have all to play this game, but I don't have the knowledge to fix it by myself. Thanks forehand... Elojah.
  19. Hi everyone! Ok, I'm a great fan of Thief series that has been apart for years from the fans community... until now. Days ago I found the DDFix mod, then the HD Mod, and now this! Such a GORGEOUS mod guys, I have seen the demos! I can't wait to play it! Ok, but not that fast. After a hard time with the downloading (I live in the mountains and I connect to internet with a modem service in which I pay for every Mb downloaded), the game won't start. I get first a white screen when loading, and then a big black screen with beautiful and mysterious music (just to grow up my pain :'( ). If I move the mouse cursor, I hear the sounds of the cursor being over the menu elements and I see some grey empty squares, without text. My computer equipement: - Toshiba Satellite (notebook), Intel DualCore T6500 2.10 Ghz processor, 3 Gb RAM - Windows 7 Ultimate 32 bits (Spanish). - External monitor Sony Bravia Smart TV (1920 x 1080 maximum). - Mobile Intel 4 Series Express Graphics GMA 4500MHD (128 Mb dedicated memory video). I have already search for this problem, and the only references to it which I have found involve Linux OS. The description of the bug is exactly the same, but the solutions are not applied to me. The only coincidence that I have noticed is that also involve an Intel Graphic card. I have tried also some editions of the file Darkmod.cfg and to replace the file tdm_base01.pk4 with another one patched for some Intel problem, but withou success. I needyour help guys, I'm about to break in tears. I feel I have all to play this game, but I don't have the knowledge to fix it by myself. Thanks forehand... Elojah.
  20. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  21. Since the Windows 10 upgrade is still freely available, and suspecting it would no longer be after Win7 support ends in January, I decided to bite the bullet and do the nasty. Also, my Win7 was beginning to hiccup. Hahahahahaha. One farking dead-end after another until it finally seems to be stable. Even dealt with the "white screen of death". Unfortunately, I needed to recover my Win7 back to a years-earlier recovery point before installing Win10, which lost me a number of programs which I am now in the process of restoring. Even though I've installed the Visual Studio 2017 redistributable package, I'm getting these errors when starting TDM: missing VCRUNTIME140.dll missing ucrtbase.dll I checked the Windows/System32 folder, and both dlls are present. Any suggestions? Thanks.
  22. Yes, of course I see it. There is another problem, which bugs TDM since 2.06 maybe. When user saves/loads a game, the screen blinks showing some random things. There is also a long-standing issue 4967 on our roadmap about it, although it probably describes some different effects (but for the same reason). I agree that it is sad. While it does not harm anyone and has low priority, it makes the apparent difference between a polished game and WIP build.
  23. When loading any mission, when the loading bar reaches approximately 50%, the screen blacks out for a few frames, then comes back and finishes normally. While this doesn't affect gameplay, it's something that didn't happen in 2.07, and it doesn't look very professional. I assume others are seeing this? Thanks.
  24. 4. Switch the 'lightning' light to parallel? Now wait a minute Isn't this an ambient light essentially? I mean, does it need shadows, or direction? If it does need direction, it should be parallel. If it does not need both, it can be ambient. Alternatively, we could use the current world size instead of the hardcoded 999999 One more option, the lightning could be implemented via a screen filter, or something
  25. Sorry for going somewhat off topic but I've seen this problem before in fhdoom and it can be a clue for TDM has well. When using a custom post process glsl shader, a small window at the lower left corner of the main window shows up, the effect works in the small window and the rest of the screen gets like you said. I know almost nothing about shader coding, but it could be connected to the way id tech 4 renders the screen first to 640x480 then converts it to the users screen size after. Here is one of the shaders with problems, for those that want to see it. Btw this code was not written totally by me (just made changes to try blindly convert it to fhdoom), this is a modification of a shader from Total Chaos a free game (gzDoom engine), nice game btw and credit for it should be giving to them. Btw how do you hide text in the forum? (so the reply doesn't get so big) hope this helps. Global.inc #version 330 #extension GL_ARB_shading_language_420pack: enable uniform mat4 rpModelMatrix; uniform mat4 rpViewMatrix; uniform mat4 rpModelViewMatrix; uniform mat4 rpProjectionMatrix; uniform vec4 rpLocalLightOrigin; uniform vec4 rpLocalViewOrigin; uniform vec4 rpLightProjectionS; uniform vec4 rpLightProjectionT; uniform vec4 rpLightProjectionQ; uniform vec4 rpLightFallOff; uniform vec4 rpBumpMatrixS; uniform vec4 rpBumpMatrixT; uniform vec4 rpDiffuseMatrixS; uniform vec4 rpDiffuseMatrixT; uniform vec4 rpSpecularMatrixS; uniform vec4 rpSpecularMatrixT; uniform vec4 rpColorModulate; uniform vec4 rpColorAdd; uniform vec4 rpDiffuseColor; uniform vec4 rpSpecularColor; uniform vec4 shaderParm0; //this shaderParm's seem to be connected to the ARB program.local[0], etc uniform vec4 shaderParm1; uniform vec4 shaderParm2; uniform vec4 shaderParm3; uniform mat4 textureMatrix0; uniform int rpAlphaTestEnabled; uniform float rpAlphaTestThreshold; uniform vec4 rpCurrentRenderSize; uniform vec2 rpClipRange; uniform int rpDepthBlendMode; uniform float rpDepthBlendRange; uniform float rpPomMaxHeight; uniform int rpShading; uniform float rpSpecularExp; uniform int rpShadowMappingMode; uniform mat4 rpSpotlightProjection; uniform mat4 rpPointlightProjection[6]; uniform vec4 rpGlobalLightOrigin; uniform vec4 rpShadowParams; //x=minBias, y=maxbias, z=fuzzyness, w=samples uniform vec4 rpShadowCoords[6]; uniform vec4 rpShadowMapSize[6]; //xy = width/height of far plane, zw = near/far clip distance //TODO(johl): is width/height correctly set for non-parallel lights? uniform float rpCascadeDistances[5]; uniform mat4 rpInverseLightRotation; Vertex shader #include "global.inc" layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec2 vertex_texcoord; out vs_output { vec2 texcoord; } result; void main(void) { gl_Position = rpProjectionMatrix * rpModelViewMatrix * vec4(vertex_position, 1.0); vec4 vertex_texcoord4 = vec4(vertex_texcoord, 1.0, 1.0); result.texcoord.x = dot(rpBumpMatrixS, vertex_texcoord4); result.texcoord.y = dot(rpBumpMatrixT, vertex_texcoord4); } Pixel shader/frag program #include "global.inc" layout(binding = 0) uniform sampler2D currentRender; in vs_output { vec2 texcoord; } vert; out vec4 fragColor; vec2 fixScreenTexCoord(vec2 st) { float x = rpCurrentRenderSize.z / rpCurrentRenderSize.x; float y = rpCurrentRenderSize.w / rpCurrentRenderSize.y; return st * vec2(x, y); } void main() { float samples = shaderParm0.x; float amount = shaderParm0.y; float dist = shaderParm0.z; float threshold = shaderParm0.w; vec2 texSize = textureSize(currentRender, 0); vec2 uv = vert.texcoord; uv *= 1.0 - uv.yx; vec4 src = texture(currentRender, vert.texcoord); vec4 c = vec4(src.rgb, 1.0); vec4 fsrc = texture(currentRender, vert.texcoord); vec4 fc = vec4(src.rgb, 1.0); vec2 tc = vert.texcoord; float size = 0.5; for(int i = 0; i < samples; i ++) { vec2 tc = vert.texcoord; size += dist; tc.x *= 1.0-size; tc.x += size/2; tc.y *= 1.0-size; tc.y += size/2; fsrc = texture(currentRender, tc); fc += vec4(fsrc.rgb, 1.0); } size = 0.35; for(int i = 0; i < samples; i ++) { vec2 tc = vert.texcoord; size += dist; tc.x *= 1.0-size; tc.x += size/2; tc.y *= 1.0-size; tc.y += size/2; fsrc = texture(currentRender, tc); fc += vec4(fsrc.rgb, 1.0); } size = 0.8; for(int i = 0; i < samples; i ++) { vec2 tc = vert.texcoord; size += dist; tc.x *= 1.0-size; tc.x += size/2; tc.y *= 1.0-size; tc.y += size/2; fsrc = texture(currentRender, tc); fc += vec4(fsrc.rgb, 1.0); } size = 1.0; for(int i = 0; i < samples; i ++) { vec2 tc = vert.texcoord; size += dist; tc.x *= 1.0-size; tc.x += size/2; tc.y *= 1.0-size; tc.y += size/2; fsrc = texture(currentRender, tc); fc += vec4(fsrc.rgb, 1.0); } size = 0.98; for(int i = 0; i < samples; i ++) { size += dist*2; vec2 tc = vert.texcoord; tc.x *= size; tc.y *= size; fsrc = texture(currentRender, tc); fc += vec4(fsrc.rgb, 1.0); } fc = fc /(samples*3); fc = fc - threshold; fc = clamp(fc,0.0,1000000.0); fragColor = vec4(c + (fc * vec4(0.8, 0.8, 1.0, 1.0))*amount); }
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