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  1. If someone would make a modification of the mission statistics screen gui, with an extra button for looking at the completed objectives, is there a chance that this gets included in core?
  2. So I thought this is normal TDM behaviour. But then I found it's not happening on Windows. Also, when I alt-tab to desktop, the mouse is still gone, keyboard navigation is possible. Why is this happening on mission load? What is the purpose?
  3. Not everyone is sensitive to (or can even detect) screen tearing — if you don't have a problem with it, and also don't have a problem with a noisy or overheating GPU rendering at too high a framerate (which could also be solved by capping the FPS, independently of VSync), leaving VSync off is perfectly fine.
  4. I don't know if there really is screen tearing in TDM without Vsync. In my experience, some games tear, and some don't, without Vsync activated. So, I'd check if it does, and, if it doesn't, you won't need Vsync anyway. It introduces extra latency (albeit very little) and costs performance anyway. Edit: I just checked with disabled Vsync, frames capped to 144 FPS, and, I don't see any screen tearing. I'd just leave Vsync off (if it even can be enabled on Linux). Makes no sense anyway, if there is no screen tearing without it.
  5. The point of VSync is to reduce visual tearing caused by updating the frame halfway through a screen refresh while something is moving on screen, as well as reducing wasted GPU cycles rendering more frames than can be shown on screen (although some people like extremely high framerates for various other reasons). However as far as I can recall, I've never seen the VSync settings in the game have any effect on Linux (and I use AMD cards, so I don't think this is specific to nVidia).
  6. Or check the "Sync to VBlank" checkbox in the GUI screen shown above...
  7. The keyhole lean/peek problem - some Linux players report all you see is black when peeking.
  8. Whenever I try to open The Dark Mod, it shows a grayish-white Screen when opened, then when I click on it it lags and shows me the not responding popup, so I try to close it. I have reinstalled it 3 times. When I first installed it, It worked properly for the first week or so, but has been reoccurring since then. I don’t know what’s wrong with it, I install it the right version (I have a Windows 10 64-bit desktop), I try to do everything correct, and it still won’t work properly. I have a video, link related: https://youtube.com/shorts/csugorI4jkU?si=TuxhoWOU2XkHFhPm
  9. My new FM is in beta test, and some testers are using 2.12. They have discovered a hang/crash that only happens in 2.12 (crash doesn't happen in 2.11). I am able to recreate it in 2.12 now. I run TDM in the Visual Studio debugger (using dev16829-10455). After starting the mission, I just wait a minute or so and the screen freezes. Then, I wait another couple of minutes, and the debugger reports a failed assertion. The assertion is: WARNING:ASSERTION FAILED! E:\games\darkmod_source212\idlib\containers\List.h(394): 'newsize >= 0' The callstack is: TheDarkModx64_debug.exe!AssertFailed(const char * file, int line, const char * expression) Line 75 C++ > TheDarkModx64_debug.exe!idList<idPlane>::Resize(int newsize) Line 394 C++ TheDarkModx64_debug.exe!idList<idPlane>::AddGrow(idPlane obj) Line 765 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 351 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FlowLightThroughPortals(idRenderLightLocal * light, idFlexList<int,128> * areaIds, lightPortalFlow_t * portalFlow) Line 495 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::AddLightToAreas(idRenderLightLocal * def) Line 2038 C++ TheDarkModx64_debug.exe!R_CreateLightRefs(idRenderLightLocal * light) Line 738 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::UpdateLightDef(int lightHandle, const renderLight_s * rlight) Line 423 C++ TheDarkModx64_debug.exe!idLight::PresentLightDefChange() Line 1076 C++ TheDarkModx64_debug.exe!idLight::Present() Line 1132 C++ TheDarkModx64_debug.exe!idEntity::Think() Line 2318 C++ TheDarkModx64_debug.exe!idLight::Think() Line 1274 C++ TheDarkModx64_debug.exe!idGameLocal::RunFrame(const usercmd_t * clientCmds, int timestepMs, bool minorTic) Line 3366 C++ TheDarkModx64_debug.exe!idSessionLocal::RunGameTic(int timestepMs, bool minorTic) Line 3063 C++ TheDarkModx64_debug.exe!idSessionLocal::RunGameTics() Line 3109 C++ TheDarkModx64_debug.exe!idSessionLocal::FrontendThreadFunction() Line 3159 C++ TheDarkModx64_debug.exe!idSessionLocal::StartFrontendThread::__l2::<lambda>(void * x) Line 3235 C++ TheDarkModx64_debug.exe!unsigned int <lambda>(void *)::<lambda_invoker_cdecl>(void * x) Line 3236 C++ [External Code] The code in question: ID_INLINE int idList<type>::AddGrow( type obj ) { if ( num == size ) { int newsize; if ( granularity == 0 ) { // this is a hack to fix our memset classes granularity = 16; } newsize = (size * 3) >> 1; // + 50% size newsize += granularity; // round up to granularity newsize -= newsize % granularity; // Resize( newsize ); } list[ num ] = obj; num++; return num - 1; } size = 968651120, so newsize is calculated as -694506944, which causes the assertion. Obviously something is running away and the code ends up trying to resize the list to a size that is so big that it wraps around to negative. Is my mod doing something wrong that is leads to this? How do I track this down? I can supply the FM package if that will help. Or, I can set some breakpoints if there's something I can look at here. Thanks. Edit: Here's the FM: https://www.dropbox.com/scl/fi/3fg2x3w4owmku1l4gifi7/altham_crash.pk4?rlkey=z0q1gaflz5b7mifeuayoqmlug&dl=1 To reproduce the problem, start the mission (Easy difficulty), then just stand there. The guard will walk close to you but he shouldn't see you (you can always set the "notarget" console command to ensure he doesn't see you). After a few minutes, the game freezes. A few minutes after that, it crashes. Sometimes it happens in just a minute or two; other times it takes several minutes. But so far, it always happens eventually.
  10. I think first mission one and two were A pawn in the game and The art of revenge. Then the campaign was introduced (which is still 3 seperate missions), which includes the prequel The angel's tear and the original missions got renamed. But I think this isn't correctly updated in the mission database. So here is a screenshot of vfat1 in the mission downloader: And here is vfat2 listed in the mission selection screen (after downloaded): Clearly this is the same mission. In the mission listing the darkmod.txt is used, in the mission downloader something else is used. But you're right that vfat1 is "The angel's tear".
  11. Don't know if it's helpful, but with the latest dev build (dev16818-10434) I had two or three crashes when head-shotting zombies while playing In The Black (forgotten the mission, will try and work it out). I was going to report it, because it seemed quite repeatable, all the crashes were in exactly the same location ... but then it went away.
  12. Here is the MUCH shortened script, and screen grabs (portion anyway) showing the before and after damage bar and console output. escape.script
  13. What I'd like to see is being able to review the objectives when the mission is over, as extra pages on the Mission Statistics screen.
  14. I am not sure but I believe that ReShade offers a temporal or morphological AA solution which might be much cheaper than using in-game MSAA. Given your high screen resolution, I am surprised that 8x MSAA isn't sufficient. One thing that MSAA doesn't cover is shader aliasing and transparency so cranking up to 16x won't help there. If ReShade doesn't have the needed options, you can also try forcing AA in your Nvidia driver settings. People complain about the blurry nature of FXAA but with really high pixel DPI it should have minimal degradation to image clarity. Try setting MSAA to 4x and forcing FXAA for transparency coverage and see if the results are acceptable. Depending on your aptitude with ReShade settings you might prefer it's SSAO and lighting mods... but I will humbly submit that you can improve the sense of scene depth with my own Fresnel Mod: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-211-unofficial Also you can achieve something similar to the ReShade HDR by modifying the r_postprocess cvars : https://wiki.thedarkmod.com/index.php?title=Advanced_TDM_Visuals_Tweaking Setting r_postprocess_colorCurveBias to something like 0.2 or 0.25 should make the game look more like your ReShade screens but obviously ReShade has many more customization options for color behavior so you have more control there ( with some additional expense due to increased shader parameters ). Note: Some options from that article are gone in favor of a newer bloom implementation controlled by r_bloom settings.
  15. so I just downloaded the game but every time i boot it up it doesn't work my device is the ASUS x550c it only shows a grey screen i have the intel(R) Core I3 Inside and the Intel (R) HD Graphics 4000
  16. Bug 1: In "The Accountant 2: New in Town": "Grab your gear" objective will not complete when using auto-frob. Individual clicking on each item completes the objective. To replicate: [spoiler] Exit starting room and head inside the room to your far right, next to a window. Pull the "lever" to open the secret door leading to your gear. See that auto-frobbing will not complete the objective, while individual clicking does. Bug 2: In "Cole Hurst 1: Eaton" Individual clicking leaves player with 3 functional maps, while auto-frobbing might result with only 1 or 2 of them usable. Auto-frobbing will cause player to pick up, but not acquire map items to inventory. To replicate: Upon spawning, drop to lower floor and pick up items on your table by individual clicking. See that you should end up with 3 separate maps, all of which become usable by "cycle maps" key. Now restart and pick up everything by auto-frobbing. Sometimes you are only left with 1 or 2 maps instead of the 3. If you keep your eye on pickup messages while auto-frobbing, you can briefly notice "acquired -", instead of "acquired (map item name)" You can also see that once first map is picked up, you might have to release the "frob" key and click again to pick up other maps, while other item types do not need the key to be released. Also, inventory item in the corner of the screen might say "special" with no visible icon.
  17. Mission: "The Elixir" Reading: Lady Barrington's Diary I checked the mission thread, and nobody else seems to have issues. 2.11 Well, now I found a thread already existed. I can't find a way to erase my topic, so please do so freely. Looks like a hopeless bug. Luckily it is rare.
  18. freyk

    No visual

    That is like running TDM blind-folded and not nice to the user. Just Set the log-settings in the config file, to create a log. Or use the start-arguments to create a condump, all i mentioned earlier. Like: do keyboardshortcut: windows-key + r to display a command window enter a command and hit ok. (or run a console screen from explorer) c:\mygames\darkmod\thedarkmod.exe +condump mylog.txt +quit This to create a condump name mylog.txt at start end after this quit the game. (if c > mygames > darkmod is the location of the game folder) or do: thedarkmod.exe +seta r_useNewBackend 0 +seta r_useBindlessTextures 0 +seta r_glCoreProfile 0 +seta r_fboColorBits 32 (to set the settings nbohr1more mentioned)
  19. https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls Try CTRL+ALT+ ^ or whatever key is in the upper left of your keyboard. If everything is still black, just try typing the command as if you did enter the console and see whether any file was created.
  20. vomoc

    No visual

    Here is my darkmod.cfg file. pressing CTRL+ALT+~ does not bring any console command.I only get a dark screen. But i can hear music. BTW:can i get this music in mp3 format?Its good. Darkmod.cfg
  21. Before all the buttons of the failed screen become visible. I didn't wait long when it happened, so probably before the first button fades in. I have to try it again a few times.
  22. freyk

    No visual

    And If you cant see the console, during that black screen. Then you to create a log using start-arguments https://wiki.thedarkmod.com/index.php?title=Debugging_TDM_systemerrors And see the following topic:
  23. I can confirm this. The first time I tried it on "Collateral" everything worked fine. On the second try I didn't wait until all the buttons on the "Mission failed" screen appeared and after the quickload it replaced the main menu. So maybe it only happens if you reload within a certain time after the Fail screen comes up. Can someone try this?
  24. Can someone reproduce? Make a mission fail. The screen with multiple options like restart mission appears. Hit quick load key. Let the reload end. Hit esc. See the mission failed screen again instead of main menu.
  25. Here's another example. Klatremus' Mission 2: The Tears of St. Lucia video linked at 1:15:59. I've attached a series of images that show a regular view, a translucent view, a loading screen, a translucent view, and finally a regular view. To see it yourself, you can step frame by frame on YouTube by first pausing and then using the "." key to step forwards (and the "," key to step backwards). Just translucent images as well, so they can be seen a little more clearly.
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