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  1. The keyhole lean/peek problem - some Linux players report all you see is black when peeking.
  2. 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.
  3. 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.
  4. 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:
  5. As of the title, If I turn on Ambient Occlusion, shadows are turned into pitch black. Cannot see things, It feels like being a real guard in the game. Any solution? AO is too nice, I want to keep this. (Turning it off is a simple solution for it, though) My gpu is AMD RX6700XT and its driver is almost latest version(adrenalin 22.9.1) Sorry for my poor English.
  6. Models with missing textures, missing models showing up as black cubes, missing sounds, maps not loading due to missing scripts or broken entityDefs... the list could go on forever. This is why the TDM team is very conservative with modifying existing assets, especially renaming or relocating them, and only makes such changes after close scrutiny to make sure nothing that relies on these assets (both in core assets and any released FM) will break as a result. Obviously just fixing whatever you see in front of you produces fast and easy results, but it's unlikely someone else will do the remaining work to make sure it won't break things elsewhere.
  7. Savefile for The Black Mage here: https://drive.google.com/file/d/1CHXidcfVLtxcF2JebQjRB5kXfebOL1pE/view?usp=sharing This is the non-crashing bug, where the bow merely doesn't work. I have a water arrow in my hands in the savefile and when I try to fire it, it doesn't work and the animation is broken. I'll try to record a crashdump if I reproduce the arrow in the face crashing bug. EDIT: The bug happens when loading the save in a clean install, at least on my machine. After "fixing" it through switching weapons and reloading the same save it doesn't happen again, like I already mentioned. However if I "fix it", restart the game and load the save it does happen again. So the issue lies in some state that doesn't reset through loading but does reset when launching the game.
  8. I haven't been able to reproduce the crashing bug yet. However I encountered this again twice in The Black Mage and I have a save where it happens after loading a game. I can upload the save here if you want. However I observed that when I switch to a different weapon and back, the bug gets fixed and doesn't happen even after I load the same savefile again. When it happened first in this mission I fixed it by switching and then loaded the save and tried to reproduce it but couldn't. However until I switch weapons I can load the save repeatedly and it always happens. I didn't try shutting down the game and then starting it back up and loading the savefile again. Maybe that would work and reproduce the bug. But I'm not trying it just yet because it's possible it would just fix the issue again and I'd lose this save that reproduces the bug. Is there anything I can do now? Look at some logs, post the savefile so somebody can investigate?
  9. Quick update: Mission is now working, yeah I should had known, the problem was caused by a corrupted download. Looks like the mission files were not properly downloaded which caused the black screen glitch. I re-downloaded it and it fixed the problem right away. Thanks for the help, next time if this happens again for future FMs, I'll remember to re-download the mission again, sometimes a bad connection can cause missing files within the download itself.
  10. Ok, thanks for letting me know, so not necessary to use any of the dev build versions, just stuck to version 2.10 beta version 6. Yes, that's correct. I'm only able to get to the objective screen before starting the mission, but even the objective screen is also missing the script to describe the mission itself. It's just showing a blank sheet of paper without mission info. And then I click on "Objectives" and takes me to a black screen showing nothing, just hearing music/ambience sound in the background. I'm able to play the other FMs just fine without issues, "Down and out", "Written" and Hazard Pay. They all work fine except for "Iris" (Christmas Connections Contest)
  11. No you definitely have the right version then - just figured I would check since the dev builds appear above the beta builds in the downloader. Just confirming so I understand completely: you are able to select the mission and get through the briefing but at the point the objectives should display it cuts to a black screen? Do the custom assets up to that point seem to load correctly? Custom menu/briefing music, menu background/briefing, etc?
  12. Ok, here is my "darkmod.cfg" As for the "iris_is_black.txt" file, it's not there in my Dark Mod directory unfortunately. Weird, after opening the mission, I had to forcefully close the game because it would get stuck in the black screen and couldn't go back to the main menu. So, without it, hope this is enough to figure out part of the puzzle. Darkmod.cfg
  13. Yes, I did install version 2.10 beta version 6 and still got the problem with hearing music and ambience only, but stuck in a black screen. Should I install the latest "dev" build instead of using version 2.10 beta version 6?
  14. I just downloaded the latest beta version of the Dark Mod right now and by starting this specific FM: Iris, I get this black screen with the music and ambient sounds in the background, but no picture showing. I was only able to get to the mission briefing page showing the objectives of the mission and then by clicking on "Objectives" It takes me to a black screen. What is causing this issue? My other fan missions work just fine, I tested out other ones, so it's not my game. Could be this is a broken fan mission?
  15. Ugh, now I don't know what to think. I started by checking out a new directory with SVN at Jan 2021. Loaded up black mage and it worked, so went to Feb 2021 etc. Everything was going fine until I got to May. The Black Mage crashes on level start. Went through middle of month, then a little further etc. Then skipped to June 1st 2021, and that also crashes on map load. Deleted GLprogs and darkmod.cfg, re-checked out that revision on June 1st and still crashes. Now I don't know if there's something up with that directory now? Or if there's something F'ed about those builds back in May/June? Out of time for now, just more stuff to get in the way of testing. SVN build Jan 1st 2021 is GOOD SVN build Feb 1st 2021 is GOOD SVN build Mar 1st 2021 is GOOD SVN build Apr 2nd 2021 is GOOD SVN build May 2nd 2021 is BAD - CRASHES The Black Mage SVN build June 1st 2021 id BAD - Crashes loading the black mage
  16. The problematic uniform is the color of the object. Set it to NaN, and the whole object fills with NaN, bloom blurs it over larger area. Set it to zero, and the whole object turns black, bloom does not do anything with it. If the issue happened to the same objects every frame, then users would not notice they have e.g. black health potions. But the issue happens on random frames, so user will see red potion flickering black.
  17. To be honest, I don't think isnan check will help. Currently an affected player sees a big flickering spot, enlarged by bloom's blurring. If we check for isnan and replace the value with zero, then he will most likely see the whole object flickering with black. This is a color uniform which affects an entire surface, so if we replace it, then the whole surface of an object will look differently. @AluminumHaste, I'm sorry for wasting your time, but maybe you can bisect by dev builds and see where the issue started happening? UPDATE: Although if this is some backend/driver issue, then it can be some weakly related change, which does not cause the issue but only triggered it.
  18. I tried it but it didn't work, TDM tried to use it but failed. I ended up removing and cleaning then installed the 2019 Win 11 driver. Could we just supply a small black specularmap texture for the driver to use since that seems to get around the problem in the first place?
  19. This is an AMD card, so more than likely it's a performance hack or AMD doing something stupid with OpenGL. Is there a reason that we couldn't just provide a simple small black dds specular texture on startup for any shader missing it?
  20. Better, don't get the full squares around windows, but the windows in black mage flicker blue still
  21. @stgatilov EDIT: It's still doing it in Flakebridge, just not as badly and the colour doesn't stick around. But, the black mage flickering windows are worse. Before, I just had the blue color in the window texture itself, now it's a big box.
  22. So I nuked my Darkmod.cfg file and let it generate a new one. The only settings I changed was FPS uncapped to 240FPS, and Bloom on and the problem happened. EDIT: Setting color precision to 32bit stops the problem from happening. So it seems to be a combination of 64bit color precision and Bloom EDIT 2: Changing bloom amount does not affect the color produced in the artifact or how often or how much it happens on screen. This is also likely related to the flickering windows in The Black Mage I reported earlier. Hardware: GPU: Radeon 5700XT Driver 22.1.2 CPU: Ryzen 5800X Windows 11 Dev build 22509.1011 Darkmod.cfg seta jobs_numThreads "2" seta gui_mediumFontLimit "0.30" seta gui_smallFontLimit "0.15" seta radiant_entityMode "0" seta net_socksPassword "" seta net_socksUsername "" seta net_socksPort "1080" seta net_socksServer "" seta net_socksEnabled "0" seta win_topmost "0" seta win_maximized "0" seta win_ypos "22" seta win_xpos "3" seta sys_lang "english" seta in_padInverseRY "0" seta in_padInverseRX "0" seta in_padDeadZone "0.15" seta in_padMouseSpeed "2.5" seta s_alReverbGain "1.0" seta s_decompressionLimit "6" seta s_useHRTF "1" seta s_useEAXReverb "1" seta s_numberOfSpeakers "2" seta s_doorDistanceAdd "450" seta s_globalFraction "0.8" seta s_subFraction "0.75" seta s_playDefaultSound "0" seta s_volume_dB "0" seta s_meterTopTime "2000" seta s_reverse "0" seta s_spatializationDecay "2" seta s_maxSoundsPerShader "0" seta s_device "default" seta s_diffractionMax "10" seta r_usePersistentMapping "1" seta r_useFenceSync "1" seta r_frameIndexMemory "4096" seta r_frameVertexMemory "4096" seta r_useParallelAddModels "0" seta r_maxShadowMapLight "1000" seta r_postprocess_sharpness "0.5" seta r_postprocess_sharpen "1" seta r_postprocess_desaturation "0.00" seta r_postprocess_colorCorrectBias "0.0" seta r_postprocess_colorCorrection "5" seta r_postprocess_colorCurveBias "0.0" seta r_postprocess_brightness "1" seta r_postprocess_gamma "1.2" seta r_cinematic_legacyRoq "0" seta r_shadowMapSize "1024" seta r_fboDepthBits "24" seta r_fboSRGB "0" seta r_fboColorBits "64" seta r_newFrob "0" seta r_glCoreProfile "2" seta r_useAnonreclaimer "0" seta r_screenshot_format "jpg" seta r_debugArrowStep "120" seta r_debugLineWidth "1" seta r_debugLineDepthTest "0" seta com_smp "1" seta r_forceLoadImages "0" seta r_lightSourceRadius "0" seta r_shadows "1" seta r_shadowPolygonFactor "0" seta r_shadowPolygonOffset "-1" seta r_offsetunits "-0.1" seta r_offsetfactor "-2" seta r_clear "2" seta r_useSoftParticles "1" seta r_skipDepthCapture "0" seta r_skipBump "0" seta r_skipSpecular "0" seta r_ambientGamma "1" seta r_ambientMinLevel "0" seta r_swapInterval "0" seta r_softShadowsRadius "1.0" seta r_softShadowsQuality "0" seta r_fullscreen "2" seta r_multiSamples "0" seta r_glDebugContext "0" seta r_glDebugOutput "0" seta r_smallCharSpacing "1" seta r_tonemap "1" seta r_glBlacklistExtensions "" seta image_mipmapMode "0" seta image_useTexStorage "1" seta image_levelLoadParallel "1" seta image_blockChecksum "0" seta image_downSizeLimit "256" seta image_ignoreHighQuality "0" seta image_downSizeBumpLimit "128" seta image_downSizeSpecularLimit "64" seta image_downSizeBump "0" seta image_downSizeSpecular "0" seta image_usePrecompressedTextures "1" seta image_useNormalCompression "1" seta image_useCompression "1" seta image_preload "1" seta image_forceDownSize "0" seta image_downSize "0" seta image_lodbias "0" seta image_anisotropy "1" seta image_filter "GL_LINEAR_MIPMAP_LINEAR" seta r_debugGLSL "0" seta r_fboResolution "1" seta r_shadowMapSinglePass "0" seta r_shadowMapCullFront "0" seta r_volumetricDither "1" seta r_volumetricSamples "8" seta r_cinematic_checkImmediately "0" seta r_cinematic_log_flush "0" seta r_cinematic_log_ffmpeg "0" seta r_cinematic_log "0" seta r_useBindlessTextures "0" seta r_useNewBackend "1" seta r_bloom_blursteps "2" seta r_bloom_downsample_limit "128" seta r_bloom_weight "0.7" seta r_bloom_detailblend "0.5" seta r_bloom_threshold_falloff "8" seta r_bloom_threshold "0.7" seta r_bloom "1" seta r_gpuBufferNonpersistentUpdateMode "0" seta r_frobOutlineBlurPasses "2" seta r_frobHighlightColorAddB "0.02" seta r_frobHighlightColorAddG "0.02" seta r_frobHighlightColorAddR "0.02" seta r_frobHighlightColorMulB "0.3" seta r_frobHighlightColorMulG "0.3" seta r_frobHighlightColorMulR "0.3" seta r_frobOutlineExtrusion "-3.0" seta r_frobOutlineColorA "1.0" seta r_frobOutlineColorB "1.0" seta r_frobOutlineColorG "1.0" seta r_frobOutlineColorR "1.0" seta r_frobOutline "0" seta r_frobDepthOffset "0.0005" seta r_frobIgnoreDepth "0" seta r_ssao_edgesharpness "1" seta r_ssao_base "0.1" seta r_ssao_intensity "1.0" seta r_ssao_bias "0.05" seta r_ssao_radius "32" seta r_ssao "0" seta net_serverDlTable "" seta net_serverDlBaseURL "" seta net_serverDownload "0" seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow" seta g_mapCycle "mapcycle" seta g_voteFlags "0" seta g_gameReviewPause "10" seta g_countDown "10" seta g_password "" seta g_rotoscope "0" seta g_testModelHeadJoint "Spine2" seta g_testModelHead "atdm:ai_head_citywatch" seta g_skipViewEffects "0" seta g_fov "90" seta g_showBrass "1" seta g_showProjectilePct "0" seta g_showHud "1" seta g_showPlayerShadow "0" seta pm_air_regainingSpeed "4" seta pm_air "1800" seta pm_modelView "0" seta pm_thirdPersonDeath "0" seta pm_thirdPerson "0" seta pm_thirdPersonClip "1" seta pm_thirdPersonAngle "0" seta pm_thirdPersonHeight "0" seta pm_thirdPersonRange "80" seta pm_bobroll "0.0015" seta pm_bobpitch "0.001" seta pm_bobup "0.03" seta pm_runroll "0.003" seta pm_runpitch "0.001" seta pm_runbob "0.35" seta pm_walkbob "0.3" seta pm_crouchbob "0.2" seta pm_bboxwidth "32" seta pm_crouchrate "0.87" seta pm_deadviewheight "10" seta pm_deadheight "20" seta pm_normalviewheight "68" seta pm_normalheight "74" seta pm_crouchviewheight "34" seta pm_crouchheight "38" seta pm_maxviewpitch "89" seta pm_minviewpitch "-89" seta pm_noclipspeed "200" seta pm_walkspeed "70" seta pm_stepsize "16" seta pm_jumpheight "48" seta g_enablePortalSky "2" seta g_showcamerainfo "0" seta g_damageScale "1" seta g_decals "1" seta g_doubleVision "1" seta g_bloodEffects "1" seta g_projectileLights "1" seta g_muzzleFlash "1" seta gui_CenterY "0.5" seta gui_CenterX "0.5" seta gui_Height "1.0" seta gui_Width "1.0" seta ui_showGun "1" seta ui_autoSwitch "1" seta ui_team "Red" seta ui_skin "skins/characters/player/marine_mp" seta ui_name "Player" seta si_serverURL "" seta si_spectators "1" seta si_usePass "0" seta si_warmup "0" seta si_teamDamage "0" seta si_timeLimit "10" seta si_maxPlayers "4" seta si_map "game/mp/d3dm1" seta si_gameType "singleplayer" seta si_name "DOOM Server" seta tdm_lod_bias "1.0" seta tdm_voice_from_off_volume "0" seta tdm_voice_player_volume "0" seta tdm_music_volume "0" seta tdm_door_auto_open_on_unlock "1" seta tdm_bow_aimer "0" seta tdm_lp_debug_hud "0" seta tdm_lp_pawlow "0" seta tdm_lp_randomize "1" seta tdm_lp_auto_pick "0" seta tdm_lp_autopick_attempts "3" seta tdm_lp_pick_timeout "500" seta tdm_lp_sample_delay "10" seta tdm_lp_base_count "5" seta tdm_empty_model "models/darkmod/misc/system/empty.lwo" seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo" seta tdm_lg_weak "0" seta tdm_lg_interleave_min "40" seta tdm_lg_interleave "1" seta pm_rope_snd_rep_dist "32" seta pm_min_stepsound_interval "200" seta pm_stepvol_crouch_creep "-7" seta pm_stepvol_crouch_run "4" seta pm_stepvol_crouch_walk "-2" seta pm_stepvol_creep "-5" seta pm_stepvol_run "8" seta pm_stepvol_walk "0" seta tdm_underwater_blur "3" seta tdm_rope_pull_force_factor "140" seta gui_objectiveTextSize "1.0" seta gui_barSize "1.0" seta gui_lightgemSize "1.0" seta gui_bigTextSize "1.0" seta gui_smallTextSize "1.0" seta gui_iconSize "1.0" seta tdm_subtitles "1" seta tdm_inv_use_visual_feedback "1" seta tdm_door_control "0" seta tdm_inv_use_on_frob "1" seta tdm_inv_loot_sound "frob_loot" seta tdm_inv_hud_pickupmessages "1" seta tdm_hud_hide_lightgem "0" seta tdm_hud_opacity "0.7" seta tdm_invgrid_hud_file "guis/tdm_invgrid_parchment.gui" seta tdm_grabber_reverse_control "0" seta tdm_bounce_sound_min_vel "80" seta tdm_bounce_sound_max_vel "400" seta tdm_throw_time "1200" seta tdm_throw_vellimit_max "900" seta tdm_throw_vellimit_min "300" seta tdm_throw_impulse_max "3500" seta tdm_throw_impulse_min "1200" seta tdm_phys_show_momentum "0" seta tdm_ai_hearing_hardcore "1.5" seta tdm_ai_hearing_challenging "1.0" seta tdm_ai_hearing_forgiving "0.6" seta tdm_ai_hearing_nearly_deaf "0.2" seta tdm_ai_hearing "2" seta tdm_ai_vision_hardcore "1.005" seta tdm_ai_vision_challenging "0.804" seta tdm_ai_vision_forgiving "0.402" seta tdm_ai_vision_nearly_blind "0.134" seta tdm_ai_vision "1" seta tdm_melee_difficulty "normal" seta tdm_melee_max_particles "10" seta tdm_melee_forbid_auto_parry "0" seta tdm_melee_auto_parry "1" seta tdm_melee_invert_parry "0" seta tdm_melee_invert_attack "0" seta tdm_melee_mouse_thresh_ "0" seta tdm_drag2_af_inair_friction "0.5" seta tdm_drag2_af_reduceforce_radius "10.0" seta tdm_drag2_af_weight_ratio_canlift "5.0" seta tdm_drag2_af_weight_ratio "0.8" seta tdm_drag2_rigid_acceleration_radius "1.0" seta tdm_drag2_rigid_distance_halfing_time "0.1" seta tdm_drag2_rigid_silentmode "1" seta tdm_drag2_targetpos_averaging_time "0.1" seta tdm_drag1_af_ground_timer "800" seta tdm_drag1_damping_af "0.4" seta tdm_drag1_damping "0.0" seta tdm_drag1_limit_force "1" seta tdm_drag_af_free "0" seta tdm_drag_new "1" seta tdm_drag_force_max "100000" seta tdm_drag_stuck_dist "38.0" seta tdm_drag_encumber_max "0.4" seta tdm_drag_encumber_maxmass "55" seta tdm_drag_encumber_minmass "10" seta tdm_drag_jump_masslimit "20" seta tdm_dragged_item_highlight "1" seta tdm_collision_damage_scale_horiz "0.5" seta tdm_collision_damage_scale_vert "1" seta tdm_frobhelper_ignore_size "40.0" seta tdm_frobhelper_fadeout_duration "500" seta tdm_frobhelper_fadein_duration "1500" seta tdm_frobhelper_fadein_delay "500" seta tdm_frobhelper_alpha "1.0" seta tdm_frobhelper_alwaysVisible "0" seta tdm_frobhelper_active "0" seta tdm_frob_fadetime "100" seta tdm_frob_width "10.0" seta tdm_frob_distance_default "63" seta pm_lean_toggle "0" seta pm_lean_door_bounds_exp "8.0" seta pm_lean_door_max "40" seta pm_lean_door_increments "10" seta pm_lean_to_valid_increments "25" seta pm_lean_forward_stretch "15" seta pm_lean_forward_height "0.4" seta pm_lean_forward_time "400.0" seta pm_lean_forward_angle "2" seta pm_lean_stretch "2" seta pm_lean_height "0.4" seta pm_lean_time "400.0" seta pm_lean_angle "15.0" seta pm_shoulderDrop_angleIncrement "22.5" seta pm_shoulderDrop_maxAngle "91.0" seta pm_shoulderAnim_delay_msecs "0.0" seta pm_shoulderAnim_dip_dist "5.0" seta pm_shoulderAnim_rockDist "3.0" seta pm_shoulderAnim_dip_duration "0.5" seta pm_shoulderAnim_msecs "700.0" seta tdm_reattach_delay "100" seta tdm_crouch_toggle_hold_time "400" seta tdm_toggle_crouch "1" seta tdm_footfall_sounds_movetype_specific "1" seta pm_ladderSlide_speedLimit "400.0" seta pm_mantle_cancel_speed "150.0" seta pm_mantle_pullFast_msecs "450" seta pm_mantle_maxLowObstacleHeight "36.0" seta pm_mantle_minflatness "0.707" seta pm_mantle_height "0.2" seta pm_mantle_reach "0.5" seta pm_weightmod "1" seta pm_softhinderance_run "1.0" seta pm_softhinderance_walk "0.5" seta pm_softhinderance_creep "0.2" seta pm_softhinderance_active "1" seta pm_push_max_mass "200" seta pm_push_heavy_threshold "0.15" seta pm_push_accel_time "1000" seta pm_push_start_delay "1000" seta pm_push_maximpulse "300" seta pm_pushmod "0.15" seta pm_swimspeed_frequency "0.8" seta pm_swimspeed_variation "0.6" seta pm_max_swimspeed_mod "1.4" seta pm_crouchmod "0.54" seta pm_running_creepmod "0.22" seta pm_creepmod "0.44" seta pm_runmod "2.12" seta tdm_savegame_compress "1" seta tdm_force_savegame_load "0" seta tdm_mainmenu_confirmquit "1" seta tdm_debug_aastype "aas32" seta tdm_allow_http_access "1" seta tdm_proxy_pass "" seta tdm_proxy_user "" seta tdm_proxy "" seta tdm_fm_restart_delay "0" seta tdm_default_relations_def "atdm:team_relations_default" seta tdm_show_menu_tooltips "1" seta tdm_show_trainer_messages "1" seta tdm_menu_music "1" seta tdm_wideScreenMode "7" seta r_aspectRatio "1" seta r_customHeight "1080" seta r_customWidth "1920" seta tdm_ai_show_aasfuncobstacle_state "0" seta tdm_show_health "0" seta tdm_ai_debug_greetings "0" seta tdm_ai_debug_transition_barks "0" seta tdm_ai_opt_nolipsync "0" seta tdm_ai_opt_update_enemypos_interleave "48" seta tdm_ai_opt_interleavethinkframes "0" seta tdm_ai_opt_interleavethinkskipPVS "0" seta tdm_ai_opt_interleavethinkmaxdist "0" seta tdm_ai_opt_interleavethinkmindist "0" seta tdm_ai_search_type "4" seta tdm_ai_visdist_show "0.0" seta tdm_ai_search_show "0.0" seta tdm_showko "0" seta tdm_showsprop_radius "0" seta tdm_showsprop "0" seta tdm_spr_debug "0" seta tdm_sndprop_disable "0" seta tdm_ai_acuity_L5 "1.5" seta tdm_ai_acuity_L4 "1.3" seta tdm_ai_acuity_L3 "1.1" seta tdm_ai_show_conversationstate "0" seta tdm_ai_show_enemy_visibility "0" seta tdm_ai_sight_scale "1000.0" seta tdm_ai_sight_thresh "1.0" seta tdm_ai_showelevator "0" seta tdm_ai_showdoor "0" seta tdm_ai_debug_blocked "0" seta tdm_ai_showAASarea "0" seta tdm_ai_showgoalpos "0" seta tdm_ai_showdest "0" seta tdm_ai_showalert "0" seta tdm_ai_showtasks "0" seta tdm_ai_showanimstate "0" seta tdm_ai_showko "0" seta tdm_ai_showfov "0" seta tdm_ai_debug "0" seta tdm_ai_bumpobject_impulse "250" seta tdm_ai_tact "20.0" seta tdm_ai_sight_combat_cutoff "20.0" seta tdm_ai_sightmin "15.0" seta tdm_ai_sightmax "40.0" seta tdm_ai_sight_mag "1.0" seta tdm_ai_sight_prob "0.7" seta tdm_ai_showname "0" seta tdm_ai_showbark "0" seta tdm_ai_sndvol "0.0" seta tdm_player_wait_until_ready "1" seta com_automation_port "3879" seta in_padInvertPitchAxis "0" seta in_padInvertYawAxis "0" seta m_strafeSmooth "4" seta m_smooth "1" seta m_strafeScale "6.25" seta m_yaw "0.022" seta m_pitch "0.022" seta sensitivityMenuOverride "0" seta sensitivityMenu "1.0" seta sensitivity "5" seta in_toggleZoom "0" seta in_toggleCrouch "0" seta in_toggleRun "0" seta in_alwaysRun "0" seta in_freeLook "1" seta in_anglespeedkey "1.5" seta in_pitchspeed "140" seta in_yawspeed "140" seta gui_configServerRate "0" seta com_savegame_preview_format "jpg" seta com_numQuickSaves "2" seta com_guid "" seta com_maxFPS "240" seta com_fixedTic "1" seta decl_stack "1" seta in_padL3HoldWhileDeflected "1" seta in_padTwoButtonMaxTimeMs "50" seta in_padLongPressTimeMs "250" seta com_preloadDemos "0" seta com_compressDemos "1" seta con_fontColor "5" seta con_fontSize "8" seta con_legacyFont "0" seta com_product_lang_ext "1" seta logFile "0" seta com_showFPSavg "4" seta com_showFPS "0" seta com_purgeAll "0" seta r_skipDynamicShadows "0"
  23. How can you explain that the problematic spots stick forever? You can disable bloom and it disappears, but then you enable it back and have exactly the same black/red/whatever spots, even though you look in the opposite direction already. Where is this magic memory?
  24. It's possible, but it sounds unlikely to me. I would expect any sensible driver to not actually sample the existing framebuffer if its blendweight is zero. Could be wrong, of course, wouldn't be the first time My personal hypothesis is that we may have negative values in the input color framebuffer. This has actually happened in another place where I already put a workaround for the resulting issues in place, so this isn't too far-fetched, even though I don't fully understand the cause. Now, if there is a negative value in the input to bloom, it would probably get smeared across the bloom stages and then added to the final image, which, if the negative value is high enough, would explain why it ends up as black. This is potentially simpler to test and workaround; all we'd need is a check in the bloom_downsample.frag.glsl brightpass function that returns 0 if the brightness is negative.
  25. Massive fps drop in the caves. I posted in the black mage fan mission topic my specs.
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