GCandy77

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Wolfbait

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  1. Hi peeps and thx for the reply. Jeff in answer to ure question, Ive had been trying to install the amdgpu drivers a long time ago to try and get my card to run with vulkan & dxvk properly, but it turned out to be a massive pain in the bum and I buggered it off, but the game did work b4 the patch so its a little confusing still. Neway .. Id thought id mention that its all working now ... In tyipcal noob linux style I messed something else up that required me to do my 7th or 8th re-installation and I suppose the best thing I can do now is not to play with anymore settings & adding random repo's n just accept that at least I can play the dam games again Wishing u all the best for the NY too!
  2. When I load my game, I now get a black screen for approx 2 secs b4 the game closes. The game work fine about 2 weeks ago just b4 the 13th hot fixes as you can see from my other posts, now from what I can tell from looking at the logs it says that my shader model is not supported. Im Running via linux steam and have tried in native + all vulkan modes + WINE via the start-up options and it all does the same thing = I get 2 seconds of game time 😫 Im not a experienced Linux user, but I havent changed anything on my system apart from regular system updates & all my other games still work, so ive hit a bit of a wall. Please help! Specs - I5 2500, 16gb Ram, R9 290, Pop Os 19.10 Logs - Desktop is 1920 x 1080 @ 60 Hz Initialize engine version: 2018.4.12f1 (59ddc4c59b4f) Forcing GfxDevice: OpenGL Core GfxDevice: creating device client; threaded=1 Renderer: AMD HAWAII (DRM 2.50.0, 5.3.0-7625-generic, LLVM 10.0.0) Vendor: X.Org Version: 4.5 (Core Profile) Mesa 20.0.0-devel - padoka PPA GLES: 0 GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_bu ffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_inter face_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_co mpression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_meminfo GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_ble nd_equation_separate GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays GL_KHR_blend_equation_ad vanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NVX_gpu_memory_info GL_NV_conditional_render GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_NV_vdpau_interop GL_OES_EGL_image GL_S3_s3tc OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 52994416 Begin MonoManager ReloadAssembly - Completed reload, in 0.635 seconds WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/TerrainEngine/Details/BillboardWavingDoublePass' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Hidden/TerrainEngine/Details/BillboardWavingDoublePass' - All passes removed WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader Default vsync count 1 requesting resize 1920 x 1080 Using native desktop resolution 1920 x 1080 requesting fullscreen 1920 x 1080 at 0 Hz Desktop is 1920 x 1080 @ 60 Hz
  3. Well thx for the chime in guys but I got it done now ....started in FM, just eat storks & found meat & if attacked punched my way out n then spent time re-healing.... I nearly screwed myself on day 24.5 as i need to sleep ... was on full health & warmth n thought "what the heck I nearly done it now" n setup a mass 10 hour sleep whilst outside ... hit sleep n then thought "I hope the weather dont change" - It did n then this happened 😝 Talk about a close one 😊 ... Next challenge
  4. Hi .. Ive had this issue too after the EP3 update with my old Gcard (R9 270x) & I have a similar setup to you with an I5 2500 & 16gb RAM, but im running withlin Linux. I do not think it is anything to do with the hardware on ure machine, the only possible thing it could be is that your GCard drivers are not fully up to date. Its possible that the API ure currently using does not support certain functions in the updated game, so I recommend updating those. You could also try running the game in Win7 compatibility mode ( right click the .exe / then select properties ) Also, if that fails you could try and play around with the launch options within steam > https://appuals.com/steam-set-launch-options-and-full-list/ < I would try " -autoconfig " This will help in restoring the video and audio configuration to their default settings for the current hardware which is detected & you could also try switching from dx9 to dx11 or open Gl or Vulkan ( if the API is installed ) https://steamcommunity.com/app/305620/discussions/4/2119355556495342911/ If all that fails I think ure best bet would be to set the launch parameters so that it creates a log file of what is going on & send it off to the devs so they can analyze it ... I think the command is " -debug_steamapi " & " -fs_logbins " But upgrade ure graphics drivers 1st .. that will update the APl's on ure machine n hopefully resolve ure issue
  5. Hi, Technically this is not a issue for me anymore as I have upgraded my Gcard recently and i dont not experience it any more, but for all the other people in the steam forums as far as I know it its still an issue for them. Here are the steam posts & a video showing the issue. Sorry no sound when recording & filmed during the 4Don event. https://steamcommunity.com/app/305620/discussions/7/1693843461191961129/ (original post) https://steamcommunity.com/app/305620/discussions/4/1657817111856895888/ (moaning 2nd post) Im running it native in Steam Via Linux PopOs 19.10 on a I5 2500, 16gb Ram & (then) a R9 270x (2GB) using the AMD Pitcarn driver .... this didnt happen b4 the EP3 release I was all smooth on the medium/high settings I was using. Now Im running the same setup but with a R9 290 (4GB) with the AMD Hawaii driver.... Ive upped everything to Ultra & even upped some of the draw distances ... n its totally smooth - no problems on screen but u can still here those fans being ramped right up tho
  6. Hi, 1st, Id like to thank the Hinterland team for making one of the most enjoyable & relaxing games I have ever played + Big Kudos for releasing EP 2 & 3 for free ... I would have gladly paid a reasonable DLC price for the both of em if I had to! My issue with this game however is with some of the achievements - Pacifist & Living Off the Land in particular. I setup a survival run on voyager to try and get a few achievements in one go ... this time on day 23, I walked out of the the main shack in the coastal town site and got jump by a wolf as soon as the door closed ... I defended myself & carried on only to find that the bleeding wolf died and ruined the pacifist achievement .... That imo is extremely c**p and out of order ... I spent all that time no shooting any guns or firing and bows only to be able to kill a wolf that jumped me out of no-where, with me bare hands ...... Lame! 🙄 It shouldn't count as a kill, especially if it happens during a defensive moment 😞 This is not the type of game where u can just leap in for a hr to try and gain some achievements ... they take hrs & hrs of building up to 1 moment & hrs & hrs in real life feel like they have been thrown away when they don't appear & drive you crazy when you "Re-do" them again and again and get the same result 🤯 ... crazy enuf to purely make an account here so I can try n get it fixed. 🙄 This leads me onto the "Living Off the Land" achievement ... as you can see the furthest ive got is 4 days? 🤬 In every run I am doing something that does not compute in my head to "not living of the land" I know the obvious like dont eat canned food etc or drink coffee or loo water but I am confused whether I can drink teas made from rose hips or reshi mushrooms? can I use a bandage to stop blood loss? can I repair my clothes? can I harvest meat from animals I Kill or only find? am I allowed to use fires accelerants??? I dont know what Im doing wrong as it seems if u fart in the incorrect manner this achievement will reset, the description that comes with it is so ambiguous Im lost to what is allowed & what isnt PLEASE HELP!!! Please dont get me wrong I love playing this game, but atm my priorities within it are purely to get these remaining achievements & its driving me mad .. I haven't even touched EP3 yet 😊