Can't see broadcast screens, tv's, etc.

Clouds

Mr. Weedmans
GTA RP Playtester
Joined
Apr 27, 2016
Messages
1,171
Nebulae
1,783
Anything to do with TV screens or broadcast screens just show up black.


I do use an FPS booster, but ever since using it, even if I have it off it's black now.

be988995e78f2acb6f3e88ec8883f3db.jpg



Code:
// Unexplained crashes? Try changing mat_queue_mode to `-1'.
-------------------------------
// Launch options:
// IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
//
// Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
// Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
// ----------------------------------------------------------------------------

// ----------------------------------------------------------------------------
// FPS cap
// ----------------------------------------------------------------------------
//fps_max 132 // Commented due to jittering when fps is capped for some
fps_max 0

// ----------------------------------------------------------------------------
// Net settings
// ----------------------------------------------------------------------------

// LAN
//cl_cmdrate 66 // Number of command pakets sent to the server per second.
//cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
// the minimum available.
//cl_interp_ratio 0 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
//cl_lagcompensation 0 // Perform server side lag compensation of weapon firing events.
//cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
//cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
//cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
//cl_updaterate 66 // Number of packets per second you are requesting from the server.
//rate 60000 // Max bytes/sec the host can receive data.

// Good connection
//cl_cmdrate 66 // Number of command pakets sent to the server per second.
//cl_interp 0 // Interpolate x seconds from game (0.02 = 20ms)
//cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
//cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
//cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
//cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
//cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
//cl_updaterate 66 // Number of packets per second you are requesting from the server.
//rate 60000 // Max bytes/sec the host can receive data.

// Bad connection
// cl_cmdrate 66 // Number of command pakets sent to the server per second.
// cl_interp 0 // Interpolate x seconds from game (0.02 = 20ms)
// cl_interp_ratio 2 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_lagcompensation 1 // Perform server side lag compensation of weapon firing events.
cl_pred_optimize 2 // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_smooth 0 // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime 0.01 // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
// cl_updaterate 40 // Number of packets per second you are requesting from the server.
// rate 60000 // Max bytes/sec the host can receive data.

// Spy settings
cl_updaterate 67 // Number of packets per second you are requesting from the server.
cl_cmdrate 67 // Number of command pakets sent to the server per second.
cl_interp_ratio 1 // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_interp .015 // Interpolate x seconds from game (0.02 = 20ms)
rate 100000 // Max bytes/sec the host can receive data.

// ----------------------------------------------------------------------------
// Sprays
// ----------------------------------------------------------------------------

// Disable sprays
cl_playerspraydisable 1
r_spray_lifetime 0

// Enable sprays -- uncomment this section if you want these settings
//cl_playerspraydisable 0
//r_spray_lifetime 2

// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------

// Disable shadows
mat_shadowstate 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 1

// Enable shadows -- uncomment this section if you want these settings
//mat_shadowstate 1
//r_shadowmaxrendered 11
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
// competitive TF2 players to see opponents standing
// near the other side of a wall. You may see some
// performance loss from setting this to `1'.
//r_shadows 1

// ----------------------------------------------------------------------------
// Facial features
// ----------------------------------------------------------------------------


// Enable facial features -- uncomment this section if you want these settings
//r_eyes 1
//r_flex 1
//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
//r_rootlod 1
//r_teeth 1

// ----------------------------------------------------------------------------
// Graphical
// ----------------------------------------------------------------------------
// Now we come to the main brunt of the config. You probably don't want to mess
// with this.
// ----------------------------------------------------------------------------
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0
cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
cl_new_impact_effects 0
cl_show_splashes 0
//func_break_max_pieces 3
glow_outline_effect_enable 0 // Cart glow effect.
lod_transitiondist 0
mat_antialias 0
mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine' effect to appear on all players.
mat_colcorrection_disableentities 1
mat_colorcorrection 0
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_envmapsize 8
//mat_envmaptgasize 0
mat_filterlightmaps 0
mat_filtertextures 0
mat_forceaniso 0
mat_hdr_level 0
mat_max_worldmesh_vertices 512
//mat_monitorgamma 1.7 // Controls brightness, try 1.8 to make it brighter or 2.2 //line 426
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
// at a range from -1 to 2, -1 being the best quality, 2 being the
// worst.
mat_reducefillrate 1
mat_reduceparticles 1
mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
mat_trilinear 0
mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
mat_viewportupscale 1
mat_wateroverlaysize 1
//mp_decals 1 // `9' is a good value to still see the spread pattern from a
// scattergun without any real performance loss.
r_3dsky 1
r_ambientboost 0
r_ambientfactor 0
r_ambientmin 0
r_avglight 0
//r_cheapwaterend 1
r_cheapwaterstart 1
r_decals 100
r_decalstaticprops 100
//r_decal_cullsize 15
r_drawdetailprops 0
r_drawmodeldecals 0
r_drawflecks 0
r_dynamic 1
r_flashlightdepthtexture 0
r_forcewaterleaf 1
r_lightaverage 0
//r_maxnewsamples 2
//r_maxsampledist 1
//r_propsmaxdist 0
r_renderoverlayfragment 0
r_staticprop_lod 4
r_waterdrawreflection 0
r_waterdrawrefraction 0
r_waterforceexpensive 0
r_waterforcereflectentities 0

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
in_usekeyboardsampletime 0
mat_clipz 1 // FX card users should set this to 0
mat_forcehardwaresync 0
mat_levelflush 1
m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
// silly incompatibility with the Xfire overlay. You should use
// it if you can!
mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
// performed on the GPU (as opposed to on the CPU). The
// value `-1' autodetects hardware support for this
// feature, which is safer than forcing it.

// ----------------------------------------------------------------------------
// Threading
// ----------------------------------------------------------------------------
//mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
// defines the threading method to be used by the material
// system. It has been unstable to use in the past, but
// nowadays it's generally okay.
//
// Here are the possible values:
// -2 legacy default
// -1 default
// 0 synchronous single thread
// 1 queued single thread
// 2 queued multithreaded
//
// If you have problems with the value `2', try setting it to
// `-1'.
//
// As an aside, there are quite a few bugs in the demo system
// that occur when mat_queue_mode is set to a value that is
// not `-1'. If you intend to do work with the demo system,
// maybe you should change this.

cl_threaded_bone_setup 0
cl_threaded_client_leaf_system 0
r_queued_decals 0
//r_queued_ropes 1
//r_queued_post_processing 1
//r_threaded_client_shadow_manager 0
//r_threaded_particles 0
//r_threaded_renderables 1

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
cl_forcepreload 1 // Force preloading

// FPS Config
// ----------------------------------------------------------------------------
mat_mipmaptextures "1" // texture quality decreases with distance
mat_bufferprimitives "1"
mat_compressedtextures "1"
mat_debugdepthval "0"
mat_debugdepthvalmax "0"
mat_hdr_enabled "0"
mat_use_compressed_hdr_textures "1"
mat_aaquality "0"
mat_softwarelighting "0"
mat_autoexposure_max "0"
mat_autoexposure_min "0"
mat_bloomscale "0"
mat_bloom_scalefactor_scalar "0"
mat_disable_ps_patch "1"
mat_fastspecular "1"
mat_fastnobump "0"
mat_forcemanagedtextureintohardware "0"
mat_framebuffercopyoverlaysize "0"
mat_diffuse "1"
mat_software_aa_blur_one_pixel_lines "0"
mat_software_aa_strength "0"
mat_software_aa_strength_vgui "0"
mat_software_aa_tap_offset "0"
mat_alphacoverage "0"
mat_non_hdr_bloom_scalefactor "0"
mat_maxframelatency "0"
snd_mixahead "0.1"
dsp_volume "1"
dsp_spatial "40"
dsp_speaker "50"
dsp_water "14
soundscape_flush "1" // Flushes the server & client side soundscapes
r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
r_dopixelvisibility "0"
r_PhysPropStaticLighting "0"
r_occlusion "1" // Activate/deactivate the occlusion system.
r_worldlights "0" // number of world lights to use per vertex
r_3dnow "0" // Enable/disable 3DNow code
r_sse2 "1" // Enable/disable SSE2 code
r_ropetranslucent "0"
r_drawbatchdecals "0"
r_hunkalloclightmaps "0"
r_maxdlights "0"
r_maxmodeldecal "0"
r_minnewsamples "0"
r_bloomtintg "0"
r_bloomtintb "0"
r_bloomtintexponent "0"
r_bloomtintr "0"
r_lightcache_zbuffercache "0"
cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
cl_muzzleflash_dlight_1st "0"
cl_predictweapons "1"
cl_predict "1"
tf_playergib "0"
cl_showhelp "0"
cl_showpluginmessages "0" // Allow plugins to display messages to you
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
cl_debugrumble "0" // Turn on rumble debugging spew
cl_ragdoll_collide "0"
rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
sv_forcepreload "1" // forces preload to help increase performance
jpeg_quality "100" // jpeg screenshot quality.
commentary "0" // desired commentary mode state
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
prop_active_gib_limit "0"
showhitlocation "1"
gl_clear "0"
muzzleflash_light "0"
overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
adsp_debug "0"
//mp_usehwmmodels "0"
//mp_usehwmvcds "0"

mat_monitorgamma "2.0" //monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
r_cheapwaterend "2000" // End of the CheapWater rendering (all behind this range is black water)
r_maxnewsamples "2"
r_maxsampledist "1"
r_queued_post_processing "0"
r_threaded_client_shadow_manager "1"
r_threaded_particles "1"
r_threaded_renderables "0"
mp_decals "200"
r_decal_cullsize "5"
mat_queue_mode "2"
mp_usehwmvcds "-1"
mp_usehwmmodels "-1
r_queued_ropes "0"


I remember having this same problem from using an FPS boost cfg on D47 about a year ago and I found which console command fixed it, but I honestly forget. It's annoying because it obviously break immersion and I can't see shit when a broadcast happens or anything of the sort.