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(1 edit)

1, I gave you access now!
2, Skipping does skip  but it's still a black screen
3,This happens every time i press either New or Continue Game
4,After 30 seconds, still b;lack screen
5.My CPU is intel(R) Core(TM) i7 and my graphics card is Intel(R) Iris(R) Plus Graphics
6. When I press space i hear a jump so i assume the game is running without rendering

This is very interesting, I haven’t seen it do anything like that before.

If you can, please send game’s log files. They should be located at “%AppData%/the-boundary-condition/logs/”. I think you should be able to just paste that into an explorer window, but here are some more step-by-step instructions in case that’s helpful:

  1. Go to your AppData folder. You can follow the instructions here to get there
  2. Within that there should be a folder called “the-boundary-condition”
  3. Within that there should be a folder called “logs”
  4. Please send any files within that folder. Compressing the whole folder into a zip file would be great.

Also, I’ve uploaded a new test build here that has some newer changes that could potentially have affected this as well as one extra change I made today that might help fix this. Please give that a shot when you have a chance and let me know if it’s any better.

1. Here's the zipped logs! https://drive.google.com/file/d/1h02Q-tJIQYjQnWbT9u2HBtr-QXt7xM6N/view?usp=shari...
2.The test build has the same results 😔

Thanks for this, and sorry for the trouble. I did some digging and found a number of posts with users on Intel integrated GPUs having similar issues (black screen) with the Godot editor itself. A driver upgrade (or downgrade in some older cases) seems to have resolved the issue in at least some of those cases. It’s hard to know if that directly related to what you’re experiencing, especially since the game is working at first, but I figured I’d throw it out there. If you’re open to investigating that, it seems that you may need to go to Intel’s website to find new driver versions as Windows may not always update them.

With all of that said, I do I have one more build for you to try out (here). It has another attempted fix (albeit not a great one, a variety of things might look weird even if it does work), as well as increased logging. If you don’t mind giving that a go and sending me the resulting logs (same process as before), that would be great, and might help me get a better idea of what’s going on.