GZDoom Not Loading Properly?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Vault_Buster
Posts: 7
Joined: Sun Jan 24, 2016 18:19

GZDoom Not Loading Properly?

Post by Vault_Buster »

I recently tried getting GZDoom again; but the problem is the fact that when I load up the software the screen turns black for a second, and then while still in the aspect ratio of the game, it puts me back onto my desktop, so it's all stretched in a corner of my desktop. It never actually crashed on me (Except once) and I have to manually Ctrl-Alt-Del or just go on the icon bar and get rid of it there. My guess is that it's an OpenGL problem(Note I tested both Zdoom and Zandronum and they work) So I searched up how to update OpenGL, which the only tutorial that was graciously given to me was a convoluted mess where it looked like the person who typed it out forgot to put the other steps in. I currently have an Intel HD Graphics 4000. I've searched the forum for someone with a similar situation as mine but no luck. So if someone can kindly assist me on this I would be really greatful.
Vault_Buster
Posts: 7
Joined: Sun Jan 24, 2016 18:19

Re: GZDoom Not Loading Properly?

Post by Vault_Buster »

Also, here is the log I got after going into the properties to enable the game to be logged

Here: Log started: Sun Jan 24 12:51:29 2016

M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
adding C:/Users/Family/Desktop/New folder/gzdoom.pk3, 610 lumps
adding ./doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 1796 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i3-3217U CPU @ 1.80GHz
Family 6, Model 58, Stepping 9
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing OpenAL
Opened device Speakers (Realtek High Definition Audio)
EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics 4000
GL_VERSION: 4.0.0 - Build 10.18.10.3345 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 4.00 - Build 10.18.10.3345
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_ARB_create_context_robustness
Max. texture size: 16384
Max. texture units: 16
Max. fragment uniforms: 4096
Max. vertex uniforms: 4096
Max. uniform block size: 16384
Uniform block alignment: 16
Max. varying: 64
Max. combined shader storage blocks: 64
Max. vertex shader storage blocks: 64
Resolution: 640 x 480
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Vault_Buster
Posts: 7
Joined: Sun Jan 24, 2016 18:19

Re: GZDoom Not Loading Properly?

Post by Vault_Buster »

so no one is gonna help?
Blue Shadow
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Re: GZDoom Not Loading Properly?

Post by Blue Shadow »

This forum isn't as active as other forums in the community. Also, not even a day has passed since you made the report, so you need to be patient.
Vault_Buster
Posts: 7
Joined: Sun Jan 24, 2016 18:19

Re: GZDoom Not Loading Properly?

Post by Vault_Buster »

Blue Shadow wrote:This forum isn't as active as other forums in the community. Also, not even a day has passed since you made the report, so you need to be patient.
Sorry, at the back of the bugs page I actually found a guy who had the same issue as I and when he gave the log, the issue was unsolved and left into the void of dead topics. I kinda thought the same was happening, like I said something taboo. So I was getting worried. All in all. I had paranoia grab me on the balls and start squeezing. Sorry.
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Rachael
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Re: GZDoom Not Loading Properly?

Post by Rachael »

Vault_Buster wrote:so no one is gonna help?
The forum you posted this in originally is not a technical support forum. It is for reporting bugs in GZDoom, which it is fairly apparent that your issue is not.

I would suggest reporting the issue here - that forum is much more active, you're much more likely to get help, and someone might actually have some idea of how to deal with your problem. If I knew, I would help, sorry.

Also, don't forget this - if anyone's going to help you, they will need the info you can grab from that. It might seem tedious and pointless, but if you want help, you're gonna have to help people understand your hardware, as well as the drivers and software that run it, so this is necessary.
Vault_Buster
Posts: 7
Joined: Sun Jan 24, 2016 18:19

Re: GZDoom Not Loading Properly?

Post by Vault_Buster »

Eruanna wrote:
Vault_Buster wrote:so no one is gonna help?
The forum you posted this in originally is not a technical support forum. It is for reporting bugs in GZDoom, which it is fairly apparent that your issue is not.

I would suggest reporting the issue here - that forum is much more active, you're much more likely to get help, and someone might actually have some idea of how to deal with your problem. If I knew, I would help, sorry.

Also, don't forget this - if anyone's going to help you, they will need the info you can grab from that. It might seem tedious and pointless, but if you want help, you're gonna have to help people understand your hardware, as well as the drivers and software that run it, so this is necessary.
Thank you. Sorry if I was creating a stir.
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Rachael
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Re: GZDoom Not Loading Properly?

Post by Rachael »

Vault_Buster wrote:Thank you. Sorry if I was creating a stir.
You caused no stir. It's why forums are designed with moderator features. :) I hope someone is able to help you out.
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Gez
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Re: GZDoom Not Loading Properly?

Post by Gez »

It sounds a bit like the issue Void Mage is having.

If you go here, you'll find both "1.8" and "2.1.pre" builds. Try to check if the 1.8 builds have the same issue.
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Rachael
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Re: GZDoom Not Loading Properly?

Post by Rachael »

VoidMage's issue seems to be operating-system specific. If I remember correctly, GZDoom was not properly accounting for the geometry of his screen in X11 if he selected a non-native resolution in fullscreen mode, causing the screen to be drawn in incorrect places.

I couldn't reproduce the bug because none of my X11 servers that were hardware accelerated were new enough to support GZDoom - even emulated ones (VirtualBox/VMWare).
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