GZDoom 2.0.03 released

News about GZDoom.

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undead003
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Re: GZDoom 2.0.03 released

Post by undead003 » Wed Oct 08, 2014 20:57

De-M-oN wrote:Maybe we should sgtmark show this and request to make it this way :D
If we want him to get butchered by people with OCD, yes. :)

I'll try a devbuild tomorrow and post comparisons.

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Re: GZDoom 2.0.03 released

Post by SlayeR » Tue Oct 14, 2014 9:45

Trying to run this version on my laptop (Macbook Pro w/Intel Iris, running Windows 8.1), I get the following error:
Spoiler: Console Log
I'm assuming something isn't fully supported by the driver, or it's just crap and/or wrongly reporting something (as per intel) :P

Other relevant parts of the log if it helps at all:
Spoiler: More Console Log
Running it with -gl3 works fine.

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Graf Zahl
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Re: GZDoom 2.0.03 released

Post by Graf Zahl » Tue Oct 14, 2014 15:05

My guess is that this is a driver bug. The compiler does not properly support the syntax for shader storage buffers, it seems, the rest of the errors are merely follow-ups of the messed up compile state. Intel apparently didn't properly read the specs here.

Sorry, there's not much I can do about it, if I start to second guess a feature's implementation quality (or lack thereof) it will end up a mess.

undead003
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Re: GZDoom 2.0.03 released

Post by undead003 » Tue Oct 14, 2014 19:01

And yeah, using the devbuilds fixed the dark blood I was speaking of earlier.

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De-M-oN
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Re: GZDoom 2.0.03 released

Post by De-M-oN » Thu Oct 16, 2014 15:15

Happy wrote:Hey, got a little problem with this version.

I downloaded 2.0.03 and 1.8.02

1.8.02 is working fine,but in this newer one i got a complete yellow background
Image
(Didn't know how to make a proper screenshot :D Trying with paint only gave me black pictures )


Besides, picking up items in 2.0.03 makes the complete screen yellow (not the normal short yellow-flash)

I have a NV Gtx480
Driver: 337.88 win7/x64

Maybe it can help you guys :cheers:
This is caused by Afterburners Engine Hook.

Use Vector 2D instead of Vector 3D and it works fine.

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Rowsol
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Re: GZDoom 2.0.03 released

Post by Rowsol » Thu Oct 16, 2014 18:29

De-M-oN wrote:
This is caused by Afterburners Engine Hook.

Use Vector 2D instead of Vector 3D and it works fine.
Well whatdoyaknow. Sure enough the on screen display of afterburner was the cause. Nice work.

Happy
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Re: GZDoom 2.0.03 released

Post by Happy » Sat Oct 18, 2014 2:46

Thanks De-M-oN
It fixed it for me :cheers:

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Re: GZDoom 2.0.03 released

Post by Graf Zahl » Sat Oct 18, 2014 9:39

Hm. I wonder what kind of boneheaded nonsense Afterburner is doing here.

The main difference between GZDoom1.x and 2.x in this regard is that due to deprecation of the hardware alpha test this has to be done with a specific check inside the shader. This means that the only imaginable thing is that it somehow captures the shader source, messes around with it and forwards a broken edited copy to the actual compiler.

undead003
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Re: GZDoom 2.0.03 released

Post by undead003 » Tue Oct 21, 2014 18:15

The minimum requirement is OpenGL 3.0 and I have OpenGL 3.1 - but GZDoom still crashes on the family's laptop.

Code: Select all

OS: Windows 7 (NT 6.1) Build 7601
    Service Pack 1
M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
 adding C:/Users/Simon/Downloads/gzdoom-bin-2-0-03/gzdoom.pk3, 586 lumps
 adding c:/steam/SteamApps/common/doom 2/base/doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 1497 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Celeron(R) CPU B800 @ 1.50GHz
  Family 6, Model 42, Stepping 7
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.27
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
GL_VERSION: 3.1.0 - Build 9.17.10.3517 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 1.40 - Intel Build 9.17.10.3517
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_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_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_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_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback 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_EXT_texture_snorm 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_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays 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_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex 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_EXT_pixel_format_packed_float
Max. texture size: 8192
Max. texture units: 16
Max. fragment uniforms: 1024
Max. vertex uniforms: 512
Max. uniform block size: 16384
Uniform block alignment: 16
Max. varying: 41
Max. combined shader storage blocks: 41
Max. vertex shader storage blocks: 41

Execution could not continue.

Unable to load shader Default:
Init Shader 'Default':
Vertex shader:
ERROR: 0:2: '' :  extension 'GL_ARB_uniform_buffer_object' is not supported


Fragment shader:
ERROR: 0:2: '' :  extension 'GL_ARB_uniform_buffer_object' is not supported
ERROR: 0:66: 'layout' : syntax error syntax error




Last edited by undead003 on Wed Oct 22, 2014 14:20, edited 1 time in total.

Moktar
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Re: GZDoom 2.0.03 released

Post by Moktar » Tue Oct 21, 2014 19:16

Same errors here :?

Code: Select all

OS: Windows 8 (or higher) (NT 6.2) Build 9200
    
M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
 adding C:/DOOM/gzdoom.pk3, 586 lumps
 adding ./doom2.wad, 2919 lumps
 adding C:/DOOM/skins/crosshair_pack.wad, 94 lumps
 adding C:/DOOM/skins/moktar_skins_1.wad, 224 lumps
 adding C:/DOOM/skins/moktar_skins_2.wad, 109 lumps
 adding C:/DOOM/skins/st_skin_chubbs.wad, 57 lumps
 adding C:/DOOM/skins/st_skin_illucia.wad, 58 lumps
 adding C:/DOOM/skins/st_skin_phobos.wad, 60 lumps
 adding C:/DOOM/skins/st_skin_seenas.wad, 52 lumps
 adding shared/BDSE_19.pk3, 5562 lumps
 adding shared/BDSE_19.pk3:terrain.wad, 261 lumps
 adding shared/BDSE1.pk3, 82 lumps
 adding shared/BDSE2.pk3
 adding shared/BDSE_sfx.pk3, 6 lumps
 adding shared/BDSE_lites.pk3, 812 lumps
 adding shared/NCHUD.pk3, 86 lumps
 adding shared/NCHUD_BD.pk3, 7 lumps
 adding shared/addon/DB12.pk3, 96 lumps
 adding shared/addon/DB11_BD.pk3, 2 lumps
 adding shared/IWAD_NRFTL.zip, 2 lumps
 adding shared/IWAD_NRFTL.zip:iwad_nrftl.wad, 399 lumps
 adding shared/IWAD_YOMI.zip, 2 lumps
 adding shared/IWAD_YOMI.zip:iwad_yomi.wad, 236 lumps
 adding shared/IWAD_WID2.zip, 3 lumps
 adding shared/IWAD_WID2.zip:danxb.wad, 211 lumps
 adding shared/IWAD_WID2.zip:iwad_wid2.wad, 1142 lumps
I_Init: Setting up machine state.
CPU Speed: 1995 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Pentium(R) CPU B940 @ 2.00GHz
  Family 6, Model 42, Stepping 7
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.27
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.
Attempting to remap texture M_DOOM to non-existent lump MDOMHD
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Bad hex number: no
R_Init: Init Doom refresh subsystem.
Brightmap 'brightmaps/doom/SW2GSTONE.png' not found in texture '(null)'
DecalLibrary: Load decals.
Adding dehacked patch IWAD_WID2.zip:iwad_wid2.wad:DEHACKED
Patch installed
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
GL_VERSION: 3.1.0 - Build 9.17.10.3347 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 1.40 - Intel Build 9.17.10.3347
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_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_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_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_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback 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_EXT_texture_snorm 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_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays 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_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex 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_EXT_pixel_format_packed_float
Max. texture size: 8192
Max. texture units: 16
Max. fragment uniforms: 1024
Max. vertex uniforms: 512
Max. uniform block size: 16384
Uniform block alignment: 16
Max. varying: 41
Max. combined shader storage blocks: 41
Max. vertex shader storage blocks: 41

Execution could not continue.

Unable to load shader Default:
Init Shader 'Default':
Vertex shader:
ERROR: 0:2: '' :  extension 'GL_ARB_uniform_buffer_object' is not supported


Fragment shader:
ERROR: 0:2: '' :  extension 'GL_ARB_uniform_buffer_object' is not supported
ERROR: 0:66: 'layout' : syntax error syntax error





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Enjay
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Re: GZDoom 2.0.03 released

Post by Enjay » Tue Oct 21, 2014 21:53

I think I might have found a WAD that makes my system show this bug. Perhaps it will for others too.

http://forum.zdoom.org/viewtopic.php?f=19&t=46541

I downloaded the WAD from there and loaded it on top of doom.wad. I had to fix a problem in one of the DECORATE files (the console identifies the appropriate file (decorate/decorations.txt) - line 996 has a ' that shouldn't be there). Then I started a game. The game started on E1M1. I looked at the automap and it was fine. When I was poking around in the PK3, I noticed that there was also a E1M4 map, so I used the console to get to that map and, when I did, all the numbers, status bar etc on the automap were black. If I bring down the console, it's mostly black too, as is the menu if called while the automap is in view. If I change back to the normal game view, the various elements look correct. For whatever reason, this only happens on E1M4. E1M1 is fine. This happens reliably for me with the official release and the most recently posted Git build.

Image

Image

Image

Image

GeForce GTX 760 with up to date drivers.

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Blue Shadow
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Re: GZDoom 2.0.03 released

Post by Blue Shadow » Wed Oct 22, 2014 10:44

I wasn't able to produce that. Here is what I've done, in case I didn't follow the steps properly:

Started the game on the first map. Looked at the automap, and while the automap was in view, I brought the console down and used the map command to go to E1M4. Once I'm in the map, I checked the automap, again -- everything was fine.

My GPU is AMD Radeon HD 7670M

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Enjay
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Re: GZDoom 2.0.03 released

Post by Enjay » Wed Oct 22, 2014 11:14

Blue Shadow wrote: Started the game on the first map. Looked at the automap, and while the automap was in view, I brought the console down and used the map command to go to E1M4. Once I'm in the map, I checked the automap, again -- everything was fine.
Hmmm, yeah, that should have done it:
[edit]
I just noticed that enabling/disabling the textured automap has an effect here. Did you have the textured automap active? I should have mentioned that I did. If I go to the automap and toggle the textured map on and off, the effect also toggles at the same time.
[/edit]

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Graf Zahl
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Re: GZDoom 2.0.03 released

Post by Graf Zahl » Wed Oct 22, 2014 11:30

This is not the place to post bug reports!

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Re: GZDoom 2.0.03 released

Post by Enjay » Wed Oct 22, 2014 11:31

Indeed. I was just trying to add information to what I thought was an ongoing discussion. I'll report it properly.

[edit]
And done
http://forum.drdteam.org/viewtopic.php?f=24&t=6442

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