GZDoom 2.2.0 released

News about GZDoom.

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DaMan
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Re: GZDoom 2.2.0 released

Post by DaMan » Fri Sep 30, 2016 6:03

As long as a fortune 500 company uses 16bit software Windows 32bit will live. r/Stallmanwasright

Doomguy 2000

Re: GZDoom 2.2.0 released

Post by Doomguy 2000 » Sat Oct 01, 2016 11:07

I'm pleasantly surprised I can actually run this version on my PC when I wasn't able to run the other 2.x versions.

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BigBox141
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Re: GZDoom 2.2.0 released

Post by BigBox141 » Mon Oct 03, 2016 22:48

I don't know if I'm the only one getting this problem. This was never a problem at first, but when I start up GZDOOM 2.2.0 and hop into the game, I'm greeted to 0 sprites. They don't show at all. Kinda pisses me off. :angry:

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Graf Zahl
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Re: GZDoom 2.2.0 released

Post by Graf Zahl » Mon Oct 03, 2016 23:13

Seems to be that you are the only one. What kind of graphics hardware do you use?

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lizardcommando
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Re: GZDoom 2.2.0 released

Post by lizardcommando » Tue Oct 04, 2016 4:37

BigBox141 wrote:I don't know if I'm the only one getting this problem. This was never a problem at first, but when I start up GZDOOM 2.2.0 and hop into the game, I'm greeted to 0 sprites. They don't show at all. Kinda pisses me off. :angry:
I actually encountered the same issue myself. Both with the official 2.2.0 release version and the latest GitHub Dev version that was released today. But hey, at least the screen isn't black anymore, so there's that. My graphics card is a Radeon HD 6620. I'm using Windows 7. Not sure if that'll help you out or anything.

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Graf Zahl
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Re: GZDoom 2.2.0 released

Post by Graf Zahl » Tue Oct 04, 2016 8:19

Can you post your startup log? Also, please try running the engine with '-glversion 2'.

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Graf Zahl
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Re: GZDoom 2.2.0 released

Post by Graf Zahl » Tue Oct 04, 2016 8:33

Also, what parts of the scene are missing?

- Just sprites?
- Also the HUD weapon?
- Decals?
- What about texture bleeding when an upper/lower texture is missing?

These things are done differently than the rest. If it's just these few elements that are missing it means that there's a problem with the driver you use that I somehow need to find a way to work around.

MagniAgni

GZDoom.ini on macOS

Post by MagniAgni » Tue Oct 04, 2016 15:56

For those who are in trouble about loading the GZDoom.ini file on macOS version;

My copy of GZDoom had no longer been loaded the GZDoom.ini file since I have updated from GZDoom for OS X 0.5.1 to macOS 2.2.0.
It turned out the default location of the configuration file has been changed to:

/Users/[User Name]/Library/Preferences/gmdoom.ini

You might need to move your gzdoom.ini to that location.

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Re: GZDoom 2.2.0 released

Post by _mental_ » Tue Oct 04, 2016 19:54

MagniAgni wrote:You might need to move your gzdoom.ini to that location.
That's because official macOS version of GZDoom is not the exactly same as now abandoned GZDoom for macOS. Almost all settings are identical though.

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BigBox141
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Re: GZDoom 2.2.0 released

Post by BigBox141 » Tue Oct 04, 2016 23:00

Graf Zahl wrote:Also, what parts of the scene are missing?

- Just sprites?
- Also the HUD weapon?
- Decals?
- What about texture bleeding when an upper/lower texture is missing?

These things are done differently than the rest. If it's just these few elements that are missing it means that there's a problem with the driver you use that I somehow need to find a way to work around.
Decals, Weapon, and Sprites. I'm going to try that glversion 2 thing now and see if it works.

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BigBox141
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Re: GZDoom 2.2.0 released

Post by BigBox141 » Tue Oct 04, 2016 23:01

Just tried the glversion 2, its an improvement.



Not.

The monster sprites are working now, That's pretty good, however here's the issue, all fonts, HUD weapons, menu graphics, etc., are all white blocks.
Oh, and about the graphics hardware, my current graphics card is a Catalyst ATI Radeon HD 5450. Oh, and how do you copy/paste the startup log? I know I kinda sound retarded asking that question, but the .exe opens too fast to copy everything.

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Gez
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Re: GZDoom 2.2.0 released

Post by Gez » Tue Oct 04, 2016 23:35

Open a console window in your GZDoom folder and type the following command:

Code: Select all

gzdoom +logfile log.txt
Everything that is printed to the console will be put in the file log.txt, which you can then open and copy-paste.

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Graf Zahl
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Re: GZDoom 2.2.0 released

Post by Graf Zahl » Wed Oct 05, 2016 0:19

It looks like that particular driver has serious problems with some of the techniques that get used by GZDoom. In particular it seems to dislike when actual vertex coordinates come from uniforms. Damnit, that means I have to find another way to solve the buffer mapping problem. How old is that driver? Is it the latest version available for your card? If no, please do an update.

No idea why -glversion 2 creates such a mess of the 2D stuff.

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BigBox141
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Re: GZDoom 2.2.0 released

Post by BigBox141 » Wed Oct 05, 2016 0:47

Code: Select all

Log started: Tue Oct  4 19:39:52 2016

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding C:/Program Files (x86)/GZDoom 2.2.0/gzdoom.pk3, 620 lumps
 adding ./doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU speed: 2594 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Pentium(R) CPU G620 @ 2.60GHz
  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 4.44.61
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.
DECORATE parsing took 35.16 ms
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: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5450
GL_VERSION: 4.1.10750 Core Profile Context (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.10
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator 

GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate 

GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete 

GL_AMD_performance_monitor GL_AMD_sample_positions 

GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export 

GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 

GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator 

GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float 

GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float 

GL_ARB_depth_clamp GL_ARB_depth_texture 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_explicit_attrib_location 

GL_ARB_fragment_coord_conventions GL_ARB_fragment_program 

GL_ARB_fragment_program_shadow GL_ARB_fragment_shader 

GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 

GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 

GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays 

GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture 

GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object 

GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading 

GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects 

GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision 

GL_ARB_shader_stencil_export GL_ARB_shader_subroutine 

GL_ARB_shader_texture_lod GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync 

GL_ARB_tessellation_shader GL_ARB_texture_border_clamp 

GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 

GL_ARB_texture_compression GL_ARB_texture_compression_bptc 

GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 

GL_ARB_texture_cube_map_array GL_ARB_texture_env_add 

GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 

GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat 

GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two 

GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg 

GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query 

GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 

GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra 

GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit 

GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 

GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_draw_buffers 

GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo 

GL_ATI_separate_stencil GL_ATI_texture_compression_3dc 

GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 

GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color 

GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax 

GL_EXT_blend_subtract GL_EXT_copy_buffer GL_EXT_copy_texture 

GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced 

GL_EXT_draw_range_elements GL_EXT_framebuffer_blit 

GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object 

GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters 

GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil 

GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object 

GL_EXT_provoking_vertex GL_EXT_shader_image_load_store GL_EXT_shadow_funcs 

GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection 

GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object 

GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc 

GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc 

GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add 

GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 

GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod 

GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object 

GL_EXT_texture_rectangle GL_EXT_texture_sRGB 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_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square 

GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample 

GL_NV_float_buffer GL_NV_half_float GL_NV_texgen_reflection 

GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp 

GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint 

WGL_EXT_swap_control
Max. texture size: 16384
Max. texture units: 16
Max. varying: 128
Max. uniform block size: 65536
Uniform block alignment: 256
Resolution: 1280 x 1024
Thanks to Gez for that lovely code. That'll come in handy if I run into another problem.
Graf Zahl wrote:How old is that driver?
The driver is from 2010. Forgot the full date, I tried googling it and didn't find jack.
Graf Zahl wrote:Is it the latest version available for your card?
I'm not really good at computer hardware, so I'm going to assume you mean updating the driver. To that, I say I don't know. I've never updated it, and never bothered to check for an update.

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Rachael
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Re: GZDoom 2.2.0 released

Post by Rachael » Wed Oct 05, 2016 1:54

BigBox141 wrote:I'm not really good at computer hardware, so I'm going to assume you mean updating the driver. To that, I say I don't know. I've never updated it, and never bothered to check for an update.
Please check that. You can do that by entering your computer specs into this site here:

http://support.amd.com/en-us/download
Spoiler: Zen Sarcasm

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