GZDoom 2.2.0 released

News about GZDoom.

Moderator: Graf Zahl

User avatar
Rachael
Developer
Developer
Posts: 3606
Joined: Sat May 13, 2006 10:30

Re: GZDoom 2.2.0 released

Post by Rachael » Wed Oct 05, 2016 3:59

macOS version. This is a .dmg that has been zipped to get past the file name filter!
dmg files can now be posted. And for that matter so can vhd's, vhdx's, vdi's... I'd recommend using a filesystem that supports compression if you use those though. ;)
Spoiler: Zen Sarcasm

User avatar
lizardcommando
GIGA CRUSH!
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Re: GZDoom 2.2.0 released

Post by lizardcommando » Wed Oct 05, 2016 6:12

This is what shows up for me in my logfile.

Code: Select all

Log started: Tue Oct  4 22:09:34 2016

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding C:/doomstuff/gzdoom/gzdoom.pk3, 620 lumps
 adding ./doom2.wad, 2919 lumps
 adding C:/doomstuff/gzdoom/skins/dssecret.wad, 1 lumps
I_Init: Setting up machine state.
CPU speed: 1497 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD A8-3500M APU with Radeon(tm) HD Graphics
  Family 18 (18), Model 1, Stepping 0
  Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
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 78.19 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: AMD Radeon(TM) HD 6620G
GL_VERSION: 4.1.11156 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_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory 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_imaging 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_parameters 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_shading_language_100 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_transpose_matrix 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_ARB_window_pos 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_compiled_vertex_array 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_fog_coord 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_histogram 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_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color 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 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_primitive_restart 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: 1366 x 768

<------------------------------->

map01 - entryway

Basically, no sprites show up. No weapon sprites, enemy sprites, item sprites or decoration sprites. The Fullscreen HUD and default statusbar HUD and menu shows up.

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 2.2.0 released

Post by Graf Zahl » Wed Oct 05, 2016 8:25

How old is YOUR driver?
Keep in mind that ATI/AMD's early GL 4 drivers were VERY buggy with many features not working as intended. All this hardware should have better OpenGL support with updated drivers.
The mere fact that I only get isolated reports about such glitches (you two are the only ones so far) suggests that both of you are stuck with an older driver that's suffering from some serious problems.

(Yeah, and I also found out that these cards have already been deprecated by AMD. Sometimes I wonder how they can treat their customers like that and get away with it. I have no problems with their hardware but the drivers are constantly having some issues with shitty implementation problems - and then after only a few years they even stop fixing them!)

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 2.2.0 released

Post by Graf Zahl » Wed Oct 05, 2016 8:28

Eruanna wrote:
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

Yeah, and since these cards already have been deprecated it's of no use. Thank you, AMD! :(
Seems due to their abhorrent driver policy I can investigate and implement another hack.


Anyway, some research on the internet gave me OpenGL 4.4 support for both Radeon 5000 and 6000, so to both of you: Please update your drivers!
Because: With GL 4.4 the code path that's causing problems here won't be used, so regardless of whether they fixed the bug or not, it won't show anymore.

Colt

Re: GZDoom 2.2.0 released

Post by Colt » Thu Oct 06, 2016 18:00

Hi folks,

I was using the GZDoom OS X (v0.5.1c) Port by Alexey-lysiuk on my iMac with no problems so far.

But after finding out that his port will no longer be updated and I could get official GZDoom macOS builds here, I give it a shot.

I downloaded the version from the first post. Mounted and moved it to my app folder.
On the first start, it also recognized my previous wad folder (/Users/Thomas/Library/Application Support/GZDoom/) and I started to play the first Doom 2 level.
After reaching the end of the level, I noticed that I have to reconfigure my options like keybindings, graphics, etc., because GZDoom 2.2.0 is using a complete new .ini-file in a different folder (/Users/Thomas/Library/Preferences/gzdoom.ini).

No trouble at all, till I edited it with the following:

Code: Select all

[Global.Autoload]
Path=lights.pk3
Path=brightmaps.pk3
Firing up GZDoom -> choosing doom2.wad -> starting a new game -> Level loads -> Screen flickering, freezing, sound stuttering = "Ri­en ne va plus!"

OK, maybe there was faulty mod or addon loading in the background. Checked everything, nothing.
Deleted old ini created a new one (without dynamic lights and brighmaps!). Doom 2 is running. :?:
Strange! How about a test with one of my favourite singleplayer mods: Back to Saturn X E1. Exactly the same behaviour: screen flickering - stutter - freeze. Mac got unresponsive!


In summary:
My old GZDoom OS X v0.5.1c is running those addons and mods flawlessly. The 2.2.0 release gives me headaches.

Here is log of my working 0.5.1c version:

Code: Select all

I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM)2 Duo CPU E8435 @ 3.06GHz
  Family 6, Model 23, Stepping 10
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.59
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.
Adding dehacked patch tutnt-v108.pk3:tntres.wad:DEHACKED
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
Unknown flat QWATER
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GT 130 OpenGL Engine
GL_VERSION: 2.1 NVIDIA-10.0.35 310.90.10.05b12
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos 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_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 
Max. texture size: 8192
Max. texture units: 16
Max. fragment uniforms: 2048
Max. vertex uniforms: 4096
Max. varying: 60
Resolution: 1920 x 1200



And the 2.2.0 log:

Code: Select all

W_Init: Init WADfiles.
 adding /Users/Thomas/Desktop/GZDoom/GZDoom.app/Contents/MacOS/gzdoom.pk3, 626 lumps
 adding /Users/Thomas/Library/Application Support/GZDoom/doom2.wad, 2919 lumps
 adding /Users/Thomas/Desktop/GZDoom/GZDoom.app/Contents/MacOS/lights.pk3, 4 lumps
 adding /Users/Thomas/Desktop/GZDoom/GZDoom.app/Contents/MacOS/brightmaps.pk3, 499 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM)2 Duo CPU E8435 @ 3.06GHz
  Family 6, Model 23, Stepping 10
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1
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 41.86 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)
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GT 130 OpenGL Engine
 (Core profile) NVIDIA-10.0.35 310.90.10.05b12
GL_SHADING_LANGUAGE_VERSION: 3.30
GL_EXTENSIONS: GL_ARB_blend_func_extended GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_occlusion_query2 GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shading_language_include GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB_decode GL_APPLE_client_storage GL_APPLE_container_object_shareable GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_texture_range GL_ATI_texture_mirror_once GL_NV_texture_barrier
Max. texture size: 8192
Max. texture units: 16
Max. varying: 16
Max. uniform block size: 65536
Uniform block alignment: 256
Resolution: 1920 x 1200

Thank you for reading and I would appreciate any help.

User avatar
Kappes Buur
Persecution Complex
Posts: 176
Joined: Tue Apr 05, 2011 4:30
Location: British Columbia

Re: GZDoom 2.2.0 released

Post by Kappes Buur » Fri Oct 07, 2016 0:17

Did you try any of these
http://devbuilds.drdteam.org/gzdoom-mac/
?

User avatar
BigBox141
Posts: 6
Joined: Mon Jul 11, 2016 16:32

Re: GZDoom 2.2.0 released

Post by BigBox141 » Fri Oct 07, 2016 1:26

@Graf Zahl

Thanks so fucking much man, everything's working now. I just updated my driver and everything's visible, your a saint man, thanks.

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 2.2.0 released

Post by Graf Zahl » Fri Oct 07, 2016 7:56

Good to know that it's just an old driver that can still be updated. Which saves me a lot of work... :)


This would have required some nasty piece of fudging if it had to be addressed in the engine.

_mental_
Developer
Developer
Posts: 254
Joined: Sun Aug 07, 2011 13:36

Re: GZDoom 2.2.0 released

Post by _mental_ » Fri Oct 07, 2016 8:32

Colt wrote:My old GZDoom OS X v0.5.1c is running those addons and mods flawlessly. The 2.2.0 release gives me headaches.
Renderers in those versions are completely different. You can try to enable old compatibility one using -glversion 2 command line option.
I'll try to reproduce the problem on similar hardware. What's your macOS version by the way?
Also it would be nice if you try to run with brightmaps but without dynamic lights and vice versa.

Colt

Re: GZDoom 2.2.0 released

Post by Colt » Fri Oct 07, 2016 19:50

Kappes Buur wrote:Did you try any of these
http://devbuilds.drdteam.org/gzdoom-mac/
?
Yes, without any luck. Anyway, thank you!

_mental_ wrote:
Colt wrote:My old GZDoom OS X v0.5.1c is running those addons and mods flawlessly. The 2.2.0 release gives me headaches.
Renderers in those versions are completely different. You can try to enable old compatibility one using -glversion 2 command line option.
I'll try to reproduce the problem on similar hardware. What's your macOS version by the way?
Also it would be nice if you try to run with brightmaps but without dynamic lights and vice versa.
Enabling the "-glversion 2" command line option everything is working great. Dynamic lights, brightmaps and mods/addons are running perfectly at the same time.

Working "-glversion 2" log file:

Code: Select all

M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
 adding /Applications/GZDoom.app/Contents/MacOS/gzdoom.pk3, 620 lumps
 adding /Users/Thomas/Library/Application Support/GZDoom/doom2.wad, 2919 lumps
 adding /Applications/GZDoom.app/Contents/MacOS/lights.pk3, 4 lumps
 adding /Applications/GZDoom.app/Contents/MacOS/brightmaps.pk3, 499 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM)2 Duo CPU E8435 @ 3.06GHz
  Family 6, Model 23, Stepping 10
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1
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 84.45 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)
Emulating OpenGL v 2
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GT 130 OpenGL Engine
 (Compatibility profile)0.0.35 310.90.10.05b12
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos 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_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
Max. texture size: 8192
Max. texture units: 16
Max. varying: 60
Resolution: 1920 x 1200
Switching back to the new render mode, I could only use brightmaps. Trying to load an additionally mod doesn't work.
Only turning on dynamic lights also doesn't work.

My macOS version is: 10.10.5 Yosemite.

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: GZDoom 2.2.0 released

Post by Graf Zahl » Fri Oct 07, 2016 20:30

That means that something about your system is not properly supporting OpenGL 3.x, although it nominally should. In that case, using -glversion 2 may be the only solution, although that may cause some feature regressions.

_mental_
Developer
Developer
Posts: 254
Joined: Sun Aug 07, 2011 13:36

Re: GZDoom 2.2.0 released

Post by _mental_ » Sat Oct 08, 2016 8:31

I checked dynamic lights on NVIDIA 9400M using different macOS including Yosemite. Everything was quite slow but worked as intended.
Nothing can be done with this, it's more like OS or even hardware issue, quite similar to this problem.
If you want to use dynamic lights no matter what the compatibility renderer is the only way to "fix" it in the given case.

Colt

Re: GZDoom 2.2.0 released

Post by Colt » Sat Oct 08, 2016 10:24

Okay, anyway thank you, guys.

Maybe I'll try my luck by doing a clean upgrade to El Capitan. If so, I'm gonna monitor the behaviour and keep you informed.

User avatar
Enjay
There is no dark side in the moon, really...
Developer
Developer
Posts: 4578
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: GZDoom 2.2.0 released

Post by Enjay » Tue Oct 11, 2016 19:25

I'm just trying to get back into Doom (definitely rusty) but what a pleasant surprise it was to finally log back in after a long absence and find a new version of GZDoom with some nice new features. Definitely going to play around with these. Thanks to all concerned. :)

With any luck, I'll be able to be around a bit more often in the coming weeks; perhaps still not as much as I'd like, but better than the last year or so.

User avatar
Rachael
Developer
Developer
Posts: 3606
Joined: Sat May 13, 2006 10:30

Re: GZDoom 2.2.0 released

Post by Rachael » Tue Oct 11, 2016 19:28

It's nice to have you back, Enjay! Place hasn't been the same without you. (Not counting what I changed since you were gone...)
Spoiler: Zen Sarcasm

Locked

Return to “News”

Who is online

Users browsing this forum: No registered users and 1 guest