The game freezes when looking at certain places

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Moderator: Graf Zahl

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Jackomel
Posts: 1
Joined: Fri Dec 14, 2007 20:01

The game freezes when looking at certain places

Post by Jackomel »

hello, my problem in gzdoom is that the game freezes in opengl mode (not on software mode) in some places (for example the start of the first level).
I tried with some experiments and I once managed to unfreeze the game by looking another way really fast, but the problem comes out again when looking the same way. I play the game in windowed mode at 1024x768 (but I've been experiencing the same problem at 1280x1024 full screen too).
I'm running the game on vista with a graphics card Sapphire x1950 gt.

here's the log:

Code: Select all

Log started: Fri Dec 14 20:46:10 2007

W_Init: Init WADfiles.
 adding C:/games/gzdoom/gzdoom.pk3
 adding C:/games/Doom/DOOM.WAD (2306 lumps)
I_Init: Setting up machine state.
CPU Speed: 1868.280119 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM)2 CPU          6300  @ 1.86GHz
  Family 6, Model 15, Stepping 6
  Features: MMX SSE SSE2 SSE3
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Setting buffer size 20 succeeded
  Initialization succeeded
Using software 3D sound
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
LoadDecorations: Load external actors.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupJoystick
I_StartupKeyboard
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon X1950 GT
GL_VERSION: 2.0.6465 Release
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression 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_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D 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_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control 
Support for non power 2 textures enabled.
Occlusion query enabled.
Init Shader 'Default::Standard':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Default::Inverse':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Default::Gold':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Default::Red':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Default::Green':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Default::Standard':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Default::Standard::desat':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Default::Brightmap':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Default::Brightmap::desat':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 1::Standard':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 1::Inverse':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 1::Gold':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 1::Red':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 1::Green':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 1::Standard':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 1::Standard::desat':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 1::Brightmap':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 1::Brightmap::desat':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 2::Standard':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 2::Inverse':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 2::Gold':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 2::Red':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 2::Green':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 2::Standard':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 2::Standard::desat':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 2::Brightmap':
Fragment shader(s) linked, vertex shader(s) linked. 

Init Shader 'Warp 2::Brightmap::desat':
Fragment shader(s) linked, vertex shader(s) linked. 

Resolution: 1024 x 768
Playing demo DEMO1
Cannot play non-ZDoom demos.
(They would go out of sync badly.)



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so, any ideas?
Orl
Posts: 5
Joined: Tue Jan 22, 2008 21:23

Post by Orl »

I am having the exact same problem with the latest gzdoom, particularly in The Ultimate Torment and Torture mod.

Apparently, whenever I look at an area that has a reflective floor or wall, the game stops for a moment, and then returns for few seconds. This will continue to happen until I look away from said area. This also occurs during the final boss fight constantly making it impossible to complete.

My graphics card is a Geforce 8500gt, all drivers up to date.

Really, this is ridiculous. Ever since having gzdoom installed I can no longer use zdoom, and gzdoom has been giving me nothing but problems anymore. I really hope this can be fixed.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

You can blame improper use of reflective surfaces in that WAD for your problem. There's reflective floors and ceilings in these sectors - and that's a killer combination.

Set r_mirror_recursions to 1 at the console and the problems should go away.
Orl
Posts: 5
Joined: Tue Jan 22, 2008 21:23

Post by Orl »

Graf Zahl wrote:You can blame improper use of reflective surfaces in that WAD for your problem. There's reflective floors and ceilings in these sectors - and that's a killer combination.

Set r_mirror_recursions to 1 at the console and the problems should go away.
I did as you said and set r_mirror_recursions 1. Unfortunately, the problem is still there.

I don't see how this can be a problem with the WAD itself either, because I played TUTNT on a ATI Radeon x600 and while it was slower than the card I'm using now, there were no frequent stops in certain areas.

What else can be done at this point?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

I can't say. This seems to be a hardware problem. During its development I played GZDoom on the following cards and never had any kind of problem:

- Geforce 3Ti
- Geforce FX 5200
- Geforce FX 5900
- Geforce 6800
- Geforce 8600GT
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