OpenGL Mode won't work in GZDoom but it will in SKulltag

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Doomcraft
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Joined: Wed Jan 05, 2011 2:58

OpenGL Mode won't work in GZDoom but it will in SKulltag

Post by Doomcraft »

Like I said in the title, I have both GZDoom and Skulltag (and Zdoom too) but when I try to play games like Legacy of Suffering or Phocas Island 2 (where it's REQUIRED to have an openGL to play) I guess it just takes me to software mode even though I have all the proper in-game option settings. Yet when I play it on Skulltag (where it gives mt eh option right off the bat to have it be in OPenGL mode or not, unlike GZDoom when I load it) everything's playing perfectly!

I have a nvidia GeForce 6200 AGP Graphics card and I run it on Windows 7. Most of the games work pretty dang good but those that NEED OpenGL never work on GZDoom. ALso when I try to use the SVN's from r1151 upwards GZDOom won't load. What is wrong?
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Graf Zahl
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Re: OpenGL Mode won't work in GZDoom but it will in SKulltag

Post by Graf Zahl »

Please post a startup log. Without any info to go by I can't help you.
You get that by startng GZDoom with '+logfile log' on the command line.
Doomcraft
Posts: 4
Joined: Wed Jan 05, 2011 2:58

Re: OpenGL Mode won't work in GZDoom but it will in SKulltag

Post by Doomcraft »

Log started: Wed Jan 05 12:35:46 2011

W_Init: Init WADfiles.
adding C:/Users/Robert/Desktop/GZDoom/gzdoom.pk3, 564 lumps
adding ./doom2.wad, 2956 lumps
adding C:/Users/Robert/Desktop/GZDoom/Phocas2.wad, 1222 lumps
I_Init: Setting up machine state.
CPU Speed: 3001 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 3.00GHz
Family 15, Model 3, Stepping 3
Features: MMX SSE SSE2 SSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.10
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.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script warning, "Phocas2.wad:DECORATE" line 6019:
Unknown class name 'poisoncloudshot2'
Script warning, "Phocas2.wad:DECORATE" line 6075:
Unknown class name 'poisoncloudshot2'
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Warning: And and Both both have doomednum 300.
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
Resolution: 1152 x 864



TITLEMAP - Title

2 map sections found
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Gez
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Re: OpenGL Mode won't work in GZDoom but it will in SKulltag

Post by Gez »

Type "vid_renderer" in the console and tell us which value it returns.
Doomcraft
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Joined: Wed Jan 05, 2011 2:58

Re: OpenGL Mode won't work in GZDoom but it will in SKulltag

Post by Doomcraft »

the value is 0
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Graf Zahl
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Re: OpenGL Mode won't work in GZDoom but it will in SKulltag

Post by Graf Zahl »

Set it to 1. 0 is the software renderer.
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Gez
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Re: OpenGL Mode won't work in GZDoom but it will in SKulltag

Post by Gez »

Just type "vid_renderer 1" in the console, then quit and restart.
Doomcraft
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Joined: Wed Jan 05, 2011 2:58

Re: OpenGL Mode won't work in GZDoom but it will in SKulltag

Post by Doomcraft »

thanks guys it's working now.
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