Game runs but instantly minimises to the Taskbar
Moderator: Graf Zahl
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- Posts: 9
- Joined: Sun Mar 17, 2013 3:37
Game runs but instantly minimises to the Taskbar
Basically when I try to run GZDoom it successfully starts but then instantly minimises as though I had pressed Shift-Tab. I cannot click on the icon although if I hover the cursor over it, I can see the game running in a thumbnail. I can also hear the game running. This is a strange error as the game has always run fine for me previously. My operating system is Windows 8.1.
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- Posts: 9
- Joined: Sun Mar 17, 2013 3:37
Re: Game runs but instantly minimises to the Taskbar
Apologies, here are my machine's tech specs from Dxdiag:
Time of this report: 10/1/2014, 22:44:43
Machine name: GAMING
Operating System: Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_gdr.140723-2018)
Language: English (Regional Setting: English)
System Manufacturer: Acer
System Model: Aspire TC-105
BIOS: P12-A3
Processor: AMD A10-6700 APU with Radeon(tm) HD Graphics (4 CPUs), ~3.7GHz
Memory: 6144MB RAM
Available OS Memory: 6076MB RAM
Page File: 2313MB used, 4785MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.03.9600.16384 64bit Unicode
------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Display Tab 2: No problems found.
Sound Tab 1: No problems found.
Input Tab: No problems found.
--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)
---------------
Display Devices
---------------
Card name: Microsoft Basic Display Driver
Manufacturer:
Chip type:
DAC type:
Device Type: Display-Only Device
Device Key: Enum\ROOT\BASICDISPLAY
Display Memory: 256 MB
Dedicated Memory: 0 MB
Shared Memory: 256 MB
Current Mode: 640 x 480 (32 bit) (64Hz)
Monitor Name: Generic Non-PnP Monitor
Monitor Model: unknown
Monitor Id:
Native Mode: unknown
Output Type: Other
Driver Name:
Driver File Version: ()
Driver Version:
DDI Version: 11.1
Feature Levels: 11.1,11.0,10.1,10.0,9.3,9.2,9.1
Driver Model: WDDM 1.3
Graphics Preemption: DMA
Compute Preemption: DMA
Miracast: Not Supported by Graphics driver
Hybrid Graphics GPU: Not Supported
Power P-states: Not Supported
Driver Attributes: Final Retail
Driver Date/Size: , 0 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
Device Identifier: {D7B71AF4-43CC-11CF-8B20-8005ACC2CB35}
Vendor ID: 0x1414
Device ID: 0x008C
SubSys ID: 0x00000000
Revision ID: 0x0000
Driver Strong Name: basicdisplay.inf:1080904755d1bda1:MSBDD_Fallback:6.3.9600.16384:ROOT\BasicDisplay
Rank Of Driver: 00FB0000
Video Accel:
DXVA2 Modes:
Time of this report: 10/1/2014, 22:44:43
Machine name: GAMING
Operating System: Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_gdr.140723-2018)
Language: English (Regional Setting: English)
System Manufacturer: Acer
System Model: Aspire TC-105
BIOS: P12-A3
Processor: AMD A10-6700 APU with Radeon(tm) HD Graphics (4 CPUs), ~3.7GHz
Memory: 6144MB RAM
Available OS Memory: 6076MB RAM
Page File: 2313MB used, 4785MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.03.9600.16384 64bit Unicode
------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Display Tab 2: No problems found.
Sound Tab 1: No problems found.
Input Tab: No problems found.
--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)
---------------
Display Devices
---------------
Card name: Microsoft Basic Display Driver
Manufacturer:
Chip type:
DAC type:
Device Type: Display-Only Device
Device Key: Enum\ROOT\BASICDISPLAY
Display Memory: 256 MB
Dedicated Memory: 0 MB
Shared Memory: 256 MB
Current Mode: 640 x 480 (32 bit) (64Hz)
Monitor Name: Generic Non-PnP Monitor
Monitor Model: unknown
Monitor Id:
Native Mode: unknown
Output Type: Other
Driver Name:
Driver File Version: ()
Driver Version:
DDI Version: 11.1
Feature Levels: 11.1,11.0,10.1,10.0,9.3,9.2,9.1
Driver Model: WDDM 1.3
Graphics Preemption: DMA
Compute Preemption: DMA
Miracast: Not Supported by Graphics driver
Hybrid Graphics GPU: Not Supported
Power P-states: Not Supported
Driver Attributes: Final Retail
Driver Date/Size: , 0 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
Device Identifier: {D7B71AF4-43CC-11CF-8B20-8005ACC2CB35}
Vendor ID: 0x1414
Device ID: 0x008C
SubSys ID: 0x00000000
Revision ID: 0x0000
Driver Strong Name: basicdisplay.inf:1080904755d1bda1:MSBDD_Fallback:6.3.9600.16384:ROOT\BasicDisplay
Rank Of Driver: 00FB0000
Video Accel:
DXVA2 Modes:
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- Persecution Complex
- Posts: 176
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- Location: British Columbia
Re: Game runs but instantly minimises to the Taskbar
It's all well and good to supply as much information as possible, but you left out the most important information.
Which version of GZDoom and which version of OpenGL ?
If you cannot generate a logfile, then run something like
and report back.
Which version of GZDoom and which version of OpenGL ?
If you cannot generate a logfile, then run something like
- GPU-Z or GPU Caps Viewer
and report back.
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- Posts: 9
- Joined: Sun Mar 17, 2013 3:37
Re: Game runs but instantly minimises to the Taskbar
Thanks for the advice, I believe I have successfully generated a logfile, but you'll need to bear with me as I'm not really an expert at these things!
Log started: Thu Oct 02 15:16:22 2014
W_Init: Init WADfiles.
adding C:/gzdoom/gzdoom.pk3, 583 lumps
adding ./doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 3693 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD A10-6700 APU with Radeon(tm) HD Graphics
Family 21 (21), Model 19, Stepping 1
Features: MMX 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: ATI Technologies Inc.
GL_RENDERER: AMD Radeon R9 200 Series
GL_VERSION: 3.3.12618 Compatibility Profile Context 13.251.9001.1001
GL_SHADING_LANGUAGE_VERSION: 4.30
Log started: Thu Oct 02 15:16:22 2014
W_Init: Init WADfiles.
adding C:/gzdoom/gzdoom.pk3, 583 lumps
adding ./doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 3693 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD A10-6700 APU with Radeon(tm) HD Graphics
Family 21 (21), Model 19, Stepping 1
Features: MMX 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: ATI Technologies Inc.
GL_RENDERER: AMD Radeon R9 200 Series
GL_VERSION: 3.3.12618 Compatibility Profile Context 13.251.9001.1001
GL_SHADING_LANGUAGE_VERSION: 4.30
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- Persecution Complex
- Posts: 176
- Joined: Tue Apr 05, 2011 4:30
- Location: British Columbia
Re: Game runs but instantly minimises to the Taskbar
Version of GZDoom: still unknownKappes Buur wrote:Which version of GZDoom and which version of OpenGL ?
Version of OpenGL: GL_VERSION: 3.3.12618 ... from the log file
Meanwhile, read this News thread http://forum.drdteam.org/viewtopic.php?f=23&t=6398
Maybe a solution suggests itself.
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- Posts: 9
- Joined: Sun Mar 17, 2013 3:37
Re: Game runs but instantly minimises to the Taskbar
Thanks very much for the link. I tried it with a Doom 2 WAD file but it crashes to the desktop almost instantly.
In the meantime my version of GZDoom is g1.8.2 if that helps?
In the meantime my version of GZDoom is g1.8.2 if that helps?
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- Persecution Complex
- Posts: 176
- Joined: Tue Apr 05, 2011 4:30
- Location: British Columbia
Re: Game runs but instantly minimises to the Taskbar
I never tried version 1.8.2, so I cannot comment on it.Wadanny wrote:Thanks very much for the link. I tried it with a Doom 2 WAD file but it crashes to the desktop almost instantly.
In the meantime my version of GZDoom is g1.8.2 if that helps?
What if you tried one of the g1.9 development versions which can be downloaded from http://devbuilds.drdteam.org/gzdoom/
The development versions g2.1 need OpenGL 4.x, which, most likely, will cause problems for you in other ways.
[edit]
In view of Graf Zahl's answers below, you might also want to try a g2.1 dev build.
[edit2]
Your logfile was truncated probably due to the crash. Past the last line it should have listed the GL_EXTENSIONS and the video settings used by the engine.
[edit3]
Something like this:
Spoiler:
Last edited by Kappes Buur on Thu Oct 02, 2014 23:55, edited 3 times in total.
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- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Game runs but instantly minimises to the Taskbar
Kappes Buur wrote: The development versions g2.1 need OpenGL 4.x, which, most likely, will cause problems for you in other ways.
No, they don't anymore. They need 3.0 plus the GL_ARB_texture_samplers extension.
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- Persecution Complex
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- Location: British Columbia
Re: Game runs but instantly minimises to the Taskbar
Good to know. Thanks
-
- Posts: 9
- Joined: Sun Mar 17, 2013 3:37
Re: Game runs but instantly minimises to the Taskbar
Thanks for all this help. I have downloaded a dev build but not entirely sure how to use it, it has a file format designated as "7z?"
I've looked in the logfile again and I don't know if this is the data you are looking for. As I say, the game does not actually 'crash' in the traditional sense. It runs in the taskbar and when I hover the mouse over the icon I see a thumbnail of it running fine. I simply cannot get it to appear either as a window or fullscreen. It is as though I have immediately pressed Ctrl - Shift - Tab upon starting the game.
Here is my logfile reposted in full. Thanks again for the continued help.
Log started: Fri Oct 03 16:56:02 2014
W_Init: Init WADfiles.
adding C:/gzdoom/gzdoom.pk3, 583 lumps
adding ./doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 3693 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD A10-6700 APU with Radeon(tm) HD Graphics
Family 21 (21), Model 19, Stepping 1
Features: MMX 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: ATI Technologies Inc.
GL_RENDERER: AMD Radeon R9 200 Series
GL_VERSION: 3.3.12618 Compatibility Profile Context 13.251.9001.1001
GL_SHADING_LANGUAGE_VERSION: 4.30
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output 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_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments 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_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect 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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing 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_buffer_range 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_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced 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_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_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_depth_bounds_test 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_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage 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_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image 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 units: 32
Max. fragment uniforms: 1024
Max. vertex uniforms: 1024
Max. varying: 128
Max. combined uniforms: 246784
Max. combined uniform blocks: 75
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 640 x 480
I've looked in the logfile again and I don't know if this is the data you are looking for. As I say, the game does not actually 'crash' in the traditional sense. It runs in the taskbar and when I hover the mouse over the icon I see a thumbnail of it running fine. I simply cannot get it to appear either as a window or fullscreen. It is as though I have immediately pressed Ctrl - Shift - Tab upon starting the game.
Here is my logfile reposted in full. Thanks again for the continued help.

Log started: Fri Oct 03 16:56:02 2014
W_Init: Init WADfiles.
adding C:/gzdoom/gzdoom.pk3, 583 lumps
adding ./doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 3693 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD A10-6700 APU with Radeon(tm) HD Graphics
Family 21 (21), Model 19, Stepping 1
Features: MMX 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: ATI Technologies Inc.
GL_RENDERER: AMD Radeon R9 200 Series
GL_VERSION: 3.3.12618 Compatibility Profile Context 13.251.9001.1001
GL_SHADING_LANGUAGE_VERSION: 4.30
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output 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_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments 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_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect 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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing 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_buffer_range 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_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced 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_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_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_depth_bounds_test 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_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage 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_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image 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 units: 32
Max. fragment uniforms: 1024
Max. vertex uniforms: 1024
Max. varying: 128
Max. combined uniforms: 246784
Max. combined uniform blocks: 75
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 640 x 480
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- Persecution Complex
- Posts: 176
- Joined: Tue Apr 05, 2011 4:30
- Location: British Columbia
Re: Game runs but instantly minimises to the Taskbar
7z is an improvement over zip or rar and is preferred in the doom community.
The app can deal with every popular compression format.
http://www.7-zip.org/
Graf Zahl mentioned the GL_Extension GL_ARB_texture_samplers, which I cannot see in your logfile.
This is probably a sign that the driver for your video adapter is not properly supported. If that could be
the cause for the minimization, I do not know.
If the minimization persists with the g2.x builds, then it is time to try older builds of GZDoom.
If you load a new version of GZDoom into the same folder and thusly overwrite the old version, you should
delete the file zdoom-user.ini and let a new file be generated.
The app can deal with every popular compression format.
http://www.7-zip.org/
Graf Zahl mentioned the GL_Extension GL_ARB_texture_samplers, which I cannot see in your logfile.
This is probably a sign that the driver for your video adapter is not properly supported. If that could be
the cause for the minimization, I do not know.
If the minimization persists with the g2.x builds, then it is time to try older builds of GZDoom.
If you load a new version of GZDoom into the same folder and thusly overwrite the old version, you should
delete the file zdoom-user.ini and let a new file be generated.
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- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Game runs but instantly minimises to the Taskbar
I made a mistake. The extension is called GL_ARB_sampler_objects - and that is supported by every graphics card that has GL 3.0 support. A missing GL extension that's not being checked for would result in a crash, not a minimized window.
I suspect some other software playing foul here and forcing the window to minimize. Another possibility is that the system attempts to display the window on a secondary monitor that doesn't exist. I definitely have seen that happen on occasion when I unplugged my TV which is normally configured as secondary monitor.
I suspect some other software playing foul here and forcing the window to minimize. Another possibility is that the system attempts to display the window on a secondary monitor that doesn't exist. I definitely have seen that happen on occasion when I unplugged my TV which is normally configured as secondary monitor.
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- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Re: Game runs but instantly minimises to the Taskbar
Since there is no more feedback, I'm closing this as 'not GZDoom'.