If we want him to get butchered by people with OCD, yes.De-M-oN wrote:Maybe we should sgtmark show this and request to make it this way
I'll try a devbuild tomorrow and post comparisons.
Moderator: Graf Zahl
If we want him to get butchered by people with OCD, yes.De-M-oN wrote:Maybe we should sgtmark show this and request to make it this way
Spoiler: Console LogI'm assuming something isn't fully supported by the driver, or it's just crap and/or wrongly reporting something (as per intel)
Spoiler: More Console LogRunning it with -gl3 works fine.
This is caused by Afterburners Engine Hook.Happy wrote:Hey, got a little problem with this version.
I downloaded 2.0.03 and 1.8.02
1.8.02 is working fine,but in this newer one i got a complete yellow background
(Didn't know how to make a proper screenshot Trying with paint only gave me black pictures )
Besides, picking up items in 2.0.03 makes the complete screen yellow (not the normal short yellow-flash)
I have a NV Gtx480
Driver: 337.88 win7/x64
Maybe it can help you guys
Well whatdoyaknow. Sure enough the on screen display of afterburner was the cause. Nice work.De-M-oN wrote:
This is caused by Afterburners Engine Hook.
Use Vector 2D instead of Vector 3D and it works fine.
Code: Select all
OS: Windows 7 (NT 6.1) Build 7601
Service Pack 1
M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
adding C:/Users/Simon/Downloads/gzdoom-bin-2-0-03/gzdoom.pk3, 586 lumps
adding c:/steam/SteamApps/common/doom 2/base/doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 1497 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Celeron(R) CPU B800 @ 1.50GHz
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 4.26.27
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: Intel
GL_RENDERER: Intel(R) HD Graphics
GL_VERSION: 3.1.0 - Build 9.17.10.3517 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 1.40 - Intel Build 9.17.10.3517
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_EXT_pixel_format_packed_float
Max. texture size: 8192
Max. texture units: 16
Max. fragment uniforms: 1024
Max. vertex uniforms: 512
Max. uniform block size: 16384
Uniform block alignment: 16
Max. varying: 41
Max. combined shader storage blocks: 41
Max. vertex shader storage blocks: 41
Execution could not continue.
Unable to load shader Default:
Init Shader 'Default':
Vertex shader:
ERROR: 0:2: '' : extension 'GL_ARB_uniform_buffer_object' is not supported
Fragment shader:
ERROR: 0:2: '' : extension 'GL_ARB_uniform_buffer_object' is not supported
ERROR: 0:66: 'layout' : syntax error syntax error
Code: Select all
OS: Windows 8 (or higher) (NT 6.2) Build 9200
M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
adding C:/DOOM/gzdoom.pk3, 586 lumps
adding ./doom2.wad, 2919 lumps
adding C:/DOOM/skins/crosshair_pack.wad, 94 lumps
adding C:/DOOM/skins/moktar_skins_1.wad, 224 lumps
adding C:/DOOM/skins/moktar_skins_2.wad, 109 lumps
adding C:/DOOM/skins/st_skin_chubbs.wad, 57 lumps
adding C:/DOOM/skins/st_skin_illucia.wad, 58 lumps
adding C:/DOOM/skins/st_skin_phobos.wad, 60 lumps
adding C:/DOOM/skins/st_skin_seenas.wad, 52 lumps
adding shared/BDSE_19.pk3, 5562 lumps
adding shared/BDSE_19.pk3:terrain.wad, 261 lumps
adding shared/BDSE1.pk3, 82 lumps
adding shared/BDSE2.pk3
adding shared/BDSE_sfx.pk3, 6 lumps
adding shared/BDSE_lites.pk3, 812 lumps
adding shared/NCHUD.pk3, 86 lumps
adding shared/NCHUD_BD.pk3, 7 lumps
adding shared/addon/DB12.pk3, 96 lumps
adding shared/addon/DB11_BD.pk3, 2 lumps
adding shared/IWAD_NRFTL.zip, 2 lumps
adding shared/IWAD_NRFTL.zip:iwad_nrftl.wad, 399 lumps
adding shared/IWAD_YOMI.zip, 2 lumps
adding shared/IWAD_YOMI.zip:iwad_yomi.wad, 236 lumps
adding shared/IWAD_WID2.zip, 3 lumps
adding shared/IWAD_WID2.zip:danxb.wad, 211 lumps
adding shared/IWAD_WID2.zip:iwad_wid2.wad, 1142 lumps
I_Init: Setting up machine state.
CPU Speed: 1995 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) CPU B940 @ 2.00GHz
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 4.26.27
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.
Attempting to remap texture M_DOOM to non-existent lump MDOMHD
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Bad hex number: no
R_Init: Init Doom refresh subsystem.
Brightmap 'brightmaps/doom/SW2GSTONE.png' not found in texture '(null)'
DecalLibrary: Load decals.
Adding dehacked patch IWAD_WID2.zip:iwad_wid2.wad:DEHACKED
Patch installed
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: Intel
GL_RENDERER: Intel(R) HD Graphics
GL_VERSION: 3.1.0 - Build 9.17.10.3347 (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 1.40 - Intel Build 9.17.10.3347
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_EXT_pixel_format_packed_float
Max. texture size: 8192
Max. texture units: 16
Max. fragment uniforms: 1024
Max. vertex uniforms: 512
Max. uniform block size: 16384
Uniform block alignment: 16
Max. varying: 41
Max. combined shader storage blocks: 41
Max. vertex shader storage blocks: 41
Execution could not continue.
Unable to load shader Default:
Init Shader 'Default':
Vertex shader:
ERROR: 0:2: '' : extension 'GL_ARB_uniform_buffer_object' is not supported
Fragment shader:
ERROR: 0:2: '' : extension 'GL_ARB_uniform_buffer_object' is not supported
ERROR: 0:66: 'layout' : syntax error syntax error
Hmmm, yeah, that should have done it:Blue Shadow wrote: Started the game on the first map. Looked at the automap, and while the automap was in view, I brought the console down and used the map command to go to E1M4. Once I'm in the map, I checked the automap, again -- everything was fine.