1.3.13 Beta release
Moderator: Graf Zahl
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
Re: 1.3.05 Beta release
I forget what my shader settings were. I tried every possible combination and couldn't get the error to happen anymore. I'll post again if it comes up again.
- The Ultimate DooMer
- Persecution Complex
- Posts: 152
- Joined: Tue Nov 08, 2005 23:04
- Location: Industrial Zone
- Contact:
Re: 1.3.05 Beta release
Attempted startup (with the pk3 in the zip and with r553's):
Code: Select all
Script error, "gzdoom.pk3:actors/actor.txt" line 30:
Unknown native variable 'uservar'
- Gez
- Developer
- Posts: 1399
- Joined: Mon Oct 22, 2007 16:47
Re: 1.3.05 Beta release
Just delete that line with slumped. Randy rewrote how uservars are handled.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: 1.3.05 Beta release
I reuploaded a fixed archive.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: 1.3.05 Beta release
And back to the ATI issues:
This is really getting frustrating. All I get is vague reports (and even some occasional bitching about supposed instability) but absolutely nothing that could help me track down and potential issues.
Right now the lack of ATI feedback is the only reason why there's no final 1.3 release. I know it works fine on NVidia but I'm not so sure about ATI in general. So unless I get some kind of feedback I'll have to tag the release with (not guaranteed to work with ATI) - which I clearly do not want to do.
I'm preparing a new benchmark this afternoon which I'm going to announce officially later once I got all the needed savegames and WAD links together. Please participate! This may help improve your experience.
This is really getting frustrating. All I get is vague reports (and even some occasional bitching about supposed instability) but absolutely nothing that could help me track down and potential issues.
Right now the lack of ATI feedback is the only reason why there's no final 1.3 release. I know it works fine on NVidia but I'm not so sure about ATI in general. So unless I get some kind of feedback I'll have to tag the release with (not guaranteed to work with ATI) - which I clearly do not want to do.
I'm preparing a new benchmark this afternoon which I'm going to announce officially later once I got all the needed savegames and WAD links together. Please participate! This may help improve your experience.
- Rachael
- Developer
- Posts: 3651
- Joined: Sat May 13, 2006 10:30
Re: 1.3.05 Beta release
Well, Graf, I use ATI, and I have to say GZDoom has been stable so far for me. I don't know where all the other problems are coming from. There's the gamma issue, but it's so easy to ignore right now because I just set ATI's gamma thing and it sets it for all games anyhow - so I'm really not concerned about it. Other people? That's them.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: 1.3.05 Beta release
Ok. Good to know. Now all that's left is one comprehensive benchmark on different systems and if that goes well the final release should be there soon.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Re: 1.3.05 Beta release
I can see if GZdoom will work on my daughter's laptop. I'm pretty sure that it has an ATI card of some sort. Of course, being a lappy and one certainly not set up for gaming, it's quite possibly not exactly a top-notch graphics card anyway. I'll report back what happens.
- The Ultimate DooMer
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Re: 1.3.05 Beta release
Well...my 256 meg X1300 Pro isn't showing any signs of trouble, even my framerate-chewing maps aren't flinching any more than usual.
- Enjay
- Developer
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Re: 1.3.05 Beta release
OK, my daughter's laptop with a ATI Mobility Radeon HD 3400 Series (drivers updated a few days ago) was able to start GZdoom r580, play MAP01, move on to MAP02, allow the player to die, load a save game, warp to MAP30, kill the bossbrain, show the end text and cast call. I was also able to set my preferred options (before I started an actual game) and change screen resolution after the cast call and then started a new game. It seemed to be running very well and, although it was only a short test, I wasn't aware of any problems at all. And all that running off a pen drive.
Log of the above test:
[spoiler][/spoiler]
Log of the above test:
[spoiler]
Code: Select all
Log started: Mon Oct 26 18:27:46 2009
W_Init: Init WADfiles.
adding F:/gzdoom/gzdoom.pk3, 538 lumps
adding ./doom2.wad, 2919 lumps
adding brightmaps.pk3, 419 lumps
adding lights.pk3, 4 lumps
I_Init: Setting up machine state.
CPU Speed: 1995 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 Duo CPU T5800 @ 2.00GHz
Family 6, Model 15, Stepping 13
Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.28.00
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.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
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: ATI Mobility Radeon HD 3400 Series
GL_VERSION: 2.1.7769 Release
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_EXTENSIONS: GL_AMD_performance_monitor GL_ARB_color_buffer_float 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_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr 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_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float 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_texture_sRGB GL_EXT_texture_shared_exponent 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
WGL_EXTENSIONS: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float
Max. texture units: 16
Max. fragment uniforms: 512
Max. vertex uniforms: 512
Max. varying: 68
Max. combined uniforms: 68
Max. combined uniform blocks: 68
Support for non power 2 textures enabled.
Occlusion query enabled.
Init Shader 'Default::colormap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::default':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::glow':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::glow+desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::colormap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::default':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::glow':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::glow+desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::colormap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::default':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::glow':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::glow+desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Brightmap::colormap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Brightmap::default':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Brightmap::glow':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Brightmap::desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Brightmap::glow+desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'No Texture::colormap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'No Texture::default':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'No Texture::glow':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'No Texture::desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'No Texture::glow+desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'fogboundary':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'spheremap':
Fragment shader(s) linked, vertex shader(s) linked.
Resolution: 640 x 480
Playing demo DEMO1
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
Playing demo DEMO2
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
Playing demo DEMO3
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
Playing demo DEMO1
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
Playing demo DEMO2
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
Playing demo DEMO3
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
MAP01 - entryway
Picked up a clip.
Picked up a clip.
"cl_run" is "true"
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up a medikit.
Picked up a clip.
MAP02 - underhalls
game saved. (auto1.zds)
]KILL
Player killed himself.
MAP02 - underhalls
Changing Level...
MAP30 - icon of sin
Line 55's right edge is unconnected
Degreelessness Mode ON
Ammo (no keys) Added
No Clipping Mode ON
Init Shader 'Default::colormap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::default':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::glow':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::glow+desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::colormap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::default':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::glow':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::glow+desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::colormap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::default':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::glow':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::glow+desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Brightmap::colormap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Brightmap::default':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Brightmap::glow':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Brightmap::desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Brightmap::glow+desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'No Texture::colormap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'No Texture::default':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'No Texture::glow':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'No Texture::desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'No Texture::glow+desaturate':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'fogboundary':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'spheremap':
Fragment shader(s) linked, vertex shader(s) linked.
MAP01 - entryway
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
Re: 1.3.05 Beta release
OKay, the rendering error I mentioned is happening again. I tried changing the shaders again and this time it always gave the error. I'm not sure what kind of info I can give to be helpful though.
About feedback from ATI users, I've never had many problems with it. And when I do have a problem I try my best to report it. I just suck at reporting stuff.
About feedback from ATI users, I've never had many problems with it. And when I do have a problem I try my best to report it. I just suck at reporting stuff.
-
- Posts: 32
- Joined: Sun Feb 03, 2008 23:28
Re: 1.3.05 Beta release
From what I've gathered is that older generation ATi cards(Radeon 9200 to say, x1600) are having problems. It could be the way the older drivers handle OpenGL rendering, though I'm not entirely sure. I'll gladly test the benchmark to help figure out what the problem is.
-
- Posts: 2
- Joined: Tue Oct 27, 2009 1:43
Re: 1.3.05 Beta release
ATI user reporting in.
This new version seems to be working splendidly, and whatever new renderer you're using is giving me a 30-100% boost in framerate in comparison to v1.2.0.1.
The only issue is that the dynamic light shaders aren't working.
With dynamic light shaders, lights don't show up at all; without them, they show up normally as before.
Logfiles follow.
This new version seems to be working splendidly, and whatever new renderer you're using is giving me a 30-100% boost in framerate in comparison to v1.2.0.1.
The only issue is that the dynamic light shaders aren't working.
With dynamic light shaders, lights don't show up at all; without them, they show up normally as before.
Logfiles follow.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: 1.3.05 Beta release
What I can say is that apparently the dynamic light shader uses something that your card can't handle. I suspect it's the for loop using uniforms. But without that feature it's not possible to do it at all. I think I have to change the error checks so that it disables that option if the shader does not compile.
-
- Posts: 2
- Joined: Wed Oct 28, 2009 1:03
Re: 1.3.05 Beta release
Am I the only one where the dynamic lighting doesn't work? I didn't even realize that it didn't until I ran Doom on Skulltag and I saw the glowing effects. They work just fine there, just not over GZDoom.