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Posted: Sun Sep 25, 2005 2:43
by Nash
I'm sorry to bump this, but I had a somewhat similar experience.
I can't set the resolution to 640x480. My monitor just says "Sync out of range".
That message normally comes out when a certain combination of resolution, refresh rate and other settings just can't work. In that case my monitor turns off and the digital display on the monitor prints the message I mentioned.
Not a big issue though, but it's kind of weird. I could run other OpenGL apps at 640x480 (and higher) without problems.
Performance-wise though, I'm not having problems with GZDoom. It's really fast, even on my medium-spec'd system. I'm lovin' it.
Graf, you rock my world haha
Posted: Sun Sep 25, 2005 8:19
by Graf Zahl
Nash wrote:I'm sorry to bump this, but I had a somewhat similar experience.
I can't set the resolution to 640x480. My monitor just says "Sync out of range".
Many games blindly set the refresh to 60Hz and don't care about the monitor's capabilities. That will work on any system.
But I am using the highest refresh rate the system reports as supported. Apparently it reports incorrectly for yours.
Posted: Wed Nov 09, 2005 8:21
by Skunk
Just tried ver 17 (the latest build) and I still can't get it to run. *sigh*
Posted: Wed Nov 09, 2005 21:31
by chaoscentral
hmm... i finally got it working correctly on my machine, but thats probably because of my new pc... all I can suggest is getting a new video card.
Possible temporary fix for display problem
Posted: Thu Nov 10, 2005 2:05
by Dalroi
The various incarnations of GZDoom have run quite happily under Windows XP in OpenGL mode at higher resolutions on my system which had a rather tired 17" CRT monitor. I recently inherited a 19" CRT monitor with a much higher spec. but GZDoom refused to run at more than 640x400 in fullscreen mode, higher resolutions produced out-of sync errors and a blank screen. Windowed mode worked without any problems, and the Windows desktop and other OpenGL games run happily at 1600x1200. I don't have an INF file for the monitor, I'm not sure that Windows detects its capabilities properly.
I found that I could get the display back by editing the GZDoom INI file to set gl_vid_refreshHz (normally 0) to a suitable figure, say 85 for my monitor at 1024x768. This is a kludge, but it works for the moment and may help people with similar problems.
Apart from this minor glitch I'm very impressed by GZDoom, and have found myself using it increasingly often in preference to other ports (to which however I mean no disrespect as they all have their advantages).
Posted: Thu Nov 10, 2005 5:00
by dennisjj2
Maybe your vidcard doesn't support 32-bit graphics. I once was using video card that didn't support 32-bit graphics (it supported 16 bit and 24 bit, but not 32 bit graphics)
Re: Possible temporary fix for display problem
Posted: Thu Nov 10, 2005 9:40
by Graf Zahl
Dalroi wrote: I don't have an INF file for the monitor, I'm not sure that Windows detects its capabilities properly.
That seems to be the problem. If the system takes incorrect guesses about the supported resolutions the only way to circumvent it is to manually set the refresh rate. Far too many games still use 60Hz unconditionally so they logically work. I am using the highest rate the monitor reports.
Posted: Fri Nov 11, 2005 0:53
by justin023
Psycho Siggi wrote:Personally I've found GZDoom to start up noticeably slower than ZDoom
Same here
Posted: Fri Nov 11, 2005 1:03
by Graf Zahl
Which isn't really surprising considering that it has to load several internal DLLs more for OpenGL.
Posted: Fri Nov 11, 2005 4:14
by Dalroi
I hesitate to ask, but given that manual editing of the ini is ... discouraged ... and the setting does not seem to work if placed in autoexec.cfg, is there any chance in due time of a "Set refresh rate" option in SET VIDEO MODE, or as a command line parameter? Or have I missed an alternative method of setting this without editing the ini?
Posted: Fri Nov 11, 2005 9:41
by Graf Zahl
Edit the .ini if you want to. Alternatively you can set it in-game in the console. The result is the same in both cases.
Posted: Wed Nov 16, 2005 2:38
by DoomRater
@Skunk:
Have you tried running it by forcing it to use a different resolution? Change your .ini to use these settings: (change the bold text)
vid_winscale=1
fullscreen=false
eaxedit_test=true
Posted: Wed Nov 16, 2005 2:40
by DoomRater
Dalroi wrote:given that manual editing of the ini is ... discouraged ...
Don't believe the comments generated by ZDoom. Much of the work I've done with my .ini's was done with notepad, not at the console. Because at the console I don't have copy and paste.
Posted: Thu Nov 24, 2005 0:03
by Skunk
No luck. Same error.

Posted: Sat Dec 03, 2005 3:39
by DoomRater
The new GZDoom contains a -nogl option which you can use to at least get it running. You can't see the 3D floors though which stinks but it still works out the blockcode for them.