The last crash is not driver related. PLease re-report in the bugs forum with all necessary data to reproduce it either attached or linked to.
Re: ATI Driver update or...
Posted: Sun Mar 28, 2010 14:38
by Remmke
Graf Zahl wrote:The last crash is not driver related. PLease re-report in the bugs forum with all necessary data to reproduce it either attached or linked to.
Well I made a workaround. I simply save the map each time I want to test it now and launch it through a shortcut pointing to GZDoom with my map location, this way it works fine. But still strange it occurred after installing newer drivers.
If you want I can still make a bug report about this but my project file is currently a bit messy (35mb).
Re: ATI Driver update or...
Posted: Sun Mar 28, 2010 15:07
by Graf Zahl
Please do. I'd like to check if there's something I can do about it.
Re: ATI Driver update or...
Posted: Sun Mar 28, 2010 15:30
by Gez
In case you missed it since it was the last post of the previous page:
Gez wrote:Okay, so it only crashes if you start it from DB2. What are the resources files for the map? Make sure that if you've loaded gzdoom.pk3 or heretic.wad as resource files, you've checked the box that tells DB2 not to add them to the command line, since they're automatically loaded anyway.
Create a logfile (see here for help if needed), run the level from DB2, and after the crash copy/paste the content of the log file created.
Re: ATI Driver update or...
Posted: Sun Mar 28, 2010 16:56
by Remmke
Basically my resources file are the Heretic.wad and my own .pk3 file with all resources.
The ATI 10.3 driver still make GZDoom crashed after startup on my ATI HD 4350 machine. (Using GZDoom 1.4.8 r762)
And that machine is same as I did beachmark test. Just installed ATI 10.3 driver and update GZDoom to 1.4.8.
I tried use clean INI and my INI on my 8600GT machine, both the same happens.
The Log...
(That machine didn't install OpenAL, and that's clean GZDoom installation.)
Spoiler: The startup log
Log started: Mon Mar 29 16:03:25 2010
W_Init: Init WADfiles.
adding E:/test/gzdoom.pk3, 542 lumps
adding ./doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 2680 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) D CPU 2.66GHz
Family 15, Model 4, Stepping 7
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
Could not ascertain driver capabilities. Some things may be weird. (Error 62)
Init failed for output type OpenAL. Retrying with DirectSound.
Buffer creation failed. Retrying with PCM-16 output.
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 Radeon HD 4300/4500 Series
GL_VERSION: 3.2.9704 Compatibility Profile Context
GL_SHADING_LANGUAGE_VERSION: 1.50
GL_EXTENSIONS: GL_AMDX_name_gen_delete GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer 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_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range 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_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object 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_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_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_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_buffer_object_rgb32 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_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection 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: 16
Max. fragment uniforms: 1024
Max. vertex uniforms: 1024
Max. varying: 64
Max. combined uniforms: 246784
Max. combined uniform blocks: 45
Support for non power 2 textures enabled.
Occlusion query enabled.
Re: ATI Driver update or...
Posted: Mon Mar 29, 2010 16:19
by Deathlike2
The notable oddity is the sound detection...
There is possibly something more seriously wrong with your system to not have it run properly.
Re: ATI Driver update or...
Posted: Tue Mar 30, 2010 3:38
by playerlin
Deathlike2 wrote:The notable oddity is the sound detection...
There is possibly something more seriously wrong with your system to not have it run properly.
Killed INI, let GZDoom make a new, but when I launch it, it still give me the same crash. The log is looks fine.
Tried ZDoom r2256(Same revision as GZDoom r762), it works fine.
Re: ATI Driver update or...
Posted: Tue Mar 30, 2010 6:51
by Deathlike2
Try older drivers?
You are uninstalling older drivers and the installing the newer ones right? Bad things happen when you try to overwrite older drivers w/o uninstalling...
Re: ATI Driver update or...
Posted: Tue Mar 30, 2010 9:15
by playerlin
Deathlike2 wrote:Try older drivers?
You are uninstalling older drivers and the installing the newer ones right? Bad things happen when you try to overwrite older drivers w/o uninstalling...
I'm f***ing sure I did that, origially it installed 9.9 and it works fine.
I uninstalled all 9.9 driver, then reboot system, install 10.3, then reboot again, run the game, it crashed.
So I have no idea why it happens...
(I still can play GZDoom with my NV 8600GT machine, and I don't really care about that ATI HD 4350 machine,it(I mean 4350) can play World of Warcraft with its OpenGL renderer but slower than DirectX9 one, but it still playable, I don't care. I have enough about any ATI/AMD driver problems... :p)
Re: ATI Driver update or...
Posted: Tue Mar 30, 2010 11:55
by Remmke
I now reverted to 10.1 and all problems related to GZDoom and DB2 are gone. Very strange.
Re: ATI Driver update or...
Posted: Fri Apr 09, 2010 23:37
by WinstonSmith6079
Where can I get this 10.1 Catalyst Driver? Or at least that 'atioglxx.dll' file from it? I need it for AGP though, see. I have a link for the latest AGP driver here (which is what I'm now using), but there's no links on that page for previous AGP drivers.
I'm using an ATI Raedon HD 4670 for AGP with 1GB VRAM on WinXP Pro, SP3.
I sure would love to play with GZDoom in 3D-rendering again, yep.
Re: ATI Driver update or...
Posted: Sat Apr 10, 2010 2:02
by Deathlike2
AGP drivers are for your mobo chipset. They are not provided by the video card manufacturer. They are provided your mobo. However, these drivers are for hardware that is "technically" unsupported since the AGP version is a special "version" that board partners are building (for those that still use that hardware). It's not a bug, but just AMD supporting these versions in a different manner.