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Help!

Posted: Mon Dec 18, 2006 4:56
by Arcane
My video card doesn't support 640x480x32. Is there any way to make GZDoom start with 640x480x16?

Posted: Mon Dec 18, 2006 8:19
by wildweasel
What is your video card? Would a driver update fix things? (If you're using a Voodoo or Voodoo 2 card, probably not...)

Posted: Mon Dec 18, 2006 10:23
by Graf Zahl
You can force GZDoom to skip all the checks by adding +set gl_vid_compatibility 1 to the command line.

But if your card doesn't even support such a common mode better stick to a software renderer. Even if you manage to start GZDoom some advanced ZDoom features (e.g. horizons, multiple skyboxes or stacked sectors) won't be available. Furthermore, such obsolete graphics cards often have abysmal GL support and exhibit some weird effects.

Posted: Mon Dec 18, 2006 21:43
by Arcane
Okay. My onboard chipset ( :( ) runs games like Tremulous in OpenGL fine, so I don't think GZDoom should be a problem.

Except it doesn't support 32bit. Is there ANY wany to start in 16 or 24bit? :o

Posted: Mon Dec 18, 2006 22:07
by Graf Zahl
If you can't get it to start with +set gl_vid_compatibility 1 I'm sorry it won't start. That lowers the requirement to the lowest setting possible.

Posted: Tue Dec 19, 2006 7:43
by Arcane
Thanks, Graf. It worked fine.

Do you suggest any wads to showcase GZDoom's new features?

Posted: Tue Dec 19, 2006 8:08
by wildweasel
Sapphire and Phocas Island 2.

Posted: Tue Dec 19, 2006 10:35
by Graf Zahl
Be careful. Some things won't work with 16 bit, among them the reflective floors in Sapphire. I can't say much about Phocas Island because I don't know which features it uses. But I think it uses Line_Horizon which also requires a stencil buffer that is only available in 32 bit modes.

In any case, you will only get a limited feature set if you have to force compatibility. Here's a list of a few things that don't work:

- Mirrors
- Reflective floors
- Horizons
- Stacked sectors
- Multiple ZDoom-style skyboxes

Posted: Tue Dec 19, 2006 20:01
by Arcane
So is there any real point to using it? I've got all the sprite modifying features off and the only thing I'm really enjoying so far's lighting.

Pretty, pretty lighting.

Posted: Fri Dec 22, 2006 22:56
by Shinjanji
Arcane wrote:So is there any real point to using it? I've got all the sprite modifying features off and the only thing I'm really enjoying so far's lighting.

Pretty, pretty lighting.
Well, at least in OpenGL mode, you can still see the 3D floors (which are not stacked sectors, btw).