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I bet this has something to do with...

Posted: Fri Sep 02, 2005 0:36
by Skunk
...my lack of a graphics card.

jDoom runs on my computer. So does Risen3D. And ZDoomGL. And EDGE. I haven't tried Legacy or Vavoom. Both the offical and unoffical ZDoom releases work. So how come GZDoom tells me it can't reset the resolution to 640x480x32 and crashes without even running?

Posted: Fri Sep 02, 2005 0:55
by Graf Zahl
I really have to rip out the 'enhanced' startup code Timmie gave me... :(

Posted: Fri Sep 02, 2005 2:32
by Skunk
...what?

Posted: Fri Sep 02, 2005 16:44
by Enjay
Speaking of startup code. Out of Zdoom, ZdoomGL and GZDoom, GZDoom starts up the quickest on my system. I haven't bothered actually timing it, but startup with my own huge personal IWAD certainly numbers in quite a few seconds with Zdoom, is longer in ZdoomGL but is noticably shorter in GZDoom.

Posted: Fri Sep 02, 2005 17:13
by Graf Zahl
Did you start them one after another? In that case the HD cache will skew the numbers significantly. The only difference could come from the video startup code and the one I am using comes directly from Timmie, although it is not the same as in the latest ZDoomGL.

Posted: Fri Sep 02, 2005 23:44
by Skunk
I just tried with the latest version... and... nothing. Same error. :(

Posted: Sat Sep 03, 2005 0:21
by Graf Zahl
What does it say before that. And what are your system specs?

Posted: Sat Sep 03, 2005 2:36
by Enjay
Graf Zahl wrote:Did you start them one after another?
No, it isn't a disk caching thing. I'm talking about the first time of running after a boot and comparing each one in that way (ie, in each case one port and one port only was run after a boot). Anyway, I am using different copies of the WADs in question, so disk caching shouldn't apply.

Posted: Sat Sep 03, 2005 3:26
by Psycho Siggi
Personally I've found GZDoom to start up noticeably slower than ZDoom, I had assumed it had something to do with caching the textures and so on (like the other GL ports).

When I start it I get a view of my desktop resized to the resolution that GZDoom has been set to with a blank 320x200 (I'm guessing) window of GZDoom sitting idly. This lasts about a second or 2 at most, then it's full screen and working perfectly.

Posted: Sat Sep 03, 2005 7:15
by Skunk
Graf Zahl wrote:What does it say before that. And what are your system specs?
It doesn't say anything.

P2, 500 mhz, 512 ram, chipset graphics, Win2k, anything else?

Posted: Sat Sep 03, 2005 9:16
by Graf Zahl
PLease post the entire console output. When it fails to initialize OpenGL there will be a message explaining why.

But considering your system I am not surprised. Your grahpics chip is probably far too old and weak to support some of the more modern features I request.

Posted: Sat Sep 03, 2005 20:12
by Skunk
It won't let me. As soon as that "Can't change resolution" dialog appears, the program closes.

Posted: Sat Sep 03, 2005 22:08
by NiGHTMARE
Start the program with "gzdoom -set developer 1 +logfile log", then open the file called "log" in Notepad (or similar). The console output will be there.

Posted: Sun Sep 04, 2005 13:55
by Skunk

Code: Select all

Log started: Sun Sep 04 08:59:09 2005

 adding zdoom.wad (140 lumps)
 adding ./doom2.wad (2919 lumps)
 adding C:/Documents and Settings/Kyle Guthrie/My Documents/grafdoom/skins/lights.wad (4 lumps)
CPU Speed: 498.494525 MHz
CPU Vendor ID: GenuineIntel
  Family 6, Model 6, Stepping 5
  Features: MMX
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded

**** DIED WITH FATAL ERROR:
Could not set resolution to 640 x 480 x 32

Posted: Sun Sep 04, 2005 13:57
by Skunk
Graf Zahl wrote:When it fails to initialize OpenGL there will be a message explaining why.
Check out the log I posted, it's not failing to initialize openGL (I have openGL capability) and yet... it won't fucking run!