Search found 107 matches
- Tue Nov 28, 2023 8:11 am
- Forum: Projects
- Topic: Zeta Touch - Android port of Raze & EDuke32
- Replies: 52
- Views: 54504
Re: Zeta Touch - Android port of Raze & EDuke32
Yo emile I have a problem and a question. The raze 1.7.1 version never loads into the game and it's always stuck on a black screen. Also can you update zeta touch? Cause raze has a new version 1.8.1, Please and Thank you! https://discord.com/invite/wWCY9hh5 Which renderer do you have selected for 1 ...
- Fri Nov 24, 2023 4:55 am
- Forum: Projects
- Topic: Zeta Touch - Android port of Raze & EDuke32
- Replies: 52
- Views: 54504
Re: Zeta Touch - Android port of Raze & EDuke32
I need some new help now after April 20th I need some new help. How can I play these games (Ion Fury, A.W.O.L.) without it being 1 fps? I know what your gonna say after I say this, I'm running a Amazon fire hd 8 and I don't have a single computer in my room sooooooooooo. I just wanna know HOW ...
- Wed Feb 08, 2023 2:52 pm
- Forum: OpenGLES Renderer Bugs
- Topic: [4.10.0+] Mod causes a crash to desktop when you look up.
- Replies: 1
- Views: 3433
Re: [4.10.0+] Mod causes a crash to desktop when you look up.
Thanks, confirmed crash on 4.10.
Does not seem to crash on the latest code so probably fixed.
Does not seem to crash on the latest code so probably fixed.
- Wed Feb 08, 2023 2:07 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GLSL 3.3 used in OpenGL ES 2.0
- Replies: 8
- Views: 2282
Re: GLSL 3.3 used in OpenGL ES 2.0
I can confirm your branch is running without any alterations, with gl_es on either 0/1, and on both my systems. Do you want me to check anything else in particular? Thanks and sorry I was a bit slow to get to this. That's perfect and no problem, thanks for trying it out. As long as it starts up and ...
- Sun Feb 05, 2023 6:08 am
- Forum: Closed Bugs [GZDoom]
- Topic: GLSL 3.3 used in OpenGL ES 2.0
- Replies: 8
- Views: 2282
Re: GLSL 3.3 used in OpenGL ES 2.0
Hi,
I have done a fix I believe here:
https://github.com/emileb/gzdoom/tree/f ... bedded_pcs
Should work with gl_es set to 1 or 0 for using GLES context or Mesa. Only tested on Raspberry Pi.
Let me know if you give it a try.
Thanks
I have done a fix I believe here:
https://github.com/emileb/gzdoom/tree/f ... bedded_pcs
Should work with gl_es set to 1 or 0 for using GLES context or Mesa. Only tested on Raspberry Pi.
Let me know if you give it a try.
Thanks
- Thu Jan 19, 2023 1:16 am
- Forum: Closed Bugs [GZDoom]
- Topic: GLSL 3.3 used in OpenGL ES 2.0
- Replies: 8
- Views: 2282
Re: GLSL 3.3 used in OpenGL ES 2.0
Thanks for testing, ok it really is only gles 2.0 and not gles 3x.
Can I ask what hardware you are running on?
Can I ask what hardware you are running on?
- Mon Jan 16, 2023 2:24 pm
- Forum: Closed Bugs [GZDoom]
- Topic: GLSL 3.3 used in OpenGL ES 2.0
- Replies: 8
- Views: 2282
Re: GLSL 3.3 used in OpenGL ES 2.0
Yeah that was a change to support IQM models, I presumed that path was just used on desktop PC so put 3.30. What device are you running on? I will make it check what OpenGL version is actually available and set the appropriate GLSL version. If you change the string to "100" and set gles ...
- Sat Dec 17, 2022 2:45 pm
- Forum: Projects
- Topic: Zeta Touch - Android port of Raze & EDuke32
- Replies: 52
- Views: 54504
Re: Zeta Touch - Android port of Raze & EDuke32
Emile, I'd like to sheepishly apologize. I figured out that the reason why Blood doesn't work is that for some reason the files labeled "tiles" keep showing up in my phone's photo gallery as blank images. I kept seeing these and assuming that they were just corrupted photos, and then I'd delete ...
- Mon Dec 12, 2022 5:39 am
- Forum: Projects
- Topic: Zeta Touch - Android port of Raze & EDuke32
- Replies: 52
- Views: 54504
Re: Zeta Touch - Android port of Raze & EDuke32
I keep getting this weird bug when trying to play Blood. The game will start normally for a few days, but then randomly I'll go in to load the game and none of the textures or graphics will load. I can open menus and technically start a game, but when I start a game I just get this weird screen ...
- Thu Sep 22, 2022 2:49 am
- Forum: Projects
- Topic: Zeta Touch - Android port of Raze & EDuke32
- Replies: 52
- Views: 54504
Re: Zeta Touch - Android port of Raze & EDuke32
New version v2.2, download here: http://opentouchgaming.com/zeta-touch/ * Added Raze 1.5.0 * Updated EDuke32 dev to latest code * Added Gyro 'Smart toggle' button to touch screen and gamepad * Added Redneck Rampage : Ride Again to launcher * Added WWII GI to launcher * Added Quick Kick button ...
- Mon Jul 25, 2022 12:04 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Strange portal rendering glitch (since maybe 4.8)
- Replies: 20
- Views: 2423
Re: Strange portal rendering glitch (since maybe 4.8)
Ah just seen, good fix 

- Thu Jul 07, 2022 9:34 am
- Forum: SoftPoly2 Bugs
- Topic: Screen is black with r_multithreaded = 0
- Replies: 3
- Views: 4801
Re: Screen is black with r_multithreaded = 0
I was just looking at the softpoly mode in which all the 2D stuff is black, is this what you mean? The other old software mode works for me.drfrag wrote:For me it's screwed with a lot of red, it didn't happen in 4.7.1.
But in software just the weapon is black, that already happened before.
- Thu Jul 07, 2022 5:50 am
- Forum: SoftPoly2 Bugs
- Topic: Screen is black with r_multithreaded = 0
- Replies: 3
- Views: 4801
Screen is black with r_multithreaded = 0
The screen is rendered black when multithreading is disabled.
I have had a look but could not work out what was going on.. the blend function is just writing black pixels to the buffer. Maybe some render state is setup in a different order when only using one thread?
I have had a look but could not work out what was going on.. the blend function is just writing black pixels to the buffer. Maybe some render state is setup in a different order when only using one thread?
- Tue Jul 05, 2022 1:30 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Strange portal rendering glitch (since maybe 4.8)
- Replies: 20
- Views: 2423
Re: Strange portal rendering glitch (since maybe 4.8)
Lol oh yeah sorry, it was something I found ages ago, didn't realise it was in upstream. Maybe it needs to be removed?! On ARM it seems to cause exactly the same error as shown in the picture and only affects 32bit code. But maybe not related, sorry for the false alarm! Edit: yeah seems to I have ...
- Tue Jul 05, 2022 10:22 am
- Forum: Closed Bugs [GZDoom]
- Topic: Strange portal rendering glitch (since maybe 4.8)
- Replies: 20
- Views: 2423
Re: Strange portal rendering glitch (since maybe 4.8)
I know this is closed but for interest this is cause by some alignment issue between HWLinePortal and line_t This is the fix for 32bit machines for me: https://github.com/emileb/gzdoom/blob/1689ee600bb85cd55610af1b8324b507a6edecdd/src/rendering/hwrenderer/scene/hw_portal.h#L161 I can't see what ...