Search found 2779 matches
- Thu Aug 06, 2026 7:50 pm
- Forum: ZDoom (and related) News
- Topic: UZDoom 5.0.0 Pre-release
- Replies: 35
- Views: 7720
Re: UZDoom 5.0.0 Pre-release
It didn’t say either way on the git repository, so I just assumed. But what are the design issues with OpenGL interfering with multithreading it?
OpenGL works by sending commands to a renderer context, and that context is specified on a per-thread basis. So you do like
glXMakeContextCurrent ...
- Wed Jun 10, 2026 6:34 pm
- Forum: Scripting
- Topic: [ZScript] Clamp function not working
- Replies: 2
- Views: 68
Re: [ZScript] Clamp function not working
If min=true and max=false and either var or modified are negative, that will result in: var = clamp(-n, 0, -n); , i.e. the "min" parameter is larger than the "max" parameter. On most systems, specifying a larger "min" parameter vs the "max" parameter is invalid and may produce erroneous results like ...
- Thu Apr 16, 2026 7:30 pm
- Forum: Scripting
- Topic: [ZScript] How to make all sounds "echo" when a player is in a tagged sector?
- Replies: 1
- Views: 133
Re: [ZScript] How to make all sounds "echo" when a player is in a tagged sector?
Reverb is typically handled by mapping instead of scripting. See the wiki for SoundEnvironment things for how to set up areas to have different types of echoes.
Alternatively, you can use scripts to dynamically place and modify a SoundEnvironment thing based on whatever criteria you want. There's a ...
Alternatively, you can use scripts to dynamically place and modify a SoundEnvironment thing based on whatever criteria you want. There's a ...
- Tue Mar 31, 2026 4:47 pm
- Forum: General
- Topic: What are differences between ZDoom's software rendering and the original rendering by ID software
- Replies: 4
- Views: 201
Re: What are differences between ZDoom's software rendering and the original rendering by ID software
Another notable difference is ZDoom can draw the HUD elements (player weapon sprites, status bar, and text) on a separate truecolor/32-bit color buffer, that's blended on top of the main scene. Original ZDoom would use DirectDraw to combine them, while GZDoom changed it to use OpenGL, which allowed ...
- Thu Jan 22, 2026 7:56 pm
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
For anyone else reading, they managed to fix the issue by uninstalling pulseaudio (which was conflicting with PipeWire) and installing pipewire-pulse, then after rebooting, their sound bar started working with PipeWire (thus OpenAL/UZDoom).
- Tue Jan 20, 2026 3:16 am
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
It looks like you are running native PulseAudio for some reason. As far as I know, Ubuntu switched to PipeWire by default in 22.10, so I'm not quite sure why PulseAudio would be installed and running for you, unless it's an old installation that's been upgraded over time and it's just never been ...
- Sun Jan 18, 2026 6:25 pm
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
Any edit I can make to fix that? Surely it's a bug on Pirewire's end. Must be something that could be done.
It would be something to ask the PipeWire devs about . I unfortunately don't know PipeWire well enough to say what could be keeping UZDoom/OpenAL and pw-dump from seeing the device, while ...
- Sat Jan 17, 2026 1:16 am
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
UZDoom works with PipeWire, PulseAudio, ALSA, and various other audio systems (or really, OpenAL works with them, which is what UZDoom uses for audio mixing/output). It will automatically use what's available on the system, which in your case is PipeWire. There shouldn't be any problems with ...
- Fri Jan 16, 2026 7:55 pm
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
I read it, thanks. This is very odd. There doesn't seem to be any sound bar device described in the log, the only mention of one is the metadata tags for "default.configured.audio.sink" and "default.configured.audio.source" (which is the user-configured default device values, separate from "default ...
- Fri Jan 16, 2026 4:35 pm
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
What info would you need? Is there a way to create a log on the game launching?
I'd need the output of pw-dump, as I said in my previous response :
[...] I might need the output of pw-dump to see what information PipeWire itself has. Be aware that this will contain information about active ...
- Fri Jan 16, 2026 1:56 pm
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
Look at "Playback" tab:
That's not a good solution, since OpenAL will likely just open the HDMI device again next time if it's not seeing the sound bar device, and having to use pavucontrol to move the output every time you run the game is hardly good. It would be better for me to figure out why ...
- Thu Jan 15, 2026 6:09 pm
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
It looks like PipeWire isn't telling OpenAL about the device, or OpenAL is ignoring it for some reason. Are other AppImage applications able to see and use the device? Are any permission restrictions set on the device?
For PipeWire to tell OpenAL about the device, but OpenAL to ignore it without ...
For PipeWire to tell OpenAL about the device, but OpenAL to ignore it without ...
- Thu Jan 15, 2026 1:34 pm
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
There should be an openal.log created when running the game, which contains the relevant trace log. I don't know if it being an AppImage is messing with the current directory, so you might need to search.
- Wed Jan 14, 2026 7:03 pm
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
That's odd. OpenAL Soft isn't recognizing the device from the system for some reason. Do you know if you're using PulseAudio or PipeWire? And can you make an OpenAL trace log? You should be able to make one by running:
$ ALSOFT_LOGLEVEL=3 ALSOFT_LOGFILE=openal.log ./uzdoom
in the terminal from ...
$ ALSOFT_LOGLEVEL=3 ALSOFT_LOGFILE=openal.log ./uzdoom
in the terminal from ...
- Tue Jan 13, 2026 2:53 pm
- Forum: Technical Issues
- Topic: Having issues with getting my sound bar detected on UZdoom
- Replies: 26
- Views: 595
Re: Having issues with getting my sound bar detected on UZdoom
Somehow despite the sound bar being my default audio device when the game launches it uses the audio from my monitor. When I try selecting "playback option" or restarting sound my sound bar doesn't show up.
When you select "Playback device" it only cycles between the two "Default" and "AD104 ...