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by Chris
Mon Sep 01, 2025 10:02 pm
Forum: Bugs [GZDoom]
Topic: No graphics output on Linux, window never opens
Replies: 21
Views: 476

Re: No graphics output on Linux, window never opens

Okay, some testing your fix works perfectly on all of my systems, including the pi that started this all. Gonna open a PR, but I'd like to credit you. What name + email can I put into the commit metadata? Feel free to dm. I'm kcat on github, I've contributed to the GZDoom repo a few times before ...
by Chris
Fri Aug 29, 2025 5:57 pm
Forum: Bugs [GZDoom]
Topic: No graphics output on Linux, window never opens
Replies: 21
Views: 476

Re: No graphics output on Linux, window never opens

Thank you for testing that! I'm sorry I can't be of more help. I'm still completely incapable of reproducing this. I think this might be an issue specific to your machine, but I'll keep an eye out for similar reports. Maybe AMD/Mesa vs nVidia? lemming mentioned having nVidia using the proprietary ...
by Chris
Thu Aug 28, 2025 7:50 pm
Forum: Bugs [GZDoom]
Topic: No graphics output on Linux, window never opens
Replies: 21
Views: 476

Re: No graphics output on Linux, window never opens

Okay, this is interesting. Unfortunately, I'm still unable to replicate the issue you're having. Thankfully, native wayland with sdl2 (non compat) is not the default, so I don't think this will end up being an issue (though I might be wrong). It does mean I won't be able to use HDR in GZDoom ...
by Chris
Thu Aug 28, 2025 5:50 pm
Forum: Bugs [GZDoom]
Topic: No graphics output on Linux, window never opens
Replies: 21
Views: 476

Re: No graphics output on Linux, window never opens

> which still freezes after script parsing ... without the game/window showing I think this is a different issue, I'm currently trying to see if I can replicate it. Some quick debugging, and it seems to be freezing here: Thread 1 (Thread 0x7ffff61a4980 (LWP 489326) "gzdoom"): #0 __syscall_cancel ...
by Chris
Thu Aug 28, 2025 4:51 pm
Forum: Bugs [GZDoom]
Topic: No graphics output on Linux, window never opens
Replies: 21
Views: 476

Re: No graphics output on Linux, window never opens

Thank you for the information. I believe I have a fix. Would you be able to test if this fixes the issue for you? https://github.com/the-phinet/gzdoom/tree/fix-forum-t-80790 (branch fix-forum-t-80790, commit 26f147c2b8) Edit: added fix for missing loading screen in commit affbcb5034 It seems to fix ...
by Chris
Wed Aug 27, 2025 9:58 pm
Forum: Bugs [GZDoom]
Topic: No graphics output on Linux, window never opens
Replies: 21
Views: 476

Re: No graphics output on Linux, window never opens

It seems the only difference between my working systems and my non-working system is the sdl version. All of my working systems are using `sdl3 (3.2.x)` with `sd2-compat (2.32.x)`, and my non-working system is using `sdl2 (2.32.4)` directly. Can you confirm if you are using sdl2 or sdl2-compat? I ...
by Chris
Wed Aug 27, 2025 7:15 pm
Forum: Bugs [GZDoom]
Topic: No graphics output on Linux, window never opens
Replies: 21
Views: 476

Re: No graphics output on Linux, window never opens

What other deps do I need to install to make GZDoom create an actual Wayland window? With Debian, I believe it was just waylandpp-dev that I needed to handle those missing dev modules. Probably the same in Ubuntu derivatives. As for running with a Wayland window, you need to set the environment ...
by Chris
Fri Jul 11, 2025 5:02 am
Forum: Feature Suggestions [GZDoom]
Topic: S_Startsound sound environment argument
Replies: 4
Views: 118

Re: S_Startsound sound environment argument

The thing is, the sound environment IDs just specify effect parameter presets, not effect processors. Simply specifying an environment ID to a sound to play introduces ambiguity and can create unexpected costs depending on what environments are used (e.g. if you play 10 sounds with 10 unique ...
by Chris
Wed Jul 09, 2025 5:47 pm
Forum: Feature Suggestions [GZDoom]
Topic: S_Startsound sound environment argument
Replies: 4
Views: 118

Re: S_Startsound sound environment argument

It is possible to add in theory, though I'm not really sure the ideal way to do it. Currently only one environment reverb can be active at a time, and sounds can be excluded from the environment reverb by using the CHANF_UI flag, but can't be given a unique environment. As far as OpenAL Soft (what ...
by Chris
Tue Jun 10, 2025 6:32 pm
Forum: Bugs [GZDoom]
Topic: Taking a screenshot with Controlled folder access on crashes the game
Replies: 2
Views: 159

Re: Taking a screenshot with Controlled folder access on crashes the game

It seems to me that you are going to a lot of trouble for little benefit. You could simply specify a folder in the ini file where to save a screenshot. eg: screenshot_dir=D:\SCREENSHOTS\SCREENSHOTS_GZDOOM I think the concern is more about the crash when it couldn't save the screenshot to the given ...
by Chris
Sat Apr 19, 2025 1:57 pm
Forum: Scripting
Topic: Best way to give player explosion tinnitus?
Replies: 12
Views: 484

Re: Best way to give player explosion tinnitus?

(Side note, I believe OpenAL does have low and highpass parameters for sounds, it's just not exposed to mods in ZDoom) It does, and you're correct. Currently a low-pass filter is applied to all non-UI sounds when underwater (which also forces the Underwater reverb preset and lowers the pitch of ...
by Chris
Sat Mar 29, 2025 9:57 pm
Forum: Scripting
Topic: Question about PitchShift and how to get it for only a small subset of sounds
Replies: 2
Views: 167

Re: Question about PitchShift and how to get it for only a small subset of sounds

Don't know if this may be the issue or not, but by the looks of it, $pitchshiftrange <value> sets the current pitch shift range to be inherited by future sound definitions. However, sounds already defined are untouched, and it is possible to set the pitch shift range of a sound explicitly using ...
by Chris
Mon Mar 24, 2025 6:32 pm
Forum: Feature Suggestions [GZDoom]
Topic: Add Hard-Coded Sound Environments to reverbs.txt
Replies: 3
Views: 258

Re: Add Hard-Coded Sound Environments to reverbs.txt

From what I know, there's a couple parts to the hard-coded environments to be cognizant of (whether or not they're ultimately moved to reverbs.txt). For one, the hard-coded/built-in environments aren't allowed to be overridden by mods (as determined by ID, not name). Attempts to do so are silently ...
by Chris
Thu Feb 20, 2025 2:11 pm
Forum: Mapping
Topic: A hole that players go into but enemies walk over?
Replies: 7
Views: 781

Re: A hole that players go into but enemies walk over?

I'm curious how that would affect pathing. Does the enemy AI consider objects they can walk on as a valid path, or would it still try to avoid the holes since the map geometry has the lowered floor?
by Chris
Fri Jan 17, 2025 3:29 am
Forum: Technical Issues
Topic: GZdoom 4.14 macOS apple studio displayer speaker bug
Replies: 1
Views: 1373

Re: GZdoom 4.14 macOS apple studio displayer speaker bug

Does the console show the device being opened? Does it successfully open and just not output anything, or does the device fail to open?

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