[QUESTION] Unofficial Build, and what's Graf's project?
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
- Killer_Of_Doom
- Posts: 138
- Joined: Sat Jun 18, 2005 6:52 pm
- Location: Ireland
@ Graf Zahl. Sorry about that I ran it with +log logfile comand line, but no log file was made and I thought the .ini file was the file it should make.
What am I doing wrong?
Sorry if Im wasting your time.
What am I doing wrong?
Code: Select all
C:\gzdoom\gzdoom\GZDoom.exe -log logfile
Sorry if Im wasting your time.
- Killer_Of_Doom
- Posts: 138
- Joined: Sat Jun 18, 2005 6:52 pm
- Location: Ireland
- Killer_Of_Doom
- Posts: 138
- Joined: Sat Jun 18, 2005 6:52 pm
- Location: Ireland
Thanks Enjay, now it worked
God, that took awhile
God, that took awhile

Code: Select all
Log started: Tue Aug 30 21:41:20 2005
adding zdoom.wad (137 lumps)
adding ./doom2.wad (2919 lumps)
CPU Speed: 730.989453 MHz
CPU Vendor ID: GenuineIntel
Family 6, Model 8, Stepping 6
Features: MMX SSE
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
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49230
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Indeed. Although I only clip pickups and monsters most FLOATBOB things are pickups so it would apply. Unfortunately there is no perfect solution.Enjay wrote: An item that I have set to "floatbob" bobs up, and down, but it doesn't get to the bottom of its bob. It just sits still on the ground for a few moments until it bobs up again. I *think* the sprite in question may be offset in such a way that it goes below the floor at the bottom of the sprite, especially when it is at the bottom of the bob. I am assuming you have done something to prevent the known clipping issue in OpenGL ports where the bottom of a sprite can get cut off by the floor, if the sprite is offset in such a way as the bottom pixels extend into the floor (as most Doom sprites do). My guess is that you have prevented the clipping problem by making a sprite's lowest pixel rest on the floor. That would at least explain the interrupted bobbing of my item. (I just noticed, the same thing happens in timmie's port)
Same effect, different result. Monster sprites don't look right when they are cut off at the floor so I have to raise them. That's why they look a little taller.I also thought, whilst playing, that the Doomguy seemed a little short. Could this be due to the same thing? I *think* my relative position to the scenery felt OK but the bad guys seemed taller compared to me. Could it be that the Doom enemies and items have been shifted up by a few pixels to stop the pixels at the bottom being under the floor? I could be wrong with this one, it's just how it felt.
Sorry, that's a technical limitation. If I could get around this one the other problems would disappear as well.Another sprite problem - clipping by the ceiling. Don't know if it's possible to sort this - I think it happens in every OpenGL port. Tall sprites which may extend into the ceiling a little in a low room display fully in software mode ports, but get clipped where they meet the ceiling in OpenGL (including your port).
I have to check this. Personally I never noticed something wrong. About the line below the status bar, that's a bug in ZDoom's positioning code. It places the status bar incorrectly.The weapon offset has a problem. With the status bar visible, I thought the weapon might be taking up a bit more screen real estate than it used to. However, on pressing the - button to decrease the screen size, the straight line at the bottom of the weapon graphic became visible, as did a gap between it and the bottom of the screen. The smaller the screen, the bigger the relative gap. Not sure how important that is (who plays with a reduced screen?) but the status bar only view should be checked. (I checked again, the weapon certainly sits high in status bar mode.)
Hmm, I never noticed such problems. Can you post a sprite with which it happens? Then I can look for myself.I have a few sprites which show correctly normally. However, in a couple of levels I have used a translation to make them "wear" black uniforms. This works OK in Zdoom and ZdoomGL but in GZdoom, "holes" appear in the sprites. I presume this is because I'm mapping to palette index 0 or something, but like I said, it works fine elsewhere. Here's the translation. I can post an example sprite too if it helps.
CreateTranslation (1, 176:191=[79,79,79]:[0,0,0], 16:47=[79,79,79]:[0,0,0]);
That's all I've spotted so far. As far as running and playing, it seems very smooth indeed.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
OK, here's a test map. The translation looks pretty bad normally BTW, but it shouldn't have the holes.
Another thing I noticed - if 2 items are placed at exactly the same spot, at least one of them will show graphical glitches. This is also in the test wad - the clip can look very bad from some angles, but I did notice the effect looking even worse with some of the WADs I played.
Also in this test, there seems to be a thin strip of HOM between the bottom of the wall and the floor. I didn't notice that on any other map. Something to do with it only being 1 sector?
Oh, and I'm not sure what you were referring to when you mentioned the line under the status bar. I was only meaning that the smaller you make the screen, the weapon sprite (relatively) moves further away from the bottom of the screen. So I was talking about that ever increasing gap as you make the screen smaller. This is not present in regular Zdoom.
Another thing I noticed - if 2 items are placed at exactly the same spot, at least one of them will show graphical glitches. This is also in the test wad - the clip can look very bad from some angles, but I did notice the effect looking even worse with some of the WADs I played.
Also in this test, there seems to be a thin strip of HOM between the bottom of the wall and the floor. I didn't notice that on any other map. Something to do with it only being 1 sector?
Oh, and I'm not sure what you were referring to when you mentioned the line under the status bar. I was only meaning that the smaller you make the screen, the weapon sprite (relatively) moves further away from the bottom of the screen. So I was talking about that ever increasing gap as you make the screen smaller. This is not present in regular Zdoom.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place