Recent snapshots and OpenGL mode
#1 Posted 14 May 2018 - 06:32 AM
Your OpenGL implementation doesn't support the required extensions for persistent stream buffers
Pretty clear that some changes for Opengl were made, and indeed the changelog from 6664 say that.
I don't say to completely revert the changes, you can reimplement the possibility to play again on certain systems without go Software Mode? Perhaps with a specific instruction in the Eduke32 code that is activated under these circumstances from the next snapshot?
This post has been edited by Fantinaikos: 14 May 2018 - 06:34 AM
#2 Posted 14 May 2018 - 11:07 AM
The requirements should be pretty relaxed despite moving away from 1.1 GL spec.
Also posting .log might help here.
#3 Posted 14 May 2018 - 11:08 AM
#4 Posted 14 May 2018 - 11:22 AM
#5 Posted 14 May 2018 - 11:44 AM
ed32 has got a huge amount of performance boosts recently due to dropping strict GL1.1 compatibility.
A lot of hoops were done to make it do tricks like palette emulation, really inefficient ways that don't scale well just for the sake of not breaking compatibility.
To be honest, we're asking ~12 year old tech on a ~21 year old game at this point.
During the netbook era ~10 years ago, I was stuck with GMA9xx series systems when gaming on the go.
Even back when netbooks got out it was already quite slow as GMA3xxx series finally started to implement some basic stuff in hardware proper, not to mention better drivers.
Sure I did manage to complete Max Payne 1/2 on it but then you had games like GTA3 where the FPS tanked due to absence of hardware TnL
I recall even quake having issues with GMA stuff, which is probably the least you can ask from a GPU... to run the game that kind of made GPUs relevant in the first place
Around here you can pretty much find 6 year old intel gear in trash that has a GPU that's miles better.
#6 Posted 14 May 2018 - 11:51 AM
#8 Posted 14 May 2018 - 12:16 PM
EDuke32 r6885
Built May 8 2018 15:51:27, GCC 7.2.0, 32-bit
Using C:/Programmi/Eduke32/ for game data
Checking for updates...
Connecting to http://www.eduke32.com
Current version is 20120522... no updates available
Initializing SDL 2.0.8
Searching for game data...
Using "DUKE3D.GRP" as main game data file.
Compiling: GAME.CON (188196 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Script compiled in 102ms, 82004 bytes
Initialized 96.0M cache
RTS file "DUKE.RTS" loaded
Initializing OSD...
Switching keyboard layout from 00000410 to 00000409
0 joystick(s) found
Executing "settings.cfg"
"r_vbos" is not a valid command or cvar
Setting video mode 640x480 (32-bpp windowed)
Refresh rate: 60Hz
OpenGL information
Intel Intel 915GM 1.4.0 - Build 7.14.10.4764
Your OpenGL implementation doesn't support the required extensions for persistent stream buffers. Disabling...
Switching keyboard layout from 00000409 to 00000410
Not that the other with Windows 10 is that iper-recent, it is an AMD Turion 64 x2 1.6 ghz 512kb L2 with an ATI xpress 1100.
#10 Posted 08 September 2018 - 12:41 AM
My specs:
Windows 10
Intel Celeron N2807 with Intel HD Graphics (2014)
The GPU does fully support OpenGL 4.0 though, and it can play newer OpenGL games. When I start eduke32, it loads the main menu screen, then freezes after a few seconds and I get "eduke32.exe has stopped working". For some strange reason, when I load the debug version of that same build with GDB, it plays just fine. No crash, no error messages. This is why I can't give you a debug report. In my case, I think it's a bug and has nothing to do with missing OpenGL features. There must be another change in this version that breaks something with older graphics adapters. You don't have to fix this as the older versions work just fine. It might be useful to inform other players though, because they might just download the newest version of eduke32 and give up when they can't get it to work.
The only thing I can provide is the log file. Sadly it's not helpful, as it does not print any error message when it locks up.
EDuke32 r6664 Built Feb 15 2018 22:42:22, GCC 7.2.0, 32-bit Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D Twentieth Anniversary World Tour/ for game data Using C:/Users/user/Spiele/Dos/duke3d/ for game data Running on Windows 10 (build 10.0.17134) Initializing SDL 2.0.7 Searching for game data... Using "DUKE3D.GRP" as main game data file. Compiling: GAME.CON (99639 bytes) Including: DEFS.CON (28893 bytes) Including: USER.CON (36960 bytes) GAME.CON: In state `blimphitstate': GAME.CON:157: warning: expected action, found define. GAME.CON: In actor `ORGANTIC': GAME.CON:1923: warning: found `else' with no `if'. GAME.CON: In state `pigshootenemystate': GAME.CON:2817: warning: found `else' with no `if'. Found 3 warning(s), 0 error(s). Script compiled in 105ms, 48728 bytes, v1.3D compatibility mode *** You have run Duke Nukem 3D 20 times. *** Initialized 24.0M cache RTS file "DUKE.RTS" loaded Using RTS file "DUKE.RTS". Initializing OSD... 0 joystick(s) found Executing "settings.cfg" Setting video mode 1280x800 (32-bpp fullscreen) Refresh rate: 60Hz OpenGL information Intel Intel(R) HD Graphics 4.0.0 - Build 10.18.10.4885 Compile Status: 1 Log: Compile Status: 1 Log: Opened "textures" as cache file Initializing music... Initializing sound... 256 voices, 2 channels, 16-bit 44100 Hz polymost_waitForBuffer(): Had to wait for the drawpoly buffer to become available. For
And here's the changelog for r6664: https://dukeworld.co...4/ChangeLog.txt
Here's someone who has exactly the same problem trying to play the upcoming game "Ion Maiden" from 3D Realms: https://steamcommuni...14736002543258/
This post has been edited by asdf33: 08 September 2018 - 01:09 AM
#11 Posted 08 September 2018 - 04:22 AM
Thanks for the report, sorry that you are running into this issue. Can I ask you to post your settings.cfg from your r6664 installation? This is usually found in the same directory as eduke32.exe.
On r6663, could you launch the game in Polymost, open the console, type in and use the command "glinfo" (no quotes), quit out, and post that log file here?
This additional info would be extremely helpful in narrowing down the issue.
This post has been edited by pogokeen: 08 September 2018 - 04:24 AM
#12 Posted 08 September 2018 - 06:29 AM
EDuke32 r6650 Built Feb 12 2018 16:16:21, GCC 7.2.0, 32-bit Using C:/Program Files (x86)/Steam/steamapps/common/Duke Nukem 3D Twentieth Anniversary World Tour/ for game data Using C:/Users/user/Spiele/Dos/duke3d working/ for game data Running on Windows 10 (build 10.0.17134) Initializing SDL 2.0.7 Searching for game data... Using "DUKE3D.GRP" as main game data file. Compiling: GAME.CON (99639 bytes) Including: DEFS.CON (28893 bytes) Including: USER.CON (36960 bytes) GAME.CON: In state `blimphitstate': GAME.CON:157: warning: expected action, found define. GAME.CON: In actor `ORGANTIC': GAME.CON:1923: warning: found `else' with no `if'. GAME.CON: In state `pigshootenemystate': GAME.CON:2817: warning: found `else' with no `if'. Found 3 warning(s), 0 error(s). Script compiled in 97ms, 48728 bytes, v1.3D compatibility mode *** You have run Duke Nukem 3D 23 times. *** Initialized 24.0M cache RTS file "DUKE.RTS" loaded Using RTS file "DUKE.RTS". Initializing OSD... 0 joystick(s) found Setting video mode 1280x800 (32-bpp fullscreen) Refresh rate: 60Hz OpenGL information Intel Intel(R) HD Graphics 4.0.0 - Build 10.18.10.4885 Opened "textures" as cache file Initializing music... Initializing sound... 256 voices, 2 channels, 16-bit 44100 Hz OpenGL information Intel Intel(R) HD Graphics 4.0.0 - Build 10.18.10.4885 BGRA textures: supported Non-power-of-2 textures: supported Clamp-to-edge: supported Multitexturing: supported Frame Buffer Objects: supported Texture compression: supported Multisampling: supported NVIDIA multisample hint: not supported ARBfp fragment programs: supported Depth textures: supported Shadow textures: supported Rectangle textures: supported env_combine: supported Vertex Buffer Objects: supported Shader Model 4: supported Occlusion queries: supported GLSL: supported Debug Output: supported Buffer Storage: supported Maximum anisotropy: 16.0 Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_buffer GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_vertex_attrib_binding GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_EXT_shader_integer_mix GL_ARB_stencil_texturing Wrote eduke32.cfg Wrote settings.cfg
This post has been edited by asdf33: 08 September 2018 - 06:37 AM
#13 Posted 08 September 2018 - 08:36 AM
https://www.diffchecker.com/gN0vGQWL
The left side is the newer version that would normally crash. The right side is the older version that still works. What I've noticed is that the offending version, and the versions that came after it, added the lines "Compile Status: 1" and " Sync: supported", as shown in the diff. The working versions did not output those lines.
This post has been edited by asdf33: 08 September 2018 - 09:08 AM
#14 Posted 10 September 2018 - 07:59 AM
I'll work on getting to the root of this issue & keep this thread posted with updates.
#15 Posted 10 September 2018 - 09:43 AM
Please remove the .txt as I cannot upload .cfg files for some reason
Attached File(s)
-
settings.cfg.txt (2.36K)
Number of downloads: 129
#16 Posted 10 September 2018 - 09:50 AM
Initializing music... Initializing sound... 256 voices, 2 channels, 16-bit 44100 Hz polymost_waitForBuffer(): Had to wait for the drawpoly buffer to become available. For performance, try increasi
The guy in the Steam thread I linked to had exactly the same. In his log, it was also cut off after this message. He also has an older Intel iGPU. A google search yields a few other forum threads with similar problem. It might be a bug in the Intel driver after all.
This post has been edited by asdf33: 10 September 2018 - 10:06 AM
#17 Posted 10 October 2018 - 06:50 AM
I've pushed a patch that should fix the lock-up bug that was occurring for some users on particular Intel hardware. You can find the fix in r7048 builds or newer. Please let me know if this corrects the issue for you.
Thanks,
Alex Dawson
#18 Posted 10 October 2018 - 10:33 AM
#20 Posted 18 October 2018 - 02:22 AM
This post has been edited by asdf33: 18 October 2018 - 02:22 AM
#21 Posted 18 October 2018 - 03:10 AM
For the record:
Driver version 15.33.46.4885 can't run any eduke build newer than 6664
Driver version 15.33.47.5059, released 2018-09-18, runs everything
Damn, that sucks. Had I just waited one more week, the bug would have been fixed. Sorry for that and thanks for your support trying to fix it. Turns out it was Intel's fault the whole time.
This post has been edited by asdf33: 18 October 2018 - 03:30 AM