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Recent snapshots and OpenGL mode

#1

I've did not updateted snapshots for a while, I noticed that the last snapshot that works for me is 6650, from 6664 it does not start because:

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

0

User is offline   oasiz 

  • Dr. Effector

#2

Out of curiosity, what GPU do you have?
The requirements should be pretty relaxed despite moving away from 1.1 GL spec.

Also posting .log might help here.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #3

Can you post your eduke32.log when you experience the problem, as well as your hardware and OS specs?
0

User is offline   Phredreeke 

#4

When looking into why my upscale pack would crash on his computer, it came up that he had a computer with a GMA 900 or 950. Either way, not supporting OpenGL 2.0
0

User is offline   oasiz 

  • Dr. Effector

#5

Yeah.. I wouldn't really expect to run much stuff on that :(
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 :P

Around here you can pretty much find 6 year old intel gear in trash that has a GPU that's miles better.
0

#6

Oh I have another one with much better specifications actually, the problem, over the annoyance of the transfer process, is... Windows 10 :( .
0

User is offline   oasiz 

  • Dr. Effector

#7

eduke32.log file and specs ? :(
0

#8

Here is the transcription. But it says nothing of new, almost certainly the cause are the compatibility problems and my already mentioned specs.

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.
0

User is offline   Kyanos 

#9

Yeah that card is from 2005, it supports up to OpenGL 1.4 only.
0

User is offline   asdf33 

#10

I also can't play any version precisely starting from r6664. All previous versions work fine.

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

0

User is offline   pogokeen 

  • EDuke32 Developer

#11

Hi asdf33,

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

0

User is offline   asdf33 

#12

pogokeen, you don't have to fix it, really I'm fine with just using the older version. Maybe just mention it in the Wiki or FAQ somewhere? Anyway, regarding the settings.cfg, I'm using the default config generated by eduke32, so I don't think it matters. Software mode works, just OpenGL makes it freeze. Also it doesn't matter which GRP file I use (Shareware or World Tour Edition). When I press enter really quick I can sometimes start a game for one or two seconds before it freezes. Here's the glinfo output from the previous working version:

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

0

User is offline   asdf33 

#13

And as I said, for some weird reason, the newer versions do not crash if I launch them using the GDB debugging tool. It might be interesting to compare the debug log file output for r6650 (working) and r6664 (freezes):

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

0

User is offline   pogokeen 

  • EDuke32 Developer

#14

Thanks asdf33 for the additional info. If possible, I would appreciate if you could additionally post your settings.cfg -- ensuring I can do my testing with your settings.cfg makes absolutely certain there's no room for error in isolating the issue.

I'll work on getting to the root of this issue & keep this thread posted with updates.
0

User is offline   asdf33 

#15

Here it is :rolleyes:
Please remove the .txt as I cannot upload .cfg files for some reason

Attached File(s)


0

User is offline   asdf33 

#16

Another thing that might help, here's my logfile after the freeze. Notice how the last message is cut off at the end. Could this be a clue?
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

0

User is offline   pogokeen 

  • EDuke32 Developer

#17

Hi asdf33,

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
0

User is offline   asdf33 

#18

That's awesome, thanks for patching it! I'll be able to test it in a week when I have access to my old gaming laptop again. I will post the result here.
0

User is offline   pogokeen 

  • EDuke32 Developer

#19

No problem. :rolleyes: Sounds good, I hope it proves helpful!
0

User is offline   asdf33 

#20

It's me again. So I installed and tested the new build and it works great, however I found out that the old, problematic build also works, which shouldn't happen. My theory is that the underlying issue could have been fixed in the Intel graphics driver, since they just released a new version after my post which mentions OpenGL fixes in the changelog. So I'm going to have to downgrade my graphics driver to the previous version to see if the new eduke build would have fixed the problem. Yep, weird. I will keep you updated :rolleyes:

This post has been edited by asdf33: 18 October 2018 - 02:22 AM

0

User is offline   asdf33 

#21

I'm back after some more testing. It was indeed the new Intel driver that fixed it. With it, I can run any version of eduke. When I downgraded to the old driver, I couldn't get any build past 6664 to run. The newer builds I tested, 7047, 7049 and 7067, still had the same issue, so the patch seemed to have no effect, at least with my graphics adapter.

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

0

User is offline   pogokeen 

  • EDuke32 Developer

#22

No worries, I'm happy it's working for you now! These sorts of driver related issues can be difficult to track down, especially without access to the particular hardware. Thanks for your testing & investigation! :rolleyes:
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