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Why does OpenGL mode cause crashes?  "While Software mode works great"

User is offline   lwc 

#1

The launcher provides 3 modes:
  • WxH software - works flawlessly for me
  • WxH OpenGL - looks bad (has spots of colors everywhere like someone dropped a can of paint) and crashes as soon as I open a Volume or after some moments while playing with the in-game options
  • WxH OpenGL with Polymer - looks great, but still crashes like the above

Any idea what causes this? Does my Windows 10 21H1 not support OpenGL?

Moreover, if I move away from the original EDuke32 into Duke Plus, then:

View Postlwc, on 30 September 2021 - 01:07 PM, said:

Nevertheless, look what happens with Plus' internal OpenGL options - I get a black square instead of the normal explosion - what's going on?
https://i.ibb.co/5j9dQPZ/opengl-explosions-on.pnghttps://i.ibb.co/L68b2JR/opengl-explosions-black.png
https://i.ibb.co/SJPhnG8/opengl-explosions-off.pnghttps://i.ibb.co/bmkJc8g/opengl-explosions-not-used.png


This post has been edited by lwc: 01 October 2021 - 03:59 AM

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User is offline   Phredreeke 

#2

Do you have anisotropy forced on in the nVidia control panel? Because what you get with Polymost sounds a lot like an issue some people got with BuildGDX. That doesn't explain the crashes though.

Are you running EDuke32 with some kind of overlay?

As for the lack of explosions in Duke Plus, are models turned on? You can turn them on from console using the CVAR r_models 1
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User is offline   lwc 

#3

View PostPhredreeke, on 01 October 2021 - 04:31 AM, said:

Do you have anisotropy forced on in the nVidia control panel? Because what you get with Polymost sounds a lot like an issue some people got with BuildGDX. That doesn't explain the crashes though.

I don't have an Nividia control panel...

Quote

Are you running EDuke32 with some kind of overlay?

I don't think so, how do I know? I just downloaded EDuke32 and started it.

Quote

As for the lack of explosions in Duke Plus, are models turned on? You can turn them on from console using the CVAR r_models 1

I don't know. Tried to run this command but it failed. BTW, the console seems to accept only capital letters:
https://i.ibb.co/myn2YkM/caps.png
However, when I run just the word r_models, then the output is 1:
https://i.ibb.co/wJSDyHX/caps.png
But changing to 0 (i.e. r_models 0) makes no difference, explosions are still black.

This post has been edited by lwc: 01 October 2021 - 05:48 AM

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User is offline   Jmoc 

#4

I removed my post because I thought it was another problem (related to this).

This post has been edited by Jmoc: 01 October 2021 - 07:57 AM

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User is offline   Striker 

  • Auramancer

#5

View Postlwc, on 01 October 2021 - 05:42 AM, said:

I don't have an Nividia control panel...

Sounds like you're missing your GPU drivers, then. If you don't have an NVidia, AMD/ATI, or Intel Control Panel when you right-click your desktop, you are likely not running any proper driver for your GPU.

This post has been edited by Striker: 01 October 2021 - 01:59 PM

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User is offline   lwc 

#6

Solved! I've installed OpenGL Extensions Viewer, which made me realize my driver is rather old.
Granted, my computer model doesn't really have a noticeably newer driver, so I went straight for Intel itself and downloaded its newest driver.

Bingo! Not only can I now use OpenGL but also Polymer!
Even more so, Duke Plus finally shows explosions instead of black squares.

But why if I use OpenGL without Polymer I get a nasty looking logo and main screen (all other screens are great)?
https://i.ibb.co/xMGjLc9/screen-logo.png https://i.ibb.co/58QjPqy/screen-main.png

Just because it's interesting to see, here are explosions in Duke Plus in OpenGL with and without Polymer and then without OpenGL at all:
https://i.ibb.co/KWJ0HDC/polymer-on.png https://i.ibb.co/g6nLz1y/polymer-off.png https://i.ibb.co/51ZgD3X/explosion-without-opengl.png

Before I've upgraded my Intel Graphic driver (2015 version):
https://i.ibb.co/JqZk104/opengl-extensions-viewer-old.png
After I've upgraded my Intel Graphic driver (2020 version):
https://i.ibb.co/fSrpkgj/opengl-extensions-viewer.png

This post has been edited by lwc: 01 October 2021 - 02:46 PM

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User is offline   Striker 

  • Auramancer

#7

Seeing that, I am wondering if the corrupt colors on the title screens are related to the same issue with running OpenGL on the Raspberry Pi 4 (I get the same color corruption, but worse). Hopefully someone can take a look at it.

This post has been edited by Striker: 02 October 2021 - 03:01 PM

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User is offline   Phredreeke 

#8

So the color corruption is only on the title screen and 3DR logo? (I would assume also the episode 1 ending with Duke shooting the Battlelord)
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User is offline   lwc 

#9

View PostPhredreeke, on 03 October 2021 - 10:28 AM, said:

So the color corruption is only on the title screen and 3DR logo? (I would assume also the episode 1 ending with Duke shooting the Battlelord)

Yes, only those 2. The ending animation is actually fine in OpenGL without Polymer:
https://i.ibb.co/4F97CmG/duke0000.png https://i.ibb.co/6R24m4T/duke0001.png
Volume 4's opening animation is fine too - it actually looks 100% the same like with Polymer (left is OpenGL without Polymer while right is with Polymer):
https://i.ibb.co/2hS7nzv/duke0000.png https://i.ibb.co/8b2y4RV/duke0001.png

This post has been edited by lwc: 03 October 2021 - 01:22 PM

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User is online   Fox 

  • Fraka kaka kaka kaka-kow!

#10

View Postlwc, on 01 October 2021 - 02:29 PM, said:


Based on these images, it seems that in the title screen the palette color 128 has been remapped to 127.

In the 3DR screen, color 32 was remapped to 31, color 64 to 63 and so on.


Do the following test and take a screenshot:

Create an EDUKE.CON file in Eduke32.exe directory, with the following content:
include GAME.CON

appendevent EVENT_DISPLAYREST
  rotatesprite 160 100 32768 0 BETASCREEN 0 0 0 0 0 xdim ydim
endevent


This should display the title screen in-game. The green pixels should still be noticeable, even with the wrong palette.

At least it may tell us if it's a texture problem or a palette problem...
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User is offline   lwc 

#11

View PostFox, on 03 October 2021 - 03:22 PM, said:

Do the following test and take a screenshot:

Create an EDUKE.CON file in Eduke32.exe directory, with the following content:
include GAME.CON

appendevent EVENT_DISPLAYREST
  rotatesprite 160 100 32768 0 BETASCREEN 0 0 0 0 0 xdim ydim
endevent


This should display the title screen in-game. The green pixels should still be noticeable, even with the wrong palette.

At least it may tell us if it's a texture problem or a palette problem...

It didn't seem to make any change, here's the related log file (which mentions the new EDUKE.CON):

EDuke32 r9607-9741acb51
Built Sep 27 2021 20:06:31, GCC 10.0.0, 64-bit 
Using [my root folder]/EDuke32/ for game data
Running on Windows 10 (build 10.0.19043)
Initialized 1ms system timer
CPU:        Intel(R) Core(TM) i5-3339Y CPU @ 1.50GHz
Initializing SDL 2.0.15
Searching for game data...
 Checksumming DUKE3D.GRP... Done
Using [my root folder]/EDuke32/samples/ for game data
Using "DUKE3D.GRP" as main game data file.
Compiling: EDUKE.CON (122 bytes)
Including: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
USER.CON:844: warning: sound 261 already defined (hydro43.voc)
USER.CON:873: warning: sound 323 already defined (aisle402.voc)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3967: warning: found `else' with no `if'
GAME.CON: In state `pigshootenemystate':
GAME.CON:5890: warning: found `else' with no `if'
Found 4 warning(s), 0 error(s).
Compiled 140560 bytes in 293ms
Initialized 96.0M cache
Sound hlminhal.voc(#23) not found!
Sound hlmexhal.voc(#24) not found!
Sound yes.voc(#45) not found!
Sound fan.voc(#77) not found!
Sound hover.voc(#80) not found!
Sound turrrm.voc(#145) not found!
Sound turrrg.voc(#146) not found!
Sound turrat.voc(#147) not found!
Sound b3atk01.voc(#152) not found!
Sound turrpn.voc(#161) not found!
Sound turrdy.voc(#162) not found!
Sound b3atk01.voc(#176) not found!
Sound vpiss2.voc(#182) not found!
Sound jacuzzi2.voc(#322) not found!
Sound joke.voc(#397) not found!
Initializing OSD...
Loaded game controller database
No game controllers found
Loading clip map: _clipshape0.map
Loaded clip map.
Executing "settings.cfg"
Setting video mode 1024x768 (32-bpp windowed)
Refresh rate: 60.00Hz
OpenGL information
 Intel Intel(R) HD Graphics 4000 4.0.0 - Build 10.18.10.5161
Opened "samples/texturecache" as cache file
Initializing sound: SDL WASAPI driver on Conexant SmartAudio HD: 44.1 KHz stereo with 64 voices
Initializing MIDI driver: AdLib OPL3 emulation
 
Wrote eduke32.cfg
Wrote settings.cfg


This post has been edited by lwc: 03 October 2021 - 10:16 PM

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User is online   Fox 

  • Fraka kaka kaka kaka-kow!

#12

It should start a game on any level.
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User is offline   lwc 

#13

View PostFox, on 03 October 2021 - 10:25 PM, said:

It should start a game on any level.

I didn't get this part, now that I do here's that screenshot without and with Polymer - interesting enough it looks bad in both even though the actual problem is only without Polymer:
https://i.ibb.co/Y0mWZjg/duke0000.png https://i.ibb.co/hXjm84V/duke0001.png
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User is online   Fox 

  • Fraka kaka kaka kaka-kow!

#14

It looks bad because the title screen uses a different palette file than the game. But it's being displayed correctly.
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