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Gzdoom fullscreen12/21/2023 Otherwise, I get just a simple black screen (with. So, when I try to start up GZDoom, the only thing that comes up is the cursor and the sound. Just wanted to see if this was a known bug of some kind, or specific enough that someone will know a fix.Honestly it seems like it must be a soundcard issue of some kind, but I thought I would check here first in case there is a simple solution (and also because the sound used to work.)Using FMOD : All sound drivers are up to date. They are both.ogg files, but I tried converting the sound files to.wavs and replacing them in the wad and that didn't work either -also tried the 'convert wav to doom sound' in Slade, which did nothing.I have messed around with every sound option imaginable in Zdoom itself, although I haven't tried messing with my audio drivers yet. They make a popping sound and cut off completely and it is only these two sounds (well, I believe they're the same sound) that are not working everything else is working totally fine. I've recently started having a weird sound problem with Zdoom (same issue with GZdoom also) where the sound for the Realm667 M40A1 and Hunting Rifle don't work. If it starts to seem like a GZDoom bug I can post about it on the ZDoom forums, just want to determine that first. Has anyone seen artifacts like this before? I can provide whatever information is needed, I even know a bit about how GZDoom's OpenGL rendering works. I don't actualy know, so I'm asking here first. See the 16:40 mark in this video for an example:Oddly, it only happens in outdoor areas, so on the one hand this may be GZDoom doing something bad that exposes the problem in OBS, or on the other hand maybe it's something OBS should detect and fix. ↳ Dr.Hi, I've been streaming some Doom with OBS using the GZDoom source port, and haven't been able to figure out why these flickering artifacts happen when the game is running full screen.I think the best I can do is force any weird sized window into desktop-resolution fullscreen instead of trying to match the window size as closely as possible. To handle this properly more is needed - like maybe a major change of the video backend's fullscreen handling. So the fullscreen window will always be the size of the last non-fullscreen window and not fill the screen.Īnd here's the problem: Since you can drag the window around, shrinking and expanding it at will, going back to fullscreen may induce an unwanted screen resolution change if I just switch to the next fitting fullscreen mode. The current code actually calculates proper window sizes, but forgets to adjust for that when switching back to fullscreen. The original code never cared about this fact, and set the internal screen size to something larger than actually was available, and restored fullscreen to that size later. The old code had one really stupid property - it always assumed that a window of the requested size could be created - but that's not the case if the window is fullscreen - Windows subtracts the frame from the screen size for the client area. This was caused by dpJudas's code to allow arbitrary window sizes. To be clear, this happens with or without WADSmoosh loaded.īoth today's git build of GZDoom and the official release. If I quit and go back in to GZDoom, it runs in full screen as normal. GZDoom also "knows" it's in a lower resolution because all the menus are scaled a little bit smaller. The GZDoom screen is big enough that I can see the bottom edge of the GZDoom window behind the task bar, but not all the way down, only about 1/3 of the way down and below that I can see my wallpaper. The window borders have gone but the task bar remains. GZDoom is kind of effectively half back in full screen mode. The task bar wasn't captured but the screenshot was only 1920x1173. My resolution is 1920x1200 and I took a screenshot just to see what would happen. What's more, GZDoom is playing at a slightly smaller than normal resolution. The windows task bar is still visible at the bottom of the screen. In GZDoom, however, things don't go back to full screen properly. If I hit alt-enter to go to windowed mode, the menu was fine and when I hit alt-enter again to go back to full screen the menu went back to being too big in ZDoom and QZDoom. I noticed when playing with a WADSmooshed PK3 that the episode menu fell off the bottom of the screen (. I'll raise a proper bug report for this if need be, but it might be system specific.
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