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Windows 11 and TDM


lowenz
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Lastest dev build (dev16358-9588): UNABLE TO INITIALIZE OPENGL :D

 

The same for the Intel AND the Nvidia GPUs. Problem with the ICD?

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Posted (edited)

Graphics driver issue?

Don't think so, GPU caps OpenGL "demos" run.

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Posted (edited)
6 hours ago, stgatilov said:

How about other games?

No problems in DirectX or Vulkan.

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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20 minutes ago, lowenz said:

No problems in DirectX or Vulkan.

Maybe try Doom 2016 in OpenGL mode?

I don't know what are other OpenGL games... Minecraft? 😁

Can you at least run OpenGL tech demos?

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Of course, are you asking me to build my own TDM on that machine? :D

First let me install Visual Studio....

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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2 hours ago, lowenz said:

Of course, are you asking me to build my own TDM on that machine? :D

First let me install Visual Studio....

Yes, it would be great if you look through initialization and see why it shows that message.

Of course, I can answer all your questions about code.

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Posted (edited)

Installed.

i5 10300H (I use only 4 thread) + HM 470 + 4 GB DDR4 2933 x2

GeForce 1660 Ti

Win 11 x64 Home Edition with lastest drivers.

Please explain the procedure you want done from getting the code (git?) to the debugging of the failed intialization.

If you want the debugging only (of the lastest dev version of TDM) let me know how.

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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19 minutes ago, lowenz said:

Please explain the procedure you want done from getting the code (git?) to the debugging of the failed intialization.

If you want the debugging only (of the lastest dev version of TDM) let me know how.

Take the latest revision from SVN trunk: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/
Put it to darkmod_src directory.

Take the latest dev build from tdm_installer.
Put it to darkmod directory nearby.
UPDATE: Perhaps you don't even need assets, since everything fails very early.

Open darkmod_src/TheDarkMod.sln in Visual Studio.
Select Debug With Inlines and x64 configuration, build solution.

Find function R_InitOpenGL, set breakpoint at its beginning.
Start With Debugging (usually F5), and after breakpoint hits, go step by step (Step Over).
You'll probably have to go inside GLimp_Init (Step Into) to see what failed there.

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Posted (edited)

Damn, it was simply the config file from another machine.

Maybe the *borderless* windowed mode tied to another monitor resolution (set to 2560x1440 vs 1920x1080 of this machine)

Edited by lowenz
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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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17 hours ago, lowenz said:

Please explain the lastest line!

When you are stepping through R_InitOpenGL, there are some calls to other functions.
If you are doing "step over", then you skip what happens inside.
But for some functions, it might be worth to "step into", because the reason why you see the error might be there.


Anyway, I have reviewed the code, and I think there must be some message/warning in console in case of OpenGL initialization failure, which says what went wrong.

If you still have that bad config file, could you please reproduce the issue again and see what's printed in game console? Perhaps you'll need "logFile 2" for that.
 

Also, I have changed the so-called "safe mode" in svn rev 9613.

When renderer cannot initialize OpenGL with user settings, it reverts some of them to basic values which should always work. Previously "safe settings" were fullscreen with non-specified width/height, which is not safe at all 😁 Now it is 800 x 600 windowed mode, which should be the safest to set up.

So if you update from SVN, build TDM and run it with bad config, you should get 800x600 window and some warnings in game console instead of fatal error.

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Posted (edited)

The "bad" in the config file was only a resolution not supported by the monitor of that machine. With the "borderless" option enabled.

 

And yes, I've seen the issue going step by step with the debugger.

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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